@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.
@Moonspawn , did xylena ever send the ultra rare scoreboards of unbalanced 3-sided matches that used to happen once in a while?
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.”
@thesarahandcompany Isn't 3-sided Chaosball the gamemode where you continuously escort the payload (ball carrier) away from the other teams?
thesarahandcompany wrote: »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.”
@thesarahandcompany Isn't 3-sided Chaosball the gamemode where you continuously escort the payload (ball carrier) away from the other teams?
Chaosball in ESO is not payload escort.
Chaosball is possession gameplay: one (or more) player grabs the ball and the optimal strategy is to kite, disengage, and survive as long as possible.
Payload escort is territory control gameplay: the objective moves slowly and only advances when a team controls the space around it. You can’t run away to win — you have to win team fights to push the objective forward.
Chaosball rewards avoidance. Payload rewards coordinated fights and map control. They sound similar on paper, but the gameplay incentives are completely different.
MincMincMinc wrote: »thesarahandcompany wrote: »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.”
@thesarahandcompany Isn't 3-sided Chaosball the gamemode where you continuously escort the payload (ball carrier) away from the other teams?
Chaosball in ESO is not payload escort.
Chaosball is possession gameplay: one (or more) player grabs the ball and the optimal strategy is to kite, disengage, and survive as long as possible.
Payload escort is territory control gameplay: the objective moves slowly and only advances when a team controls the space around it. You can’t run away to win — you have to win team fights to push the objective forward.
Chaosball rewards avoidance. Payload rewards coordinated fights and map control. They sound similar on paper, but the gameplay incentives are completely different.
chaos ball probably should be to hold the ball in a certain area to gain points. Or only gain points by walking it to points on the map.
@Moonspawn , did xylena ever send the ultra rare scoreboards of unbalanced 3-sided matches that used to happen once in a while?
I posted dozens of them in one of the other similar BGs debate threads. Check your own post history for when we last discussed this a few months back. You insisted that the problem wasn't the format, but the poor matchmaking system, which I partially agree with.@xylena , when you have a moment, could you please let me know if you’ll be able to send those extremely rare 3-teams scoreboards we talked about? The ones with 100% chance winning/losing. I’d really appreciate the clarification so I know whether to keep waiting.
I'll post the shutout again because it's my favorite. You have no idea who these players were so please don't waste time shuffling random KDA results between teams like you did last time.
So then you... repost my image clearing proving that they do. Thanks, I guess.No, they probably don't exist.
Wonder why Moonspawn hasn't shuffled players between Haki's teams to show how the BG could've been balanced with better MMR, like he was doing in the other threads...







I was referring to the ones you never sent. What we really need are the original files, with the original names.
thesarahandcompany wrote: »MincMincMinc wrote: »thesarahandcompany wrote: »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.”
@thesarahandcompany Isn't 3-sided Chaosball the gamemode where you continuously escort the payload (ball carrier) away from the other teams?
Chaosball in ESO is not payload escort.
Chaosball is possession gameplay: one (or more) player grabs the ball and the optimal strategy is to kite, disengage, and survive as long as possible.
Payload escort is territory control gameplay: the objective moves slowly and only advances when a team controls the space around it. You can’t run away to win — you have to win team fights to push the objective forward.
Chaosball rewards avoidance. Payload rewards coordinated fights and map control. They sound similar on paper, but the gameplay incentives are completely different.
chaos ball probably should be to hold the ball in a certain area to gain points. Or only gain points by walking it to points on the map.
Capturing the thing --> Being required to walking said thing to a point.
Hmm. Almost sounds like payload escort. Like halfway.
MincMincMinc wrote: »thesarahandcompany wrote: »MincMincMinc wrote: »thesarahandcompany wrote: »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.”
@thesarahandcompany Isn't 3-sided Chaosball the gamemode where you continuously escort the payload (ball carrier) away from the other teams?
Chaosball in ESO is not payload escort.
Chaosball is possession gameplay: one (or more) player grabs the ball and the optimal strategy is to kite, disengage, and survive as long as possible.
Payload escort is territory control gameplay: the objective moves slowly and only advances when a team controls the space around it. You can’t run away to win — you have to win team fights to push the objective forward.
