cuddles_with_wroble wrote: »MincMincMinc wrote: »MMR rank reset has to be removed or replaced
We do not have the total population for this.
Perhaps after Crossplay, but honestly even then if no other content releases beside it. Adjusted players do not deserve to be stuck in queue for 2 hours because other players refuse to learn counterplay.
I’ve been in 4v4 Team Deathmatch games where we’ve lost the first round, and then realizing what the problem was, I threw on Mass Hysteria or Turn Evil, made a few callouts, completely changed the trajectory.
Un-winnable games are nearly non-existent in Solo queue, as the likelihood of having 2 good players on the other team are incredibly low without MMR forcing them all into a lobby together.
I agree there’s lots of situations where players don’t pay attention to proper counterplay so a BG is lost but to say non winnable games are nearly non existent is not correct at all.
The state of mechanics in BGs has brought some of the most non-counterplay mechanics ever. Crit, both damage and healing, there’s no viable counterplay. Impen + Rally Cry isn’t enough to ensure a player isn’t at max crit and that’s a lot of resource to commit. Plus, in order for RC to proc it requires a crit so unless you’re also a crit build that’s not even reliable.
There’s still plenty of unwinable matches now that subclassing has given unskilled players access to mechanics and rewarded them for spamming.
You’ve gotta be really unlucky to land an un-winnable lobby against 2 heal tanks in Domination, or 3 good players on the other team in a Solo-Queue setting.
You don’t have to have heal tanks in BGs anymore. All of your crit DPS are full self healers now, thanks to subclassing.
As for actual healers, they’re inconsistent and I don’t blame them. So many crit DPS run self sustain that they don’t support their healer so we see fewer healers queue up than we used to.
It used to be that class separation made it so that if one wanted to heal or deal damage there was a resource barrier to doing one or the other, but that isn’t the case anymore; a high crit DPS can simultaneously slap a tank with a 25k Merciless as well as fully heal in one burst, all with battle spirit active.
If you toss a gaggle of those into a BG you’re going to have no real options for counterplay because there’s not enough sources in the game to offset their modifiers.
While you do make a good point I also wanna mention the rampant misinformation and bad builds for pvp healers. There are virtually 3 or 4 players who actually know how to build their healers to be unkillable and their team by extension but they don’t share those builds.
Most of the random healers you get on your team are more of a detriment because they either aren’t tanky enough to live and even if they are, it’s a purely selfish build that gives you no relevant buffs which as you pointed out isn’t very useful if every dps has juiced heals.
A good healer is both immortal, gives you 3 buff sets and heals the whole team while being focused
(I’m a healer main so I’m qualified to call the rest of you out Madge)
thesarahandcompany wrote: »The ongoing debate about team sizes and queue splits is missing a larger design issue with Battlegrounds.
I think I know how to respond to the lists now.
@Haki_7 @Moonspawn how about you guys post boards of how you perform when YOU are on the bad team. This to me is perhaps the best way to evaluate individual skill in BGs. It will also give insight to the actual effectiveness of your strats in practice.







No. I don't see your name in any of the images. I don't even know if those are your games.But isn't what you're asking for already included in all of my posts?


@thesarahandcompany I've spent a great deal of time thinking about a payload/escort game mode. Wouldn't it be a little too similar to 3-sided Chaosball? Considering, of course, a crazy timeline in which Zenimax spends the miniscule amount of resources needed to make it impossible for people to cheese the ball.thesarahandcompany wrote: »[*] For example, objective modes like payload/escort could create a more strategic and team-focused competitive environment.
[/list]
thesarahandcompany wrote: »The ongoing debate about team sizes and queue splits is missing a larger design issue with Battlegrounds.
Game as a whole has one big design issue - they bet on casual players, making everything easier and more "friendly" (want to play a bash build and scale offensive stats from defensive? OK. Tired of pushing buttons? Here's a one-bar heavy attack build and gear!). But they don't account for the fact that easy games can't hold an audience for long. People just finish all achievements and leave - that's why the population shrank so much that they had to implement starting Battlegrounds even when they're not full. Changing the game to please PvE players while completely sidelining PvP has led to a situation where PvE players jump in, clear everything, and leave until the next update - or sometimes never come back. Meanwhile, PvP players have left due to balance and combat design changes over time. Many left when RW was reworked (twice: the first wave left when it became non-proc, the second when it became proc again. Most players just switched to GH, but a significant portion quit entirely!).
They should focus on things that attract and retain an audience. Interesting but challenging mechanics make you want to find a hardcore PvE guild, join weekly trial groups, and come back at least once a week to attempt a trifecta. It used to take a month or more to master some trials; now I can join any mid-tier guild, bring a couple of friends for key positions like heals and tanks and pass it first try.
PvP has gotten some attention, but I can't take Vengeance seriously, nor the DK class rework from a PvP perspective - they're mostly unwanted and mediocre. There are good decisions and bad ones, but they're not consistent across the whole rework. It feels like the person responsible made random changes, and half turned out well while half turned out poorly.
PvP players constantly return to the game - they could provide a solid baseline online population because there's no end to Cyrodiil or Battlegrounds. Once you get a trifecta and all the gear sets, there's not much reason to run that trial again, but you'll come back to PvP time and time again. Right now, they've lost a lot of that population.
So, nothing will help until they make the game at least a bit harder, realize they've made bad combat decisions and revert them, and stop making poor choices right now.
By the way, the new difficulty system is bad too, because it simply shuts up the people who wanted harder content. "You wanted harder content? Now you have it!", but it does not solve the problem - content should be harder for everybody by default, so it would keep people playing for longer. Also, this feature with difficulty works only until SOMEONE FROM NORMAL DIFFICULTY RANDOMLY COMES IN AND KILLS A BOSS IN ONE SECOND, WHILE THEY WERE AIMING FOR A REAL CHALLENGE. You'll get a new wave of complaints about others ruining hard content, plus you'll create a legitimate way to abuse the system and level up friends (or strangers for gold) much faster. And I can't believe the developers said on stream they're aware of this and still let it go live. OK, I'm going to abuse it 100%! I plan to create new characters in the future, and this will make leveling faster.
