I doubt anyone actually believes that.Got it. Here it is:
Destruction of Battlegrounds Chapter 1: Waiting 37 minutes for a lopsided match
@Major_Toughness Why would anyone believe any of these videos was recorded at 3 AM?
https://www.youtube.com/watch?v=J6r18QFNPTw 






It is very hard to find a single metric that could sum up "how good your are at the game". There are anyway some indicators that may give a clue about how strong you are compared to the rest of the group and how much you follow the rules of the game.
Once again, it is really hard to talk about it without data. You can install ImpressiveStats and collect data over time, then we can talk about what players you play with, what their average performance and what is your performance. I am not recording queue time btw, because I never thought about doing research on this matter, but I could implement custom addon to record q time if someone interested.
@imPDA yes I doubt we'll ever know what it is for sure, and all we can really do is speculate, but so far the evidence suggests MMR is:
-Not random.
-Not based on the amount of matches played.
-Not based on medal score.
What else could it be?Domination 1, zero chance of losing. Spawncamping newcomers instead of doing the objective to make the lopsided snoozefest last for as long as possible.
Domination 2, zero chance of losing:
Crazy King 1, zero chance of losing:
Crazy King 2, zero chance of winning. We could barely reach the flags.
Relic, zero chance of losing:
Deathmatch 1, zero chance of losing. Five players abandoned the match:
Destruction of Battlegrounds Chapter 134: Waiting 16 minutes for a lopsided match (Solo 8v8 PC/NA)
Deathmatch 2, zero chance of losing.
Off the top of my head:
- Damage/Healing done
- KDA (including assistances)
- Win Rate







Once again, it is really hard to talk about it without data. You can install ImpressiveStats and collect data over time, then we can talk about what players you play with, what their average performance and what is your performance. I am not recording queue time btw, because I never thought about doing research on this matter, but I could implement custom addon to record q time if someone interested.
@imPDA yes I doubt we'll ever know what it is for sure, and all we can really do is speculate, but so far the evidence suggests MMR is:
-Not random.
-Not based on the amount of matches played.
-Not based on medal score.
What else could it be?Domination 1, zero chance of losing. Spawncamping newcomers instead of doing the objective to make the lopsided snoozefest last for as long as possible.
Domination 2, zero chance of losing:
Crazy King 1, zero chance of losing:
Crazy King 2, zero chance of winning. We could barely reach the flags.
Relic, zero chance of losing:
Deathmatch 1, zero chance of losing. Five players abandoned the match:
Destruction of Battlegrounds Chapter 134: Waiting 16 minutes for a lopsided match (Solo 8v8 PC/NA)
Deathmatch 2, zero chance of losing.
Off the top of my head:
- Damage/Healing done
- KDA (including assistances)
- Win Rate
But these are all good metrics.
Destruction of Battlegrounds Chapter 136: Waiting 18 minutes for a lopsided match (Solo 8v8 PC/EU)
Crazy King, impossible to lose. Opponents couldn't reach the flags. Green-5 went around targeting newcomers instead of being zerged down alongside their teammates.
Chaosball 1, impossible to lose. Not doing the objective ensured the match lasted the full 15 minutes. Another thorough lesson on how to hate Battlegrounds and everything related to pvp. Goodbye population.
Chaosball 2 and 3, impossible to lose. They got one ball, we got two. They couldn't reach our base.
Deathmatch, impossible to lose.
Relic, impossible to lose.
Domination, impossible to win. Team with 2 healers somehow losing to team with no heals:
Once again, it is really hard to talk about it without data. You can install ImpressiveStats and collect data over time, then we can talk about what players you play with, what their average performance and what is your performance. I am not recording queue time btw, because I never thought about doing research on this matter, but I could implement custom addon to record q time if someone interested.
@imPDA yes I doubt we'll ever know what it is for sure, and all we can really do is speculate, but so far the evidence suggests MMR is:
-Not random.
-Not based on the amount of matches played.
-Not based on medal score.
What else could it be?Domination 1, zero chance of losing. Spawncamping newcomers instead of doing the objective to make the lopsided snoozefest last for as long as possible.
Domination 2, zero chance of losing:
Crazy King 1, zero chance of losing:
Crazy King 2, zero chance of winning. We could barely reach the flags.
Relic, zero chance of losing:
Deathmatch 1, zero chance of losing. Five players abandoned the match:
Destruction of Battlegrounds Chapter 134: Waiting 16 minutes for a lopsided match (Solo 8v8 PC/NA)
Deathmatch 2, zero chance of losing.