Chaosball rewards avoidance. Payload rewards coordinated fights and map control. They sound similar on paper, but the gameplay incentives are completely different.
chaos ball probably should be to hold the ball in a certain area to gain points. Or only gain points by walking it to points on the map.
Capturing the thing --> Being required to walking said thing to a point.
Hmm. Almost sounds like payload escort. Like halfway.
TBH IMO the "hold object" type games don't fit well with mmo context because it is HEAVILY build dependent. In a very balanced match it can be fun, but at the same time one player can unbalance this if they simply bring a permablock build.
Something like payload or round based matches would help slightly with things like spawn camping.....granted again having the matches use a proper MMR non resetting system would also help
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.”
@thesarahandcompany Isn't 3-sided Chaosball the gamemode where you continuously escort the payload (ball carrier) away from the other teams?
Three-sided Chaosball was supposed to teach players how to kite both opposing teams even while hindered by the ball's damage and debuff. It's a shame the easily solvable problems that plagued the game mode ruined at least 8 out of every 10 matches.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 think I know what's going on. @xylena don't worry, I got your back. If you send me the files I can do all the boring cropping and editing for you. I have become efficient at it.I was referring to the ones you never sent. What we really need are the original files, with the original names.
EDIT: names of the files, not the players.







Chaosball 1, impossible to lose. We almost did because
Domination, impossible to lose. We did because
@Radiate77 and @NxJoeyD I believe ZOS is well aware of how overtuned crit is in pvp and especially Battlegrounds, but I question the wisdom of expecting them to do anything about it while they're still selling Monomyth. Is the problem really deeper than just the mythic being juiced by the passives from assassination and animal companions?@Moonspawn , did xylena ever send the ultra rare scoreboards of unbalanced 3-sided matches that used to happen once in a while?
No, they probably don't exist. This was the response:I posted dozens of them in one of the other similar BGs debate threads. Check your own post history for when we last discussed this a few months back. You insisted that the problem wasn't the format, but the poor matchmaking system, which I partially agree with.@xylena , when you have a moment, could you please let me know if you’ll be able to send those extremely rare 3-teams scoreboards we talked about? The ones with 100% chance winning/losing. I’d really appreciate the clarification so I know whether to keep waiting.
I'll post the shutout again because it's my favorite. You have no idea who these players were so please don't waste time shuffling random KDA results between teams like you did last time.
MincMincMinc wrote: »thesarahandcompany wrote: »MincMincMinc wrote: »thesarahandcompany wrote: »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.”
@thesarahandcompany Isn't 3-sided Chaosball the gamemode where you continuously escort the payload (ball carrier) away from the other teams?
Chaosball in ESO is not payload escort.
Chaosball is possession gameplay: one (or more) player grabs the ball and the optimal strategy is to kite, disengage, and survive as long as possible.
Payload escort is territory control gameplay: the objective moves slowly and only advances when a team controls the space around it. You can’t run away to win — you have to win team fights to push the objective forward.
Chaosball rewards avoidance. Payload rewards coordinated fights and map control. They sound similar on paper, but the gameplay incentives are completely different.
chaos ball probably should be to hold the ball in a certain area to gain points. Or only gain points by walking it to points on the map.
Capturing the thing --> Being required to walking said thing to a point.
Hmm. Almost sounds like payload escort. Like halfway.
TBH IMO the "hold object" type games don't fit well with mmo context because it is HEAVILY build dependent. In a very balanced match it can be fun, but at the same time one player can unbalance this if they simply bring a permablock build.
Something like payload or round based matches would help slightly with things like spawn camping.....granted again having the matches use a proper MMR non resetting system would also help
thesarahandcompany wrote: »MincMincMinc wrote: »thesarahandcompany wrote: »MincMincMinc wrote: »thesarahandcompany wrote: »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.”
@thesarahandcompany Isn't 3-sided Chaosball the gamemode where you continuously escort the payload (ball carrier) away from the other teams?
Chaosball in ESO is not payload escort.
Chaosball is possession gameplay: one (or more) player grabs the ball and the optimal strategy is to kite, disengage, and survive as long as possible.
Payload escort is territory control gameplay: the objective moves slowly and only advances when a team controls the space around it. You can’t run away to win — you have to win team fights to push the objective forward.