@MincMincMinc How can this ever be possible, considering the matchmaking needs to work around the clock, 7 days a week?MincMincMinc wrote: »Right now though the system is setup to FORCE smurfing, they need a simple system to split up the combat veterans and the noobs to make matches more fair.







@MincMincMinc How can this ever be possible, considering the matchmaking needs to work around the clock, 7 days a week?MincMincMinc wrote: »Right now though the system is setup to FORCE smurfing, they need a simple system to split up the combat veterans and the noobs to make matches more fair.
MincMincMinc wrote: »@MincMincMinc How can this ever be possible, considering the matchmaking needs to work around the clock, 7 days a week?MincMincMinc wrote: »Right now though the system is setup to FORCE smurfing, they need a simple system to split up the combat veterans and the noobs to make matches more fair.
Again you are jumping the gun. The game needs to properly rank players before we can even talk about how to split up matches. Its not that hard you take your pool of players and rank them properly.....then you pair up the highers together and the lowers together. THEN we can talk about how to split up teams ingame so we dont run into these scenarios where one team has 3 players going 30/0........I am not saying splitting up teams isnt important, what I am saying is that we need to focus on what zos has to implement FIRST. Then after they make a functional MMR system we would need to push for better team splitting. It is far easier to get zos's attention if we are all on the same page pushing for a better MMR system.
Its nothing secret, but zos prioritized giving out a participation trophy over an actual functional MMR. They wanted everyone to be able to see themselves on the leaderboard for a chance, instead of making a functional system to properly rank people.
MincMincMinc wrote: »@MincMincMinc How can this ever be possible, considering the matchmaking needs to work around the clock, 7 days a week?MincMincMinc wrote: »Right now though the system is setup to FORCE smurfing, they need a simple system to split up the combat veterans and the noobs to make matches more fair.
Again you are jumping the gun. The game needs to properly rank players before we can even talk about how to split up matches. Its not that hard you take your pool of players and rank them properly.....then you pair up the highers together and the lowers together. THEN we can talk about how to split up teams ingame so we dont run into these scenarios where one team has 3 players going 30/0........I am not saying splitting up teams isnt important, what I am saying is that we need to focus on what zos has to implement FIRST. Then after they make a functional MMR system we would need to push for better team splitting. It is far easier to get zos's attention if we are all on the same page pushing for a better MMR system.
Its nothing secret, but zos prioritized giving out a participation trophy over an actual functional MMR. They wanted everyone to be able to see themselves on the leaderboard for a chance, instead of making a functional system to properly rank people.
This makes sense.
But my concern is that this works in the immediate short term but I have long term questions.
If we sort by KDA then we immediately get experienced vs Experienced and we also get Noob vs Noob.
Now, after some amount of time you’re going to have players in the Experienced group who’s metrics also resemble those in the Noob group; since the gameplay will be of players with more similar outcome.
This creates a problem where Noob players can be matched with Experienced players. Even though a Noob player has similar metrics it’s because they’re with like players, not necessarily because they’re due to be matched with veterans.
This means we end up with an endlessly yo-yo group of players who’s KDA stats see them placed with the experienced players until those experienced players slap them around enough to cause their KDA to drop them back down with more like-skilled players and vice versa.
MincMincMinc wrote: »MincMincMinc wrote: »@MincMincMinc How can this ever be possible, considering the matchmaking needs to work around the clock, 7 days a week?MincMincMinc wrote: »Right now though the system is setup to FORCE smurfing, they need a simple system to split up the combat veterans and the noobs to make matches more fair.
Again you are jumping the gun. The game needs to properly rank players before we can even talk about how to split up matches. Its not that hard you take your pool of players and rank them properly.....then you pair up the highers together and the lowers together. THEN we can talk about how to split up teams ingame so we dont run into these scenarios where one team has 3 players going 30/0........I am not saying splitting up teams isnt important, what I am saying is that we need to focus on what zos has to implement FIRST. Then after they make a functional MMR system we would need to push for better team splitting. It is far easier to get zos's attention if we are all on the same page pushing for a better MMR system.
Its nothing secret, but zos prioritized giving out a participation trophy over an actual functional MMR. They wanted everyone to be able to see themselves on the leaderboard for a chance, instead of making a functional system to properly rank people.
This makes sense.
But my concern is that this works in the immediate short term but I have long term questions.
If we sort by KDA then we immediately get experienced vs Experienced and we also get Noob vs Noob.
Now, after some amount of time you’re going to have players in the Experienced group who’s metrics also resemble those in the Noob group; since the gameplay will be of players with more similar outcome.
This creates a problem where Noob players can be matched with Experienced players. Even though a Noob player has similar metrics it’s because they’re with like players, not necessarily because they’re due to be matched with veterans.
This means we end up with an endlessly yo-yo group of players who’s KDA stats see them placed with the experienced players until those experienced players slap them around enough to cause their KDA to drop them back down with more like-skilled players and vice versa.
Well you are assuming there is only two brackets here that are split and rejoined down the line. This is not correct as there would be multiple brackets ongoing that players can move up and down all the time. Lets think on a scale of 1 to 10 skill wise. If noobs are 1 and vets are 10. If said low tier 1 players fight enough and have better kda then they move up to tier 2. If their KDA is still better, they eventually move up to tier 3. At some point their KDA reaches an average where some matches they go up slightly, and others they go down slightly leaving them at a certain tier.
Its a ladder, not a step stool so to speak. Look at any other MMR structure where you have bronze/silver/gold/plat......etc. These are all the brackets and individually if you have enough of a player base you would have bronze 1 to bronze 5.
Some other games simply have the ELO score where you move up or down. Then the matchmaking service tries to pair similar elo score.
Personally I think the ladder rank system is better for an MMO type game where you want titles, unlockables, and other things to showboat to your friends. I mean a massive portion of MOBA players simply get addicted because they want their loading screen banner a certain color.
MincMincMinc wrote: »MincMincMinc wrote: »@MincMincMinc How can this ever be possible, considering the matchmaking needs to work around the clock, 7 days a week?MincMincMinc wrote: »Right now though the system is setup to FORCE smurfing, they need a simple system to split up the combat veterans and the noobs to make matches more fair.