Off the top of my head:
- Damage/Healing done
- KDA (including assistances)
- Win Rate
But these are all good metrics.Destruction of Battlegrounds Chapter 136: Waiting 18 minutes for a lopsided match (Solo 8v8 PC/EU)
Crazy King, impossible to lose. Opponents couldn't reach the flags. Green-5 went around targeting newcomers instead of being zerged down alongside their teammates.
Chaosball 1, impossible to lose. Not doing the objective ensured the match lasted the full 15 minutes. Another thorough lesson on how to hate Battlegrounds and everything related to pvp. Goodbye population.
Chaosball 2 and 3, impossible to lose. They got one ball, we got two. They couldn't reach our base.
Deathmatch, impossible to lose.
Relic, impossible to lose.
Domination, impossible to win. Team with 2 healers somehow losing to team with no heals:
I don’t have many problems with match balance, but when I do, it’s polarizing.
One suggestion that I’ve seen, that has worked in other games, is a set mode for Ranked instead of a random one, and role-based matchmaking.
Arenas in New World were incredibly popular, and followed an Elimination format, with smart matchmaking.
What do I mean by this?
Let’s say you were playing a Healer… every time you would matchmake into a game, there would be a Healer on the enemy team, but never more than one.
Here’s where it got interesting. Let’s say you were playing a DPS, there was the possibility to land in a lobby with only DPS players.
Lobbies could look like any of these four combinations…
DPS, DPS, DPS vs DPS, DPS, DPS
DPS, DPS, Tank vs DPS, DPS, Tank
DPS, DPS, Healer vs DPS, DPS, Healer
DPS, Tank, Healer vs DPS, Tank, Healer
New World understood that DPS was a much more common role, and designed their matchmaking to put people into lobbies with this in mind, while respecting the power of Supports in turning the tide of a match by limiting the number of them within groups.
You would never find yourself in a lobby with two tanks, or two healers, and you wouldn’t find yourself fighting a team with a different combination than yours.
Battlegrounds in ESO could benefit from something similar to this, and with New World dying, why not just take the idea? Who would be mad about that? Even with like 1,000 people left playing, you can still matchmake into Arenas and experience them, which speaks volumes about how great their system works.
The skill of being so godlike that I can 1v8 every other sweatlord in the game?Great opportunity to practice the single most important skill one must have in 3-sided Deathmatch
Indeed they are.







Indeed they are.
But if they're using these metrics, then the problem can't be the matchmaking.Relic, no way of winning.
Domination 1 and 2, no way of losing. Lots of running around without even drawing weapons, spawncamping, and people giving up.
Chaosball 1, no way of losing. Took way longer than it should because no one wanted to grab the chaosballs.
Chaosball 2, no way of losing. Green-2 went around targeting newcomers.
Chaosball 3, no way of losing. Opponents couldn't reach the objective.
Crazy King, no way of losing. Same as above.
Indeed they are.
But if they're using these metrics, then the problem can't be the matchmaking.Relic, no way of winning.
Domination 1 and 2, no way of losing. Lots of running around without even drawing weapons, spawncamping, and people giving up.
Chaosball 1, no way of losing. Took way longer than it should because no one wanted to grab the chaosballs.
Chaosball 2, no way of losing. Green-2 went around targeting newcomers.
Chaosball 3, no way of losing. Opponents couldn't reach the objective.
Crazy King, no way of losing. Same as above.
The resetting at the start of each month is certainly a problem, but comparing outliers does seem to indicate that the matchmaking isn't as horrible as people believe. On that note, does anyone know if the following article is legit?
Source:
www.pcgamesn.com/the-elder-scrolls-online/mmr-battlegrounds-interview
ESO dev lifts lid on the MMO's MMR system saying "it's nothing new"
After huge battleground changes recently hit the Elder Scrolls Online recently, players have become obsessed with MMR and how it all works.
ESO dev lifts lid on the MMO's MMR system saying "it's nothing new"
Updated: Nov 1, 2024
The Elder Scrolls Online
PvP has received a renewed focus in the Elder Scrolls Online thanks to the most recent update which completely overhauled the game's battlegrounds. Instead of the traditional version found previously in the Tamrielic game which consisted of three teams facing off against each other, things have become simplified and streamlined. Now, it's just your team versus another one, and as a result of this new playing field fans are looking at the MMO's matchmaking rating system and wondering what effects it has and how to navigate it.
We recently got the chance to speak to Elder Scrolls Online PvP designer Brian Wheeler about all the big changes hitting the MMORPG right now. One query that came up relates to the community's current obsession with MMR, especially looking at how one goes up or down in rank against other players, and where the current system came from.
"What's funny is it's nothing new. We've had that. We've had that MMR system in since update 20," Wheeler laughs. "When we launched battlegrounds with Morrowind, we had a pretty basic MMR that was based on your win and loss, and that's it. What we explored after that was looking at Elo and TrueSkill and various things like that, because what it's supposed to do is take into account your expected win rate or not, which is basically the MMR of your enemies."