Chaosball rewards avoidance. Payload rewards coordinated fights and map control. They sound similar on paper, but the gameplay incentives are completely different.
chaos ball probably should be to hold the ball in a certain area to gain points. Or only gain points by walking it to points on the map.
Capturing the thing --> Being required to walking said thing to a point.
Hmm. Almost sounds like payload escort. Like halfway.
TBH IMO the "hold object" type games don't fit well with mmo context because it is HEAVILY build dependent. In a very balanced match it can be fun, but at the same time one player can unbalance this if they simply bring a permablock build.
Something like payload or round based matches would help slightly with things like spawn camping.....granted again having the matches use a proper MMR non resetting system would also help
I think the remark about “hold-object modes not fitting the MMO context” is a bit hand-wavey, respectfully.
The issue isn’t block tanks existing. It’s that current modes don’t force teams to solve for those tanks. You can get what you want out of a BG right now by simply ignoring them: 1) run to another flag; 2) grab one of the other Chaosballs; 3) farm squishier players if you just wanna kill and don't care about objective.
There’s rarely a reason to break a defensive frontline.
Payload would create forced interaction and counterplay (ult economy, anti-tank tools, coordinated pushes). That actually expands viable playstyles instead of narrowing them.
Honestly, 1-Chaosball was the closest thing we had to a balanced version of this idea because the ball applied damage/defile to the holder. The problem wasn’t the concept — it was that players could still avoid fighting and run the entire match.
Payload removes that avoidance. You can’t progress unless you win space and win fights.
@MincMincMinc but if they did that, would people even believe that the resets have truly stopped?MincMincMinc wrote: »
What is your point though, that the mmr system is broken? We all know that already.
Again we should just be repeatedly screaming at zos to stop resetting MMR







thesarahandcompany wrote: »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.”
@thesarahandcompany Isn't 3-sided Chaosball the gamemode where you continuously escort the payload (ball carrier) away from the other teams?
Chaosball in ESO is not payload escort.
Chaosball is possession gameplay: one (or more) player grabs the ball and the optimal strategy is to kite, disengage, and survive as long as possible.
Payload escort is territory control gameplay: the objective moves slowly and only advances when a team controls the space around it. You can’t run away to win — you have to win team fights to push the objective forward.
Chaosball rewards avoidance. Payload rewards coordinated fights and map control. They sound similar on paper, but the gameplay incentives are completely different.
I keep seeing a suggestion that MMR not be reset, yet when you’re waiting around in queue for 30 minutes just for a match, people won’t.
Let’s be realistic.
People also don’t want to wait 30 minutes just to be trapped fighting the same people on repeat.
What happens when you change your build to something fun or different but less efficient and are trapped at a higher MMR? You just have a horrible experience all around?
Yeah… ZOS have it right.
I keep seeing a suggestion that MMR not be reset, yet when you’re waiting around in queue for 30 minutes just for a match, people won’t.
Let’s be realistic.
People also don’t want to wait 30 minutes just to be trapped fighting the same people on repeat.
What happens when you change your build to something fun or different but less efficient and are trapped at a higher MMR? You just have a horrible experience all around?
Yeah… ZOS have it right.
I can’t say I’ve waited in a queue for a very long time for BGs on XB US, I have to assume the PC NA population is even larger.
TBH, I’d rather wait or not play a match versus playing a match that’s so broken I’d have rather not been in it in the first place.
As for build changes, is anyone really doing that? Why would someone change their current build to something significantly less competitive, in PvP specifically, rather than making a different character?
PvP isn’t PvE, sure you can experiment but you’re not playing against AI trash mobs with limited mechanics or resources, you’re playing against other people and if one chooses to reduce their effectiveness in the name of experimenting, then yes, it’s expected that they’re probably going to get easily defeated until their MMR smooths out, which is what should happen.
A non-resetting MMR wouldn’t necessarily make it so that only precisely “like” MMR players get matched and therefore lead to ridiculous queues. They only need to tier it out so they have enough tiers to separate beginner, intermediate, and higher tier outcomes. If they were to try and install too many MMR ranking tiers, then yes, I agree we’d be waiting a months worth of Sundays to try and get a match.