Again you are jumping the gun. The game needs to properly rank players before we can even talk about how to split up matches. Its not that hard you take your pool of players and rank them properly.....then you pair up the highers together and the lowers together. THEN we can talk about how to split up teams ingame so we dont run into these scenarios where one team has 3 players going 30/0........I am not saying splitting up teams isnt important, what I am saying is that we need to focus on what zos has to implement FIRST. Then after they make a functional MMR system we would need to push for better team splitting. It is far easier to get zos's attention if we are all on the same page pushing for a better MMR system.
Its nothing secret, but zos prioritized giving out a participation trophy over an actual functional MMR. They wanted everyone to be able to see themselves on the leaderboard for a chance, instead of making a functional system to properly rank people.
This makes sense.
But my concern is that this works in the immediate short term but I have long term questions.
If we sort by KDA then we immediately get experienced vs Experienced and we also get Noob vs Noob.
Now, after some amount of time you’re going to have players in the Experienced group who’s metrics also resemble those in the Noob group; since the gameplay will be of players with more similar outcome.
This creates a problem where Noob players can be matched with Experienced players. Even though a Noob player has similar metrics it’s because they’re with like players, not necessarily because they’re due to be matched with veterans.
This means we end up with an endlessly yo-yo group of players who’s KDA stats see them placed with the experienced players until those experienced players slap them around enough to cause their KDA to drop them back down with more like-skilled players and vice versa.
Well you are assuming there is only two brackets here that are split and rejoined down the line. This is not correct as there would be multiple brackets ongoing that players can move up and down all the time. Lets think on a scale of 1 to 10 skill wise. If noobs are 1 and vets are 10. If said low tier 1 players fight enough and have better kda then they move up to tier 2. If their KDA is still better, they eventually move up to tier 3. At some point their KDA reaches an average where some matches they go up slightly, and others they go down slightly leaving them at a certain tier.
Its a ladder, not a step stool so to speak. Look at any other MMR structure where you have bronze/silver/gold/plat......etc. These are all the brackets and individually if you have enough of a player base you would have bronze 1 to bronze 5.
Some other games simply have the ELO score where you move up or down. Then the matchmaking service tries to pair similar elo score.
Personally I think the ladder rank system is better for an MMO type game where you want titles, unlockables, and other things to showboat to your friends. I mean a massive portion of MOBA players simply get addicted because they want their loading screen banner a certain color.
Wouldn’t we still need another data point in order to establish progression?
Is it that we’d be looking at the KDA averaged over all lifetime matches played or are we talking an aggregate running total of all K’s D’s & A’s collectively?
Meaning that a level 1 noob player with 50/22/73 couldn’t be matched against a level 7 intermediate with 832/126/923? Something like that?
If we have that then a level 1 noob won’t ever progress to a higher tier unless players that are already in those higher tiers take a break from playing, enabling the lower tier players cumulative total to “catch up”.
If we do a KDA averaged over all BG matches played then we run the risk of a noob tier 1 averaging out a similar KDA average as a level 7 intermediate and thus a mis match.
I agree that we want a progression system to MMR, I’m also with you on any form of MMR not resetting.
How are we looking at KDA to make the tiers? It’s almost like we have to have some other data point, one to establish an overall skill basis and one to then rank the population as well as facilitate progression.
MincMincMinc wrote: »MincMincMinc wrote: »MincMincMinc wrote: »@MincMincMinc How can this ever be possible, considering the matchmaking needs to work around the clock, 7 days a week?MincMincMinc wrote: »Right now though the system is setup to FORCE smurfing, they need a simple system to split up the combat veterans and the noobs to make matches more fair.
Again you are jumping the gun. The game needs to properly rank players before we can even talk about how to split up matches. Its not that hard you take your pool of players and rank them properly.....then you pair up the highers together and the lowers together. THEN we can talk about how to split up teams ingame so we dont run into these scenarios where one team has 3 players going 30/0........I am not saying splitting up teams isnt important, what I am saying is that we need to focus on what zos has to implement FIRST. Then after they make a functional MMR system we would need to push for better team splitting. It is far easier to get zos's attention if we are all on the same page pushing for a better MMR system.
Its nothing secret, but zos prioritized giving out a participation trophy over an actual functional MMR. They wanted everyone to be able to see themselves on the leaderboard for a chance, instead of making a functional system to properly rank people.
This makes sense.
But my concern is that this works in the immediate short term but I have long term questions.
If we sort by KDA then we immediately get experienced vs Experienced and we also get Noob vs Noob.
Now, after some amount of time you’re going to have players in the Experienced group who’s metrics also resemble those in the Noob group; since the gameplay will be of players with more similar outcome.
This creates a problem where Noob players can be matched with Experienced players. Even though a Noob player has similar metrics it’s because they’re with like players, not necessarily because they’re due to be matched with veterans.
This means we end up with an endlessly yo-yo group of players who’s KDA stats see them placed with the experienced players until those experienced players slap them around enough to cause their KDA to drop them back down with more like-skilled players and vice versa.
Well you are assuming there is only two brackets here that are split and rejoined down the line. This is not correct as there would be multiple brackets ongoing that players can move up and down all the time. Lets think on a scale of 1 to 10 skill wise. If noobs are 1 and vets are 10. If said low tier 1 players fight enough and have better kda then they move up to tier 2. If their KDA is still better, they eventually move up to tier 3. At some point their KDA reaches an average where some matches they go up slightly, and others they go down slightly leaving them at a certain tier.
Its a ladder, not a step stool so to speak. Look at any other MMR structure where you have bronze/silver/gold/plat......etc. These are all the brackets and individually if you have enough of a player base you would have bronze 1 to bronze 5.
Some other games simply have the ELO score where you move up or down. Then the matchmaking service tries to pair similar elo score.
Personally I think the ladder rank system is better for an MMO type game where you want titles, unlockables, and other things to showboat to your friends. I mean a massive portion of MOBA players simply get addicted because they want their loading screen banner a certain color.
Wouldn’t we still need another data point in order to establish progression?
Is it that we’d be looking at the KDA averaged over all lifetime matches played or are we talking an aggregate running total of all K’s D’s & A’s collectively?