"So let's say we're in a group and the system gets the MMR average of our group and then it goes, what's the group? What's the enemy's MMR, what's their ranking and their average?" he continues. "If theirs is higher than yours and you lose, then you don't take as big of a hit. But if you win, you get a bigger gain. The reverse goes for the other team. If they were fighting us and we're lower and we win, they're going to take a bigger hit because they lost to a crappier team."
"The only calculation change we had to make was whether it's looking at two other teams or just one other team in terms of are you going to win, or are you not going to win," he says. "The calculations have always been based on win/loss, and it's been very interesting seeing how much more people are getting interested in that because as a PvP and gamer nerd, I like looking at that stuff."
That said, there's a limit to how much the developer will share - as it might become open to abuse if the full MMR calculations ever became known. "We do have some help definitions that explain a little bit how it functions but as with many things in the game, we're not going to tell you the exact calculations," he lets us know. "That's the secret in the sauce that we have across the board for the entire game."
If you'd like to check out what's new in this latest update which completely changed how battlegrounds work in ESO, head over to the full patch notes to get the lowdown.
Or you can always take a look at our guides to the best fantasy games and the best single-player MMOs you can play on PC, as they're sure to help you find exactly what you've been looking for.
You can also follow us on Google News for daily PC games news, reviews, and guides, or grab our PCGN deals tracker to net yourself some bargains.
Indeed they are.
But if they're using these metrics, then the problem can't be the matchmaking.Relic, no way of winning.
Domination 1 and 2, no way of losing. Lots of running around without even drawing weapons, spawncamping, and people giving up.
Chaosball 1, no way of losing. Took way longer than it should because no one wanted to grab the chaosballs.
Chaosball 2, no way of losing. Green-2 went around targeting newcomers.
Chaosball 3, no way of losing. Opponents couldn't reach the objective.
Crazy King, no way of losing. Same as above.
The resetting at the start of each month is certainly a problem, but comparing outliers does seem to indicate that the matchmaking isn't as horrible as people believe. On that note, does anyone know if the following article is legit?
Source:
www.pcgamesn.com/the-elder-scrolls-online/mmr-battlegrounds-interview
ESO dev lifts lid on the MMO's MMR system saying "it's nothing new"
After huge battleground changes recently hit the Elder Scrolls Online recently, players have become obsessed with MMR and how it all works.
ESO dev lifts lid on the MMO's MMR system saying "it's nothing new"
Updated: Nov 1, 2024
The Elder Scrolls Online
PvP has received a renewed focus in the Elder Scrolls Online thanks to the most recent update which completely overhauled the game's battlegrounds. Instead of the traditional version found previously in the Tamrielic game which consisted of three teams facing off against each other, things have become simplified and streamlined. Now, it's just your team versus another one, and as a result of this new playing field fans are looking at the MMO's matchmaking rating system and wondering what effects it has and how to navigate it.
We recently got the chance to speak to Elder Scrolls Online PvP designer Brian Wheeler about all the big changes hitting the MMORPG right now. One query that came up relates to the community's current obsession with MMR, especially looking at how one goes up or down in rank against other players, and where the current system came from.
"What's funny is it's nothing new. We've had that. We've had that MMR system in since update 20," Wheeler laughs. "When we launched battlegrounds with Morrowind, we had a pretty basic MMR that was based on your win and loss, and that's it. What we explored after that was looking at Elo and TrueSkill and various things like that, because what it's supposed to do is take into account your expected win rate or not, which is basically the MMR of your enemies."
"So let's say we're in a group and the system gets the MMR average of our group and then it goes, what's the group? What's the enemy's MMR, what's their ranking and their average?" he continues. "If theirs is higher than yours and you lose, then you don't take as big of a hit. But if you win, you get a bigger gain. The reverse goes for the other team. If they were fighting us and we're lower and we win, they're going to take a bigger hit because they lost to a crappier team."
"The only calculation change we had to make was whether it's looking at two other teams or just one other team in terms of are you going to win, or are you not going to win," he says. "The calculations have always been based on win/loss, and it's been very interesting seeing how much more people are getting interested in that because as a PvP and gamer nerd, I like looking at that stuff."
That said, there's a limit to how much the developer will share - as it might become open to abuse if the full MMR calculations ever became known. "We do have some help definitions that explain a little bit how it functions but as with many things in the game, we're not going to tell you the exact calculations," he lets us know. "That's the secret in the sauce that we have across the board for the entire game."
If you'd like to check out what's new in this latest update which completely changed how battlegrounds work in ESO, head over to the full patch notes to get the lowdown.
Or you can always take a look at our guides to the best fantasy games and the best single-player MMOs you can play on PC, as they're sure to help you find exactly what you've been looking for.