I keep seeing a suggestion that MMR not be reset, yet when you’re waiting around in queue for 30 minutes just for a match, people won’t.
Let’s be realistic.
People also don’t want to wait 30 minutes just to be trapped fighting the same people on repeat.
What happens when you change your build to something fun or different but less efficient and are trapped at a higher MMR? You just have a horrible experience all around?
Yeah… ZOS have it right.
I can’t say I’ve waited in a queue for a very long time for BGs on XB US, I have to assume the PC NA population is even larger.
TBH, I’d rather wait or not play a match versus playing a match that’s so broken I’d have rather not been in it in the first place.
As for build changes, is anyone really doing that? Why would someone change their current build to something significantly less competitive, in PvP specifically, rather than making a different character?
PvP isn’t PvE, sure you can experiment but you’re not playing against AI trash mobs with limited mechanics or resources, you’re playing against other people and if one chooses to reduce their effectiveness in the name of experimenting, then yes, it’s expected that they’re probably going to get easily defeated until their MMR smooths out, which is what should happen.
A non-resetting MMR wouldn’t necessarily make it so that only precisely “like” MMR players get matched and therefore lead to ridiculous queues. They only need to tier it out so they have enough tiers to separate beginner, intermediate, and higher tier outcomes. If they were to try and install too many MMR ranking tiers, then yes, I agree we’d be waiting a months worth of Sundays to try and get a match.
Real unwinnable games are rare. I would rather have one game out of four be impossible than wait the time it would have taken three games to then finally land a fourth.
You ask “is anyone really doing that?” yeah a lot of veterans take breaks from the game for a week or two and come back because they have a new build idea. Personally, I do it all of the time. Why play a game with thousands of sets and skill combinations if you intend to not swap between them? At that point wouldn’t you be better served playing a game with less but more reinforced options?
Near the end of 3-Team BGs on Xbox NA at the highest MMR, you would be lucky to find a game within a half hour, yet when making a new character, under-50 BGs were near an instant pop, and new characters could find games easily. We have an example of what MMR resetting less frequently looked like, and it was a really bad experience. These changes to Battlegrounds are a result of that.
Chaosball 1, impossible to lose. We almost did becauseDomination, impossible to lose. We did because
How do you expect anyone to take you seriously when you're writing stuff like this for over 30 pages? These hyperboles only serve to undermine whatever it is you're trying to say.
impossible
/ɪmˈpɒsɪbl/
adjective
not able to occur, exist, or be done.
Honestly, everything other than Ranked shouldn’t have MMR to begin with.
What I’d really like to see, would be an actual Ranking system similar to Tales of Tribute, where your bracket is basedI keep seeing a suggestion that MMR not be reset, yet when you’re waiting around in queue for 30 minutes just for a match, people won’t.
Let’s be realistic.
People also don’t want to wait 30 minutes just to be trapped fighting the same people on repeat.
What happens when you change your build to something fun or different but less efficient and are trapped at a higher MMR? You just have a horrible experience all around?
Yeah… ZOS have it right.
I wait 30 - 40 min in que and fight the same 10 people all the time, I actually prefer to fight the 9 other people who actually can fight back and wait the 30 min than spend 5 min in que and get 40 kills against players who can’t fight back.
If you change your build and have a miserable experience in high mmr, that’s a sign that your build is bad and you need to go back to the kitchen. Not every build or play style is viable in high mmr bcs you fighting skilled players with good builds and that alone will counter a lot of things
Being relentlessly assigned to the winning team is certainly an issue, but how can it be considered a skill?@Haki_7 @Moonspawn please post boards of your personal BGs performance on a clear bad team, to establish whether your judgment of "unwinnable" is objective, or a skill issue, lest you be spamming lists without understanding of the content therein.







If I'm the reason my teams keep relentlessly winning, then yes it is skill. Perhaps if you tried dealing damage, you too would find yourself "assigned to the winning team" more oftenBeing relentlessly assigned to the winning team is certainly an issue, but how can it be considered a skill?
@MincMincMinc but if they did that, would people even believe that the resets have truly stopped?MincMincMinc wrote: »
What is your point though, that the mmr system is broken? We all know that already.
Again we should just be repeatedly screaming at zos to stop resetting MMR