Meaning that a level 1 noob player with 50/22/73 couldn’t be matched against a level 7 intermediate with 832/126/923? Something like that?
If we have that then a level 1 noob won’t ever progress to a higher tier unless players that are already in those higher tiers take a break from playing, enabling the lower tier players cumulative total to “catch up”.
If we do a KDA averaged over all BG matches played then we run the risk of a noob tier 1 averaging out a similar KDA average as a level 7 intermediate and thus a mis match.
I agree that we want a progression system to MMR, I’m also with you on any form of MMR not resetting.
How are we looking at KDA to make the tiers? It’s almost like we have to have some other data point, one to establish an overall skill basis and one to then rank the population as well as facilitate progression.
Well you make an MMR number or elo, whatever you want to call it. Then each match you gain a certain amount depending on whether you had a high KDA or low KDA. You are not just using a KDA average as the actual MMR number.
Then you can do things later on like if a match has a wide MMR spread because it is off hours, you can make a match worth less MMR points. So say a noob gets into a much higher MMR match, they wont risk losing heavily because they joined lower than the average MMR.
@thesarahandcompany I've spent a great deal of time thinking about a payload/escort game mode. Wouldn't it be a little too similar to 3-sided Chaosball? Considering, of course, a crazy timeline in which Zenimax spends the miniscule amount of resources needed to make it impossible for people to cheese the ball.thesarahandcompany wrote: »[*] For example, objective modes like payload/escort could create a more strategic and team-focused competitive environment.
[/list]
But it is. If you carefully examine the scoreboards, you'll realize I've been underlining the matches that were impossible to win.







I did. I still don't see your name. Are those even your games?But it is. If you carefully examine the scoreboards, you'll realize I've been underlining the matches that were impossible to win.
cuddles_with_wroble wrote: »Imo you should make the bgs 5v5 and force each team toMincMincMinc wrote: »MincMincMinc wrote: »MincMincMinc wrote: »@MincMincMinc How can this ever be possible, considering the matchmaking needs to work around the clock, 7 days a week?MincMincMinc wrote: »Right now though the system is setup to FORCE smurfing, they need a simple system to split up the combat veterans and the noobs to make matches more fair.
Again you are jumping the gun. The game needs to properly rank players before we can even talk about how to split up matches. Its not that hard you take your pool of players and rank them properly.....then you pair up the highers together and the lowers together. THEN we can talk about how to split up teams ingame so we dont run into these scenarios where one team has 3 players going 30/0........I am not saying splitting up teams isnt important, what I am saying is that we need to focus on what zos has to implement FIRST. Then after they make a functional MMR system we would need to push for better team splitting. It is far easier to get zos's attention if we are all on the same page pushing for a better MMR system.
Its nothing secret, but zos prioritized giving out a participation trophy over an actual functional MMR. They wanted everyone to be able to see themselves on the leaderboard for a chance, instead of making a functional system to properly rank people.
This makes sense.
But my concern is that this works in the immediate short term but I have long term questions.
If we sort by KDA then we immediately get experienced vs Experienced and we also get Noob vs Noob.
Now, after some amount of time you’re going to have players in the Experienced group who’s metrics also resemble those in the Noob group; since the gameplay will be of players with more similar outcome.
This creates a problem where Noob players can be matched with Experienced players. Even though a Noob player has similar metrics it’s because they’re with like players, not necessarily because they’re due to be matched with veterans.
This means we end up with an endlessly yo-yo group of players who’s KDA stats see them placed with the experienced players until those experienced players slap them around enough to cause their KDA to drop them back down with more like-skilled players and vice versa.
Well you are assuming there is only two brackets here that are split and rejoined down the line. This is not correct as there would be multiple brackets ongoing that players can move up and down all the time. Lets think on a scale of 1 to 10 skill wise. If noobs are 1 and vets are 10. If said low tier 1 players fight enough and have better kda then they move up to tier 2. If their KDA is still better, they eventually move up to tier 3. At some point their KDA reaches an average where some matches they go up slightly, and others they go down slightly leaving them at a certain tier.
Its a ladder, not a step stool so to speak. Look at any other MMR structure where you have bronze/silver/gold/plat......etc. These are all the brackets and individually if you have enough of a player base you would have bronze 1 to bronze 5.
Some other games simply have the ELO score where you move up or down. Then the matchmaking service tries to pair similar elo score.
Personally I think the ladder rank system is better for an MMO type game where you want titles, unlockables, and other things to showboat to your friends. I mean a massive portion of MOBA players simply get addicted because they want their loading screen banner a certain color.
Wouldn’t we still need another data point in order to establish progression?
Is it that we’d be looking at the KDA averaged over all lifetime matches played or are we talking an aggregate running total of all K’s D’s & A’s collectively?
Meaning that a level 1 noob player with 50/22/73 couldn’t be matched against a level 7 intermediate with 832/126/923? Something like that?
If we have that then a level 1 noob won’t ever progress to a higher tier unless players that are already in those higher tiers take a break from playing, enabling the lower tier players cumulative total to “catch up”.
If we do a KDA averaged over all BG matches played then we run the risk of a noob tier 1 averaging out a similar KDA average as a level 7 intermediate and thus a mis match.
I agree that we want a progression system to MMR, I’m also with you on any form of MMR not resetting.
How are we looking at KDA to make the tiers? It’s almost like we have to have some other data point, one to establish an overall skill basis and one to then rank the population as well as facilitate progression.
Well you make an MMR number or elo, whatever you want to call it. Then each match you gain a certain amount depending on whether you had a high KDA or low KDA. You are not just using a KDA average as the actual MMR number.
Then you can do things later on like if a match has a wide MMR spread because it is off hours, you can make a match worth less MMR points. So say a noob gets into a much higher MMR match, they wont risk losing heavily because they joined lower than the average MMR.
i agree with you mostly, ill only add that i think gaining MMR purely based on KDR shuts down alot of support players and builds so we would have to find a way to weight damage and healing done into the equation as well. like for example i play alot of pressure dk and stamsorc and while i dont get alot of kills i do contribute an overwhelming amount of damage and cc setup for my teammates with big burst ultimate's, so at the end of the game ill have 1 kill but 4 mill damage and i think that should count for something
personally i think you should go the route of having bronze - grandmaster ranks as its just cleaner than looking at 2200 elo or whatever like when you play WOW, also it just feels cooler to be able to say your rank and have a little badge or title that goes with it. at the end of the day pvp is all about ego and showing off that your better at pressing buttons and have bigger iq builds is 70% of the reason most of us are here.