You can also follow us on Google News for daily PC games news, reviews, and guides, or grab our PCGN deals tracker to net yourself some bargains.
What they say=/how it works, this should be obvious to anyone who actually plays battlegrounds.
Play one character a lot=longer queues on that character, simple as that. Your WR, KDR etc does not matter in that equation.
A simple way to showcase this would be showing the MMR of each player in a BG and the amount of points gained/lost at the end; somehow I doubt the CP122 I had in my team yesterday is a "top MMR player" for example.
Please stop obfuscating actual big issues in this game by theorizing with limited understanding and spreading misinformation, thank you very much.
MincMincMinc wrote: »Indeed they are.
But if they're using these metrics, then the problem can't be the matchmaking.Relic, no way of winning.
Domination 1 and 2, no way of losing. Lots of running around without even drawing weapons, spawncamping, and people giving up.
Chaosball 1, no way of losing. Took way longer than it should because no one wanted to grab the chaosballs.
Chaosball 2, no way of losing. Green-2 went around targeting newcomers.
Chaosball 3, no way of losing. Opponents couldn't reach the objective.
Crazy King, no way of losing. Same as above.
The resetting at the start of each month is certainly a problem, but comparing outliers does seem to indicate that the matchmaking isn't as horrible as people believe. On that note, does anyone know if the following article is legit?
Source:
www.pcgamesn.com/the-elder-scrolls-online/mmr-battlegrounds-interview
ESO dev lifts lid on the MMO's MMR system saying "it's nothing new"
After huge battleground changes recently hit the Elder Scrolls Online recently, players have become obsessed with MMR and how it all works.
ESO dev lifts lid on the MMO's MMR system saying "it's nothing new"
Updated: Nov 1, 2024
The Elder Scrolls Online
PvP has received a renewed focus in the Elder Scrolls Online thanks to the most recent update which completely overhauled the game's battlegrounds. Instead of the traditional version found previously in the Tamrielic game which consisted of three teams facing off against each other, things have become simplified and streamlined. Now, it's just your team versus another one, and as a result of this new playing field fans are looking at the MMO's matchmaking rating system and wondering what effects it has and how to navigate it.
We recently got the chance to speak to Elder Scrolls Online PvP designer Brian Wheeler about all the big changes hitting the MMORPG right now. One query that came up relates to the community's current obsession with MMR, especially looking at how one goes up or down in rank against other players, and where the current system came from.
"What's funny is it's nothing new. We've had that. We've had that MMR system in since update 20," Wheeler laughs. "When we launched battlegrounds with Morrowind, we had a pretty basic MMR that was based on your win and loss, and that's it. What we explored after that was looking at Elo and TrueSkill and various things like that, because what it's supposed to do is take into account your expected win rate or not, which is basically the MMR of your enemies."
"So let's say we're in a group and the system gets the MMR average of our group and then it goes, what's the group? What's the enemy's MMR, what's their ranking and their average?" he continues. "If theirs is higher than yours and you lose, then you don't take as big of a hit. But if you win, you get a bigger gain. The reverse goes for the other team. If they were fighting us and we're lower and we win, they're going to take a bigger hit because they lost to a crappier team."
"The only calculation change we had to make was whether it's looking at two other teams or just one other team in terms of are you going to win, or are you not going to win," he says. "The calculations have always been based on win/loss, and it's been very interesting seeing how much more people are getting interested in that because as a PvP and gamer nerd, I like looking at that stuff."
That said, there's a limit to how much the developer will share - as it might become open to abuse if the full MMR calculations ever became known. "We do have some help definitions that explain a little bit how it functions but as with many things in the game, we're not going to tell you the exact calculations," he lets us know. "That's the secret in the sauce that we have across the board for the entire game."
If you'd like to check out what's new in this latest update which completely changed how battlegrounds work in ESO, head over to the full patch notes to get the lowdown.
Or you can always take a look at our guides to the best fantasy games and the best single-player MMOs you can play on PC, as they're sure to help you find exactly what you've been looking for.
You can also follow us on Google News for daily PC games news, reviews, and guides, or grab our PCGN deals tracker to net yourself some bargains.
What they say=/how it works, this should be obvious to anyone who actually plays battlegrounds.
Play one character a lot=longer queues on that character, simple as that. Your WR, KDR etc does not matter in that equation.
A simple way to showcase this would be showing the MMR of each player in a BG and the amount of points gained/lost at the end; somehow I doubt the CP122 I had in my team yesterday is a "top MMR player" for example.
Please stop obfuscating actual big issues in this game by theorizing with limited understanding and spreading misinformation, thank you very much.