MincMincMinc wrote: »MincMincMinc wrote: »MincMincMinc wrote: »@MincMincMinc How can this ever be possible, considering the matchmaking needs to work around the clock, 7 days a week?MincMincMinc wrote: »Right now though the system is setup to FORCE smurfing, they need a simple system to split up the combat veterans and the noobs to make matches more fair.
Again you are jumping the gun. The game needs to properly rank players before we can even talk about how to split up matches. Its not that hard you take your pool of players and rank them properly.....then you pair up the highers together and the lowers together. THEN we can talk about how to split up teams ingame so we dont run into these scenarios where one team has 3 players going 30/0........I am not saying splitting up teams isnt important, what I am saying is that we need to focus on what zos has to implement FIRST. Then after they make a functional MMR system we would need to push for better team splitting. It is far easier to get zos's attention if we are all on the same page pushing for a better MMR system.
Its nothing secret, but zos prioritized giving out a participation trophy over an actual functional MMR. They wanted everyone to be able to see themselves on the leaderboard for a chance, instead of making a functional system to properly rank people.
This makes sense.
But my concern is that this works in the immediate short term but I have long term questions.
If we sort by KDA then we immediately get experienced vs Experienced and we also get Noob vs Noob.
Now, after some amount of time you’re going to have players in the Experienced group who’s metrics also resemble those in the Noob group; since the gameplay will be of players with more similar outcome.
This creates a problem where Noob players can be matched with Experienced players. Even though a Noob player has similar metrics it’s because they’re with like players, not necessarily because they’re due to be matched with veterans.
This means we end up with an endlessly yo-yo group of players who’s KDA stats see them placed with the experienced players until those experienced players slap them around enough to cause their KDA to drop them back down with more like-skilled players and vice versa.
Well you are assuming there is only two brackets here that are split and rejoined down the line. This is not correct as there would be multiple brackets ongoing that players can move up and down all the time. Lets think on a scale of 1 to 10 skill wise. If noobs are 1 and vets are 10. If said low tier 1 players fight enough and have better kda then they move up to tier 2. If their KDA is still better, they eventually move up to tier 3. At some point their KDA reaches an average where some matches they go up slightly, and others they go down slightly leaving them at a certain tier.
Its a ladder, not a step stool so to speak. Look at any other MMR structure where you have bronze/silver/gold/plat......etc. These are all the brackets and individually if you have enough of a player base you would have bronze 1 to bronze 5.
Some other games simply have the ELO score where you move up or down. Then the matchmaking service tries to pair similar elo score.
Personally I think the ladder rank system is better for an MMO type game where you want titles, unlockables, and other things to showboat to your friends. I mean a massive portion of MOBA players simply get addicted because they want their loading screen banner a certain color.
Wouldn’t we still need another data point in order to establish progression?
Is it that we’d be looking at the KDA averaged over all lifetime matches played or are we talking an aggregate running total of all K’s D’s & A’s collectively?
Meaning that a level 1 noob player with 50/22/73 couldn’t be matched against a level 7 intermediate with 832/126/923? Something like that?
If we have that then a level 1 noob won’t ever progress to a higher tier unless players that are already in those higher tiers take a break from playing, enabling the lower tier players cumulative total to “catch up”.
If we do a KDA averaged over all BG matches played then we run the risk of a noob tier 1 averaging out a similar KDA average as a level 7 intermediate and thus a mis match.
I agree that we want a progression system to MMR, I’m also with you on any form of MMR not resetting.
How are we looking at KDA to make the tiers? It’s almost like we have to have some other data point, one to establish an overall skill basis and one to then rank the population as well as facilitate progression.
Well you make an MMR number or elo, whatever you want to call it. Then each match you gain a certain amount depending on whether you had a high KDA or low KDA. You are not just using a KDA average as the actual MMR number.
Then you can do things later on like if a match has a wide MMR spread because it is off hours, you can make a match worth less MMR points. So say a noob gets into a much higher MMR match, they wont risk losing heavily because they joined lower than the average MMR.
thesarahandcompany wrote: »MincMincMinc wrote: »MincMincMinc wrote: »MincMincMinc wrote: »@MincMincMinc How can this ever be possible, considering the matchmaking needs to work around the clock, 7 days a week?MincMincMinc wrote: »Right now though the system is setup to FORCE smurfing, they need a simple system to split up the combat veterans and the noobs to make matches more fair.
Again you are jumping the gun. The game needs to properly rank players before we can even talk about how to split up matches. Its not that hard you take your pool of players and rank them properly.....then you pair up the highers together and the lowers together. THEN we can talk about how to split up teams ingame so we dont run into these scenarios where one team has 3 players going 30/0........I am not saying splitting up teams isnt important, what I am saying is that we need to focus on what zos has to implement FIRST. Then after they make a functional MMR system we would need to push for better team splitting. It is far easier to get zos's attention if we are all on the same page pushing for a better MMR system.
Its nothing secret, but zos prioritized giving out a participation trophy over an actual functional MMR. They wanted everyone to be able to see themselves on the leaderboard for a chance, instead of making a functional system to properly rank people.
This makes sense.
But my concern is that this works in the immediate short term but I have long term questions.
If we sort by KDA then we immediately get experienced vs Experienced and we also get Noob vs Noob.
Now, after some amount of time you’re going to have players in the Experienced group who’s metrics also resemble those in the Noob group; since the gameplay will be of players with more similar outcome.
This creates a problem where Noob players can be matched with Experienced players. Even though a Noob player has similar metrics it’s because they’re with like players, not necessarily because they’re due to be matched with veterans.
This means we end up with an endlessly yo-yo group of players who’s KDA stats see them placed with the experienced players until those experienced players slap them around enough to cause their KDA to drop them back down with more like-skilled players and vice versa.