Wait what are you trying to say isn't true? We know that the mmr builds up and then resets all the time. Its basically no different than how cyrodil leaderboard works with campaigns resetting. Zos was in one of the bg threads or maybe this one telling us how the current system is aimed at giving everyone a chance to get on the leaderboard......basically they preferred everyone getting a chance to see their name in top 10 for an hour every reset before being brutally smurfed for the rest of the month.
@ruskiii can probably find it.
Again as far as we discussed earlier on in the thread one of the only real ways of separating out players is by simply using KDA with some combined win/loss modifier. Someone going 50/0/0 should probably move up regardless of win/loss. Someone who is maybe 5/5/20 with a win should probably move up. Someone with 0/27/5 should probably move down even with a win.
Regardless we have to somehow convince zos that nobody cares about seeing their name on a monthly resetting leaderboard VS actually having an enjoyable experience for all skill levels. Its crazy that we need to convince a gaming company how zos sponsored smurfing is bad for the game. If people didn't like seeing MMR or having a persistent ladder to climb, why do Esports exist? Why are moba games so popular? Again, its crazy that people in the gaming industry don't understand this.
MincMincMinc wrote: »Indeed they are.
But if they're using these metrics, then the problem can't be the matchmaking.Relic, no way of winning.
Domination 1 and 2, no way of losing. Lots of running around without even drawing weapons, spawncamping, and people giving up.
Chaosball 1, no way of losing. Took way longer than it should because no one wanted to grab the chaosballs.
Chaosball 2, no way of losing. Green-2 went around targeting newcomers.
Chaosball 3, no way of losing. Opponents couldn't reach the objective.
Crazy King, no way of losing. Same as above.
The resetting at the start of each month is certainly a problem, but comparing outliers does seem to indicate that the matchmaking isn't as horrible as people believe. On that note, does anyone know if the following article is legit?
Source:
www.pcgamesn.com/the-elder-scrolls-online/mmr-battlegrounds-interview
ESO dev lifts lid on the MMO's MMR system saying "it's nothing new"
After huge battleground changes recently hit the Elder Scrolls Online recently, players have become obsessed with MMR and how it all works.
ESO dev lifts lid on the MMO's MMR system saying "it's nothing new"
Updated: Nov 1, 2024
The Elder Scrolls Online
PvP has received a renewed focus in the Elder Scrolls Online thanks to the most recent update which completely overhauled the game's battlegrounds. Instead of the traditional version found previously in the Tamrielic game which consisted of three teams facing off against each other, things have become simplified and streamlined. Now, it's just your team versus another one, and as a result of this new playing field fans are looking at the MMO's matchmaking rating system and wondering what effects it has and how to navigate it.
We recently got the chance to speak to Elder Scrolls Online PvP designer Brian Wheeler about all the big changes hitting the MMORPG right now. One query that came up relates to the community's current obsession with MMR, especially looking at how one goes up or down in rank against other players, and where the current system came from.
"What's funny is it's nothing new. We've had that. We've had that MMR system in since update 20," Wheeler laughs. "When we launched battlegrounds with Morrowind, we had a pretty basic MMR that was based on your win and loss, and that's it. What we explored after that was looking at Elo and TrueSkill and various things like that, because what it's supposed to do is take into account your expected win rate or not, which is basically the MMR of your enemies."
"So let's say we're in a group and the system gets the MMR average of our group and then it goes, what's the group? What's the enemy's MMR, what's their ranking and their average?" he continues. "If theirs is higher than yours and you lose, then you don't take as big of a hit. But if you win, you get a bigger gain. The reverse goes for the other team. If they were fighting us and we're lower and we win, they're going to take a bigger hit because they lost to a crappier team."
"The only calculation change we had to make was whether it's looking at two other teams or just one other team in terms of are you going to win, or are you not going to win," he says. "The calculations have always been based on win/loss, and it's been very interesting seeing how much more people are getting interested in that because as a PvP and gamer nerd, I like looking at that stuff."
That said, there's a limit to how much the developer will share - as it might become open to abuse if the full MMR calculations ever became known. "We do have some help definitions that explain a little bit how it functions but as with many things in the game, we're not going to tell you the exact calculations," he lets us know. "That's the secret in the sauce that we have across the board for the entire game."
If you'd like to check out what's new in this latest update which completely changed how battlegrounds work in ESO, head over to the full patch notes to get the lowdown.
Or you can always take a look at our guides to the best fantasy games and the best single-player MMOs you can play on PC, as they're sure to help you find exactly what you've been looking for.
You can also follow us on Google News for daily PC games news, reviews, and guides, or grab our PCGN deals tracker to net yourself some bargains.
What they say=/how it works, this should be obvious to anyone who actually plays battlegrounds.
Play one character a lot=longer queues on that character, simple as that. Your WR, KDR etc does not matter in that equation.
A simple way to showcase this would be showing the MMR of each player in a BG and the amount of points gained/lost at the end; somehow I doubt the CP122 I had in my team yesterday is a "top MMR player" for example.
Please stop obfuscating actual big issues in this game by theorizing with limited understanding and spreading misinformation, thank you very much.
Wait what are you trying to say isn't true? We know that the mmr builds up and then resets all the time. Its basically no different than how cyrodil leaderboard works with campaigns resetting. Zos was in one of the bg threads or maybe this one telling us how the current system is aimed at giving everyone a chance to get on the leaderboard......basically they preferred everyone getting a chance to see their name in top 10 for an hour every reset before being brutally smurfed for the rest of the month.
@ruskiii can probably find it.
Again as far as we discussed earlier on in the thread one of the only real ways of separating out players is by simply using KDA with some combined win/loss modifier. Someone going 50/0/0 should probably move up regardless of win/loss. Someone who is maybe 5/5/20 with a win should probably move up. Someone with 0/27/5 should probably move down even with a win.
Regardless we have to somehow convince zos that nobody cares about seeing their name on a monthly resetting leaderboard VS actually having an enjoyable experience for all skill levels. Its crazy that we need to convince a gaming company how zos sponsored smurfing is bad for the game. If people didn't like seeing MMR or having a persistent ladder to climb, why do Esports exist? Why are moba games so popular? Again, its crazy that people in the gaming industry don't understand this.
I'm saying the win/loss MMR system isn't working.
You can do 100 BGs over a couple of days on one character and the only thing that changes is the queue time, you'll still be put against the same opponents.
I.e. you'll see your friends in a lobby you didn't get a pop for, have to wait for it to end and then get in the next lobby with your friends... And a bunch of low CPs etc etc
The idea they have according to statements is fine (win/loss MMR system), although it should probably be account wide and resets should be every 3-4 months and/or "soft resets" or "decay" rather than full resets... It's just that none of this apart from the reset works at the moment.
MincMincMinc wrote: »MincMincMinc wrote: »Indeed they are.
But if they're using these metrics, then the problem can't be the matchmaking.Relic, no way of winning.
Domination 1 and 2, no way of losing. Lots of running around without even drawing weapons, spawncamping, and people giving up.
Chaosball 1, no way of losing. Took way longer than it should because no one wanted to grab the chaosballs.
Chaosball 2, no way of losing. Green-2 went around targeting newcomers.
Chaosball 3, no way of losing. Opponents couldn't reach the objective.
Crazy King, no way of losing. Same as above.
The resetting at the start of each month is certainly a problem, but comparing outliers does seem to indicate that the matchmaking isn't as horrible as people believe. On that note, does anyone know if the following article is legit?
Source:
www.pcgamesn.com/the-elder-scrolls-online/mmr-battlegrounds-interview
ESO dev lifts lid on the MMO's MMR system saying "it's nothing new"
After huge battleground changes recently hit the Elder Scrolls Online recently, players have become obsessed with MMR and how it all works.
ESO dev lifts lid on the MMO's MMR system saying "it's nothing new"
Updated: Nov 1, 2024
The Elder Scrolls Online
PvP has received a renewed focus in the Elder Scrolls Online thanks to the most recent update which completely overhauled the game's battlegrounds. Instead of the traditional version found previously in the Tamrielic game which consisted of three teams facing off against each other, things have become simplified and streamlined. Now, it's just your team versus another one, and as a result of this new playing field fans are looking at the MMO's matchmaking rating system and wondering what effects it has and how to navigate it.
We recently got the chance to speak to Elder Scrolls Online PvP designer Brian Wheeler about all the big changes hitting the MMORPG right now. One query that came up relates to the community's current obsession with MMR, especially looking at how one goes up or down in rank against other players, and where the current system came from.
"What's funny is it's nothing new. We've had that. We've had that MMR system in since update 20," Wheeler laughs. "When we launched battlegrounds with Morrowind, we had a pretty basic MMR that was based on your win and loss, and that's it. What we explored after that was looking at Elo and TrueSkill and various things like that, because what it's supposed to do is take into account your expected win rate or not, which is basically the MMR of your enemies."
"So let's say we're in a group and the system gets the MMR average of our group and then it goes, what's the group? What's the enemy's MMR, what's their ranking and their average?" he continues. "If theirs is higher than yours and you lose, then you don't take as big of a hit. But if you win, you get a bigger gain. The reverse goes for the other team. If they were fighting us and we're lower and we win, they're going to take a bigger hit because they lost to a crappier team."
"The only calculation change we had to make was whether it's looking at two other teams or just one other team in terms of are you going to win, or are you not going to win," he says. "The calculations have always been based on win/loss, and it's been very interesting seeing how much more people are getting interested in that because as a PvP and gamer nerd, I like looking at that stuff."