Well you are assuming there is only two brackets here that are split and rejoined down the line. This is not correct as there would be multiple brackets ongoing that players can move up and down all the time. Lets think on a scale of 1 to 10 skill wise. If noobs are 1 and vets are 10. If said low tier 1 players fight enough and have better kda then they move up to tier 2. If their KDA is still better, they eventually move up to tier 3. At some point their KDA reaches an average where some matches they go up slightly, and others they go down slightly leaving them at a certain tier.
Its a ladder, not a step stool so to speak. Look at any other MMR structure where you have bronze/silver/gold/plat......etc. These are all the brackets and individually if you have enough of a player base you would have bronze 1 to bronze 5.
Some other games simply have the ELO score where you move up or down. Then the matchmaking service tries to pair similar elo score.
Personally I think the ladder rank system is better for an MMO type game where you want titles, unlockables, and other things to showboat to your friends. I mean a massive portion of MOBA players simply get addicted because they want their loading screen banner a certain color.
Wouldn’t we still need another data point in order to establish progression?
Is it that we’d be looking at the KDA averaged over all lifetime matches played or are we talking an aggregate running total of all K’s D’s & A’s collectively?
Meaning that a level 1 noob player with 50/22/73 couldn’t be matched against a level 7 intermediate with 832/126/923? Something like that?
If we have that then a level 1 noob won’t ever progress to a higher tier unless players that are already in those higher tiers take a break from playing, enabling the lower tier players cumulative total to “catch up”.
If we do a KDA averaged over all BG matches played then we run the risk of a noob tier 1 averaging out a similar KDA average as a level 7 intermediate and thus a mis match.
I agree that we want a progression system to MMR, I’m also with you on any form of MMR not resetting.
How are we looking at KDA to make the tiers? It’s almost like we have to have some other data point, one to establish an overall skill basis and one to then rank the population as well as facilitate progression.
Well you make an MMR number or elo, whatever you want to call it. Then each match you gain a certain amount depending on whether you had a high KDA or low KDA. You are not just using a KDA average as the actual MMR number.
Then you can do things later on like if a match has a wide MMR spread because it is off hours, you can make a match worth less MMR points. So say a noob gets into a much higher MMR match, they wont risk losing heavily because they joined lower than the average MMR.
1. Building a meaningful ELO/MMR system is not trivial work.
2. Even if it existed tomorrow, it wouldn’t solve the core Battleground problem.
3. As MMR increases, the pool of similarly skilled players shrinks — which inevitably means longer queue times for the most engaged PvP players.
That tradeoff can be worth it — but only in game populations, environments, and modes that are designed to support competitive matchmaking.
Battlegrounds currently aren’t that sis. Teams are unstable. Objectives are predictable. There are basic clear win conditions that fighting over doesn't really impact the outcome all that much. The only randomness/variance right now is your teammate variance.
ESO BGs, as they are now, are built around chaotic, short-form, multi-team modes where avoiding fights or, disincentivizing them, is often the optimal strategy. In that environment, matchmaking accuracy has limited impact because the mode incentives themselves undermine competitive integrity.
You can’t bolt an ELO/MMR system onto a design that doesn’t meaningfully benefit from it.
MincMincMinc wrote: »MMR rank reset has to be removed or replaced
We do not have the total population for this.
Perhaps after Crossplay, but honestly even then if no other content releases beside it. Adjusted players do not deserve to be stuck in queue for 2 hours because other players refuse to learn counterplay.
I’ve been in 4v4 Team Deathmatch games where we’ve lost the first round, and then realizing what the problem was, I threw on Mass Hysteria or Turn Evil, made a few callouts, completely changed the trajectory.
Un-winnable games are nearly non-existent in Solo queue, as the likelihood of having 2 good players on the other team are incredibly low without MMR forcing them all into a lobby together.
I agree there’s lots of situations where players don’t pay attention to proper counterplay so a BG is lost but to say non winnable games are nearly non existent is not correct at all.
The state of mechanics in BGs has brought some of the most non-counterplay mechanics ever. Crit, both damage and healing, there’s no viable counterplay. Impen + Rally Cry isn’t enough to ensure a player isn’t at max crit and that’s a lot of resource to commit. Plus, in order for RC to proc it requires a crit so unless you’re also a crit build that’s not even reliable.
There’s still plenty of unwinable matches now that subclassing has given unskilled players access to mechanics and rewarded them for spamming.
You’ve gotta be really unlucky to land an un-winnable lobby against 2 heal tanks in Domination, or 3 good players on the other team in a Solo-Queue setting.You don’t have to have heal tanks in BGs anymore. All of your crit DPS are full self healers now, thanks to subclassing.
As for actual healers, they’re inconsistent and I don’t blame them. So many crit DPS run self sustain that they don’t support their healer so we see fewer healers queue up than we used to.
It used to be that class separation made it so that if one wanted to heal or deal damage there was a resource barrier to doing one or the other, but that isn’t the case anymore; a high crit DPS can simultaneously slap a tank with a 25k Merciless as well as fully heal in one burst, all with battle spirit active.
If you toss a gaggle of those into a BG you’re going to have no real options for counterplay because there’s not enough sources in the game to offset their modifiers.
Okay I let the first one fly, but this is now the second time that you’ve blamed Subclassing for people healing well on builds that do high damage.
This is not new.
People have been suggesting a change to heal scaling for a long time, far longer than one year. 😂
We were running 40k health Polar Wind unkillable MagDens that slap with burst due to Shalks and shred your health bar using Status Effects, and Sorcerers flying around with 30k in wards on top of a burst heal you got from casting the skill completely immune to burst and DoTs while throwing out ridiculous oppressive damage. Coagulating Blood was and still is the strongest self heal in the game… and it scales off of weapon/spell damage, and you have Healthy Offering, which is the highest scaling burst heal other than Coag. Templar doesn’t even have to blink and they are back to full health. Arcanist wards better than Sorcerer and Necromancer is buried out back.
All of those things above; are still true today.
It gets really exhausting watching misinformation and blaming spread so rampantly by people unintentionally due to a bias.
If you don’t like the system, then just say so. No need to create reasons to dislike it, or to co-opt threads that have nothing to do with it to push an agenda.Subclassing is a huge contributor to abusive healing.