That said, there's a limit to how much the developer will share - as it might become open to abuse if the full MMR calculations ever became known. "We do have some help definitions that explain a little bit how it functions but as with many things in the game, we're not going to tell you the exact calculations," he lets us know. "That's the secret in the sauce that we have across the board for the entire game."
If you'd like to check out what's new in this latest update which completely changed how battlegrounds work in ESO, head over to the full patch notes to get the lowdown.
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What they say=/how it works, this should be obvious to anyone who actually plays battlegrounds.
Play one character a lot=longer queues on that character, simple as that. Your WR, KDR etc does not matter in that equation.
A simple way to showcase this would be showing the MMR of each player in a BG and the amount of points gained/lost at the end; somehow I doubt the CP122 I had in my team yesterday is a "top MMR player" for example.
Please stop obfuscating actual big issues in this game by theorizing with limited understanding and spreading misinformation, thank you very much.
Wait what are you trying to say isn't true? We know that the mmr builds up and then resets all the time. Its basically no different than how cyrodil leaderboard works with campaigns resetting. Zos was in one of the bg threads or maybe this one telling us how the current system is aimed at giving everyone a chance to get on the leaderboard......basically they preferred everyone getting a chance to see their name in top 10 for an hour every reset before being brutally smurfed for the rest of the month.
@ruskiii can probably find it.
Again as far as we discussed earlier on in the thread one of the only real ways of separating out players is by simply using KDA with some combined win/loss modifier. Someone going 50/0/0 should probably move up regardless of win/loss. Someone who is maybe 5/5/20 with a win should probably move up. Someone with 0/27/5 should probably move down even with a win.
Regardless we have to somehow convince zos that nobody cares about seeing their name on a monthly resetting leaderboard VS actually having an enjoyable experience for all skill levels. Its crazy that we need to convince a gaming company how zos sponsored smurfing is bad for the game. If people didn't like seeing MMR or having a persistent ladder to climb, why do Esports exist? Why are moba games so popular? Again, its crazy that people in the gaming industry don't understand this.
I'm saying the win/loss MMR system isn't working.
You can do 100 BGs over a couple of days on one character and the only thing that changes is the queue time, you'll still be put against the same opponents.
I.e. you'll see your friends in a lobby you didn't get a pop for, have to wait for it to end and then get in the next lobby with your friends... And a bunch of low CPs etc etc
The idea they have according to statements is fine (win/loss MMR system), although it should probably be account wide and resets should be every 3-4 months and/or "soft resets" or "decay" rather than full resets... It's just that none of this apart from the reset works at the moment.
Oh yeah it obviously doesn't work in its current state. The way they worded it, it sounds like the farther apart your mmr gets it would not separate you from those players. It would try to get close average matches, but if not possible it ends up mixing a higher mmr player back into the low mmr mix once their que priority builds up enough time. Then it just doesn't count the match towards mmr since it knows it put a smurf in there.
The resetting doesn't help either. I don't think resetting is necessary at all. Just design it such that players are removed from the shown leaderboard if they don't play for a month. Keeping their MMR upon return to avoid smurfing.
Yes it should certainly be account wide.
Do you have video evidence of that? A 3-sided match in which one of the teams was unable to kite the other two?
It does look legit. I didn't know about this article. Regarding the matchmaking, is there any other information available?Indeed they are.
But if they're using these metrics, then the problem can't be the matchmaking.Relic, no way of winning.
Domination 1 and 2, no way of losing. Lots of running around without even drawing weapons, spawncamping, and people giving up.
Chaosball 1, no way of losing. Took way longer than it should because no one wanted to grab the chaosballs.
Chaosball 2, no way of losing. Green-2 went around targeting newcomers.
Chaosball 3, no way of losing. Opponents couldn't reach the objective.
Crazy King, no way of losing. Same as above.
The resetting at the start of each month is certainly a problem, but comparing outliers does seem to indicate that the matchmaking isn't as horrible as people believe. On that note, does anyone know if the following article is legit?
Source:
www.pcgamesn.com/the-elder-scrolls-online/mmr-battlegrounds-interviewESO dev lifts lid on the MMO's MMR system saying "it's nothing new"
After huge battleground changes recently hit the Elder Scrolls Online recently, players have become obsessed with MMR and how it all works.
ESO dev lifts lid on the MMO's MMR system saying "it's nothing new"
Updated: Nov 1, 2024
The Elder Scrolls Online
PvP has received a renewed focus in the Elder Scrolls Online thanks to the most recent update which completely overhauled the game's battlegrounds. Instead of the traditional version found previously in the Tamrielic game which consisted of three teams facing off against each other, things have become simplified and streamlined. Now, it's just your team versus another one, and as a result of this new playing field fans are looking at the MMO's matchmaking rating system and wondering what effects it has and how to navigate it.