The reason is because Subclassing gave builds access to mechanics and scaling that they were never intended to have access to.
Sorc shields have always been a pain point but Sorc DPS mechanical output was limited, it wasn’t as dynamic as, say, a NB; therefore Sorc’s being a higher utility contributor made sense. But even Sorc shields got a proper nerf that greatly reduced the heal factor, which I agree it needed.
Conversely, NBs had healing that could scale but was far more conditional, those limited conditions suited their build, Mark Target, for example, isn’t a burst-on-command heal so it meant although it was capable of a powerful burst; it was mechanically limited and required more thoughtful use.
Subclassing changed all of that. Not only did it enable higher modifier scaling but it also gave access to heals that function in ways that remove the combat strategy component and esentally provide get out of jail free cards.
That’s not misinformation that’s fact. The Devs have agreed that Subclassing created a severe imbalance and healing is just one factor.
Base heal scaling isn’t my issue, my issue is the fact that players can critically self heal and can do so with such significant frequency and degree that they don’t have to really consider the risk vs reward prospect of their actions. That aspect was not commonplace in BGs prior to subclassing. We had some strong self heals but nothing like this, and even the strong self heals that were out there had output limitations by class that, although, weren’t perfectly balanced, they weren’t this bad.
Healing skills were developed with the logic that their use case would be limited both complementary and mechanically by the scope of the class they were placed in. Subclassing had the dual impact of removing those limits and enabling higher critical scaling.
This is really an easy fix, simply make critical a hard cap. Full stop. No player would be able to allocate values above the hard cap which would make the existing counter play elements viable again. This would also still leave healing skills intact to support builds. Yes, some will out perform others but they won’t have the overreaching impact they have now.
This critical hard cap you speak of. Are you sure there isn't one already in place?
Yep, I’m sure.
Crit scaling currently works like resistances, there’s a soft cap whereby the game only recognizes the scale up to the soft cap but players can allocate resource above that. Opponents can apply debuff reductions that affect a players values but just like tanks can allocate resistance so far over the soft cap that even with every form of breach they’re still at max 33k.
The same is now more easily attainable for Crit because subclassing gave access to more skills and passives that dial up Crit scaling even farther.
Even with 7 pieces of Impen & Rally Cry it’s still not enough to counter players Crit scaling to at or near max which means proper counter play is out the window.
Crit builds are rewarded for spamming and for playing without an actual sense of risk vs reward combat. This is why we’re seeing the same skills abused over and over … because they not only scale to sky high Crit values but mechanically they also perform blisteringly fast and provide no telegraph so players can spam these skills indiscriminately all while crit burst healing and HoT with critical ticks. .. Subclassing turned “critical” into “usual”.
Crit scaling needs a hard cap.
MincMincMinc wrote: »MMR rank reset has to be removed or replaced
We do not have the total population for this.
Perhaps after Crossplay, but honestly even then if no other content releases beside it. Adjusted players do not deserve to be stuck in queue for 2 hours because other players refuse to learn counterplay.
I’ve been in 4v4 Team Deathmatch games where we’ve lost the first round, and then realizing what the problem was, I threw on Mass Hysteria or Turn Evil, made a few callouts, completely changed the trajectory.
Un-winnable games are nearly non-existent in Solo queue, as the likelihood of having 2 good players on the other team are incredibly low without MMR forcing them all into a lobby together.
I agree there’s lots of situations where players don’t pay attention to proper counterplay so a BG is lost but to say non winnable games are nearly non existent is not correct at all.
The state of mechanics in BGs has brought some of the most non-counterplay mechanics ever. Crit, both damage and healing, there’s no viable counterplay. Impen + Rally Cry isn’t enough to ensure a player isn’t at max crit and that’s a lot of resource to commit. Plus, in order for RC to proc it requires a crit so unless you’re also a crit build that’s not even reliable.
There’s still plenty of unwinable matches now that subclassing has given unskilled players access to mechanics and rewarded them for spamming.
You’ve gotta be really unlucky to land an un-winnable lobby against 2 heal tanks in Domination, or 3 good players on the other team in a Solo-Queue setting.You don’t have to have heal tanks in BGs anymore. All of your crit DPS are full self healers now, thanks to subclassing.
As for actual healers, they’re inconsistent and I don’t blame them. So many crit DPS run self sustain that they don’t support their healer so we see fewer healers queue up than we used to.
It used to be that class separation made it so that if one wanted to heal or deal damage there was a resource barrier to doing one or the other, but that isn’t the case anymore; a high crit DPS can simultaneously slap a tank with a 25k Merciless as well as fully heal in one burst, all with battle spirit active.
If you toss a gaggle of those into a BG you’re going to have no real options for counterplay because there’s not enough sources in the game to offset their modifiers.
Okay I let the first one fly, but this is now the second time that you’ve blamed Subclassing for people healing well on builds that do high damage.
This is not new.
People have been suggesting a change to heal scaling for a long time, far longer than one year. 😂
We were running 40k health Polar Wind unkillable MagDens that slap with burst due to Shalks and shred your health bar using Status Effects, and Sorcerers flying around with 30k in wards on top of a burst heal you got from casting the skill completely immune to burst and DoTs while throwing out ridiculous oppressive damage. Coagulating Blood was and still is the strongest self heal in the game… and it scales off of weapon/spell damage, and you have Healthy Offering, which is the highest scaling burst heal other than Coag. Templar doesn’t even have to blink and they are back to full health. Arcanist wards better than Sorcerer and Necromancer is buried out back.
All of those things above; are still true today.
It gets really exhausting watching misinformation and blaming spread so rampantly by people unintentionally due to a bias.
If you don’t like the system, then just say so. No need to create reasons to dislike it, or to co-opt threads that have nothing to do with it to push an agenda.Subclassing is a huge contributor to abusive healing.
The reason is because Subclassing gave builds access to mechanics and scaling that they were never intended to have access to.
Sorc shields have always been a pain point but Sorc DPS mechanical output was limited, it wasn’t as dynamic as, say, a NB; therefore Sorc’s being a higher utility contributor made sense. But even Sorc shields got a proper nerf that greatly reduced the heal factor, which I agree it needed.
Conversely, NBs had healing that could scale but was far more conditional, those limited conditions suited their build, Mark Target, for example, isn’t a burst-on-command heal so it meant although it was capable of a powerful burst; it was mechanically limited and required more thoughtful use.
Subclassing changed all of that. Not only did it enable higher modifier scaling but it also gave access to heals that function in ways that remove the combat strategy component and esentally provide get out of jail free cards.
That’s not misinformation that’s fact. The Devs have agreed that Subclassing created a severe imbalance and healing is just one factor.
Base heal scaling isn’t my issue, my issue is the fact that players can critically self heal and can do so with such significant frequency and degree that they don’t have to really consider the risk vs reward prospect of their actions. That aspect was not commonplace in BGs prior to subclassing. We had some strong self heals but nothing like this, and even the strong self heals that were out there had output limitations by class that, although, weren’t perfectly balanced, they weren’t this bad.
Healing skills were developed with the logic that their use case would be limited both complementary and mechanically by the scope of the class they were placed in. Subclassing had the dual impact of removing those limits and enabling higher critical scaling.
This is really an easy fix, simply make critical a hard cap. Full stop. No player would be able to allocate values above the hard cap which would make the existing counter play elements viable again. This would also still leave healing skills intact to support builds. Yes, some will out perform others but they won’t have the overreaching impact they have now.
This critical hard cap you speak of. Are you sure there isn't one already in place?
Yep, I’m sure.
Crit scaling currently works like resistances, there’s a soft cap whereby the game only recognizes the scale up to the soft cap but players can allocate resource above that. Opponents can apply debuff reductions that affect a players values but just like tanks can allocate resistance so far over the soft cap that even with every form of breach they’re still at max 33k.
The same is now more easily attainable for Crit because subclassing gave access to more skills and passives that dial up Crit scaling even farther.
Even with 7 pieces of Impen & Rally Cry it’s still not enough to counter players Crit scaling to at or near max which means proper counter play is out the window.
Crit builds are rewarded for spamming and for playing without an actual sense of risk vs reward combat. This is why we’re seeing the same skills abused over and over … because they not only scale to sky high Crit values but mechanically they also perform blisteringly fast and provide no telegraph so players can spam these skills indiscriminately all while crit burst healing and HoT with critical ticks. .. Subclassing turned “critical” into “usual”.
Crit scaling needs a hard cap.
I don't know @Radiate77 . @NxJoeyD might be onto something.
Is there a hidden purpose to critical damage/healing in PvP, other than adding an extra layer of RNG that only widens the gap between newcomers and PvPers? Would Battlegrounds, and all forms of pvp, be easier to balance if crit was pve only?
thesarahandcompany wrote: »@thesarahandcompany I've spent a great deal of time thinking about a payload/escort game mode. Wouldn't it be a little too similar to 3-sided Chaosball? Considering, of course, a crazy timeline in which Zenimax spends the miniscule amount of resources needed to make it impossible for people to cheese the ball.thesarahandcompany wrote: »[*] For example, objective modes like payload/escort could create a more strategic and team-focused competitive environment.
[/list]
Chaosball incentivizes running away and surviving with the ball. Payload incentivizes coordinated team fights. That’s basically the opposite of “the same mode.”
@MincMincMinc The fact that you honestly believe this is possible means you must log in to play BGs at a very interesting hour. May I ask what time that is?MincMincMinc wrote: »Right now though the system is setup to FORCE smurfing, they need a simple system to split up the combat veterans and the noobs to make matches more fair.







CatalinaWineMixer2 wrote: »If the only solution is labeling players with a ranking system created for people they couldn't possibly compete against, I'd say there isn't a future.
The general consensus as is always the case with PvP is, we need more people. Just not THOSE people. Or the scary NEW people (they're terrifying aren't they).
New players are not irrelevant and you actually have to pay them some kindness if there is any kind of future for battlegrounds. Or PvP in general for that matter. Yes, Im a ten year player and yes I still PvP. I dont know how much longer I will either and many others like me have quit. Especially since subclass.
People like me are tired of the same old song. We don't like healing, we dont like damage shields, we dont like class mastery, we dont like ultimate. This needs nerfed, that needs changed, this shouldn't be allowed, ect ect and on and on. It never ends. As soon as they change one thing, next week it'll be something else.
The players many of you describe in these forums who are inadequate, new, not in the meta, not good enough or whatever way you want to categorize them (or rank them which is the same thing) end up in my guilds. And a lot of others with people who quit PvP. There are a lot more of them than you think. They understand you don't have time for them. They get that you dont want them there. They get 1 shotted multiple times and decide they hate PvP. They've made their mind up they dont want to play with you either. If you label them into some ridiculous category after that happens, they'll leave the game, not just PvP. There is entirely way too much DPS in PvP. The meta is so overpowered it shouldn't even be allowed in there. It isnt even remotely close to being fair.
If you want true balance in PvP, everyone has to have the same abilities and stats for each role. If you're truly that good, you will still be at the top when its a totally fair play system. Put yourselves into a BG with totally even skills, stats, gear and 50 strangler plants. Who will you blame then, the strangler plants?
BG should be a place where everyone can play. Together. That includes a mixture of skill levels. Not just the top 5%. Grouping is random so everyone can participate. Not just the top 5%. That's currently about the only thing that entices others to even do BG is the fact there exists a chance they might actually be able to win. Maybe add some more factors of chance to draw people in, even if it is strangler plants.
If I que for ten BG matches with what is going on over there right now, all im going to end up with is the same people over and over again because everyone else got frustrated and quit. Or they've tried it before and aren't coming back. Its boring. Ball groups, exploits and toxic attitudes have driven players away. PvP has a terrible reputation right now. The population is low there for a reason. The only joy that remains in battlegrounds are the funny things that can still happen there. One of the new guildies at 300cp gets the killing blow on a 2400cp by accident. Someone kills 3 people but forgets to pick up the ball (its true, I've seen it). Things like that are the only fun left. Chance is a big factor in having fun. Everything isn't always about scoreboard and titles. Or DPS. I would like to see BG lean more into the direction of fun instead of separation or division. If people can actually have a laugh in there instead of a bad time, chances are they're going to come back.