We recently got the chance to speak to Elder Scrolls Online PvP designer Brian Wheeler about all the big changes hitting the MMORPG right now. One query that came up relates to the community's current obsession with MMR, especially looking at how one goes up or down in rank against other players, and where the current system came from.
"What's funny is it's nothing new. We've had that. We've had that MMR system in since update 20," Wheeler laughs. "When we launched battlegrounds with Morrowind, we had a pretty basic MMR that was based on your win and loss, and that's it. What we explored after that was looking at Elo and TrueSkill and various things like that, because what it's supposed to do is take into account your expected win rate or not, which is basically the MMR of your enemies."
"So let's say we're in a group and the system gets the MMR average of our group and then it goes, what's the group? What's the enemy's MMR, what's their ranking and their average?" he continues. "If theirs is higher than yours and you lose, then you don't take as big of a hit. But if you win, you get a bigger gain. The reverse goes for the other team. If they were fighting us and we're lower and we win, they're going to take a bigger hit because they lost to a crappier team."
"The only calculation change we had to make was whether it's looking at two other teams or just one other team in terms of are you going to win, or are you not going to win," he says. "The calculations have always been based on win/loss, and it's been very interesting seeing how much more people are getting interested in that because as a PvP and gamer nerd, I like looking at that stuff."
That said, there's a limit to how much the developer will share - as it might become open to abuse if the full MMR calculations ever became known. "We do have some help definitions that explain a little bit how it functions but as with many things in the game, we're not going to tell you the exact calculations," he lets us know. "That's the secret in the sauce that we have across the board for the entire game."
If you'd like to check out what's new in this latest update which completely changed how battlegrounds work in ESO, head over to the full patch notes to get the lowdown.
Or you can always take a look at our guides to the best fantasy games and the best single-player MMOs you can play on PC, as they're sure to help you find exactly what you've been looking for.
You can also follow us on Google News for daily PC games news, reviews, and guides, or grab our PCGN deals tracker to net yourself some bargains.







...what?Do you have video evidence of that? A 3-sided match in which one of the teams was unable to kite the other two?
The thought never crossed my mind. Just trying to gather information about this ''4v8'' you speak of. I honestly can't even imagine an entire team earnestly trying to kite from two others and being unable to do so. Must be quite a sight. So no video?
Not gonna waste my time, nothing will convince you, nobody else needs or wants convincing on something they've already witnessed themselves. If the 3rd place team is bad, it doesn't matter if they try to kite, they still get run down for easy kills.I honestly can't even imagine an entire team earnestly trying to kite from two others and being unable to do so. Must be quite a sight. So no video?
Hard truth .. no amount of 3 team or 4 team or MMR is going to ever address the exploitation of bad mechanics … period.
Whether anyone like it or not BGs are in such a disparaging state that it doesn’t matter what creative ideas we cook up here it’s not going to make up for the lack of counterplay and mechanical oversights.
Listen, as long as you have players that are allowed to scale self healing to stratospheric levels or allowed to achieve critical frequencies of 80% and up then everything else is moot.
ESO has always had a form of meta but never any sort of “mechanical mashup” like what we see here and so long as we let that fact continue on then even if we were to all agree on whether 3 team 4 stacks are better or how MMR should calculate it still wouldn’t matter.
If your car has a broken radio while simultaneously has a hole in the tire, I don’t care what you do to your radio to fix it, you’re not going anywhere until you fix the tire first .. that’s where we are with BGs now.
If this system works as described, it does 2 things:
1) it tries to make as many people of the same MMR as possible into one game
2) it tries to make teams as equal MMR-wise as possible
So, two results of Elo are:
1) if number of players is big, it can successfully pick 16 players of the same MMR A+-a (like, 1500+-100 for example). It is possible in big MOBA games.
2) if number of players is not that big, it can pick any players to make groups look equal. Balancer can pick 6 "1500 MMR" players, one "200 MMR" player and one "2800 MMR" player, so team will be balanced at 1500. Another team can have all "1500 MMR" players.
You usually see result 2, I suppose, because from my feeling, there are not many players in PvP. If so, it is hard to make two equal groups out of equal players, so it picks some overskilled players and team them with low MMR players, and another team can have the same situation, that is why you usually see 2-4 players with positive KD and some damage, big score, and all other players are constantly dead, 0 damage, 0 score.
It is very rough estimation, and it will not be true in many cases, but you can estimate, that average winrate of you team is near 50%. If your winrate is 80%, winrates of 6 other players are 45 55 45 55 45 55, then winrate of last player should be close to 20%Once again, it is very rough estimation.






