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	<title>Comments on: 3 big problems with ranked battlegrounds</title>
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	<link>http://spinksville.wordpress.com/2012/07/18/3-big-problems-with-ranked-battlegrounds/</link>
	<description>MMOs and game design</description>
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		<title>By: Hagu</title>
		<link>http://spinksville.wordpress.com/2012/07/18/3-big-problems-with-ranked-battlegrounds/#comment-20033</link>
		<dc:creator><![CDATA[Hagu]]></dc:creator>
		<pubDate>Fri, 20 Jul 2012 00:47:03 +0000</pubDate>
		<guid isPermaLink="false">https://spinksville.wordpress.com/?p=6655#comment-20033</guid>
		<description><![CDATA[I do not play ranked BG yet I really support them.

IIRC there was a Blizzard comment about how they regretted the eSports/Arena decision really complicating the balancing issues.  E.g., a similar reason to why 2v2s were devalued.  

So rBGs at least dilute some of the &quot;nerf xxx&quot; cries; there is nothing worse than PvEing on a class that is OP in PvP - you have some disappointment in your future.]]></description>
		<content:encoded><![CDATA[<p>I do not play ranked BG yet I really support them.</p>
<p>IIRC there was a Blizzard comment about how they regretted the eSports/Arena decision really complicating the balancing issues.  E.g., a similar reason to why 2v2s were devalued.  </p>
<p>So rBGs at least dilute some of the &#8220;nerf xxx&#8221; cries; there is nothing worse than PvEing on a class that is OP in PvP &#8211; you have some disappointment in your future.</p>
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		<title>By: Boxerdogs</title>
		<link>http://spinksville.wordpress.com/2012/07/18/3-big-problems-with-ranked-battlegrounds/#comment-19959</link>
		<dc:creator><![CDATA[Boxerdogs]]></dc:creator>
		<pubDate>Thu, 19 Jul 2012 09:51:50 +0000</pubDate>
		<guid isPermaLink="false">https://spinksville.wordpress.com/?p=6655#comment-19959</guid>
		<description><![CDATA[Ranked PvP exists in other genres as well, albeit more at the &quot;Arena&quot; level, i.e. teams of four or so. Ranked play in FPS and RTS is very popular. I played ranked matches of Halo 3 for about six months and was middling to slightly below on most playlists. I didn&#039;t mind at all. In WoW / MMO Arenas I was generally middling to slightly below as well, but I found it frustrating.

Why do MMOs suffer more from the &quot;get stuck, get frustrated&quot; problem, than ranked play in RTS or FPS? I&#039;d guess it&#039;s because of grinding, queue times, gear playing a role, and extent of getting smushed, i.e. the issues others have identified above. When I played Halo, I was never so outmatched my whole team would be spawn camped 5 games in a row (the game is designed such that it doesn&#039;t really happen, although there are other FPS where it&#039;s more prevalent), I always went into each match with equal gear, queue times were short, I didn&#039;t have to grind anything beforehand, there were lots of rewards like cosmetic gear, avatars, banners, and the core gameplay (to me at least) was pretty fun. There were also loads of maps and game types.

So my solution is:
* Standardise gear load-outs, just like WoW is standardising load-outs (iLvls) for new challenge mode dungeons, removing grinding and gear mismatches
* Add a vast array of rewards that are somewhat easy to get and desirable, but cosmetic, like nice pretty gear with no stats, pets, elite mounts, banners, avatars
* Carefully design maps to prevent abusive / griefing play like spawn-camping
* Also make sure the variety of maps and game types is large
* Make sure at all costs that the gameplay is intrinsically fun
* Create a virtuous circle by using the above points to encourage mass participation, leading to short queue times

Honestly though, the biggest issue is the gearing one. Every truly successful competitive game I have ever seen, whether its football, rugby, Starcraft or Halo, basically has teams enter on an even footing, where ability, dedication and training make or break the team&#039;s performance. The concept of *gear* being important tends to be limited to rich men&#039;s games like golf or sailing.]]></description>
		<content:encoded><![CDATA[<p>Ranked PvP exists in other genres as well, albeit more at the &#8220;Arena&#8221; level, i.e. teams of four or so. Ranked play in FPS and RTS is very popular. I played ranked matches of Halo 3 for about six months and was middling to slightly below on most playlists. I didn&#8217;t mind at all. In WoW / MMO Arenas I was generally middling to slightly below as well, but I found it frustrating.</p>
<p>Why do MMOs suffer more from the &#8220;get stuck, get frustrated&#8221; problem, than ranked play in RTS or FPS? I&#8217;d guess it&#8217;s because of grinding, queue times, gear playing a role, and extent of getting smushed, i.e. the issues others have identified above. When I played Halo, I was never so outmatched my whole team would be spawn camped 5 games in a row (the game is designed such that it doesn&#8217;t really happen, although there are other FPS where it&#8217;s more prevalent), I always went into each match with equal gear, queue times were short, I didn&#8217;t have to grind anything beforehand, there were lots of rewards like cosmetic gear, avatars, banners, and the core gameplay (to me at least) was pretty fun. There were also loads of maps and game types.</p>
<p>So my solution is:<br />
* Standardise gear load-outs, just like WoW is standardising load-outs (iLvls) for new challenge mode dungeons, removing grinding and gear mismatches<br />
* Add a vast array of rewards that are somewhat easy to get and desirable, but cosmetic, like nice pretty gear with no stats, pets, elite mounts, banners, avatars<br />
* Carefully design maps to prevent abusive / griefing play like spawn-camping<br />
* Also make sure the variety of maps and game types is large<br />
* Make sure at all costs that the gameplay is intrinsically fun<br />
* Create a virtuous circle by using the above points to encourage mass participation, leading to short queue times</p>
<p>Honestly though, the biggest issue is the gearing one. Every truly successful competitive game I have ever seen, whether its football, rugby, Starcraft or Halo, basically has teams enter on an even footing, where ability, dedication and training make or break the team&#8217;s performance. The concept of *gear* being important tends to be limited to rich men&#8217;s games like golf or sailing.</p>
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		<title>By: spinks</title>
		<link>http://spinksville.wordpress.com/2012/07/18/3-big-problems-with-ranked-battlegrounds/#comment-19954</link>
		<dc:creator><![CDATA[spinks]]></dc:creator>
		<pubDate>Thu, 19 Jul 2012 04:33:59 +0000</pubDate>
		<guid isPermaLink="false">https://spinksville.wordpress.com/?p=6655#comment-19954</guid>
		<description><![CDATA[I am now in the mindset that any type of highly competitive group content in MMOs will end up splitting casual/ friendly guilds which are usually prized for welcoming a wide range of players (ie. wide range of skill, abiliity, available time.)

My WoW guild (and I know this from reading forums) I think was taking some steps into RBG and the most hardcore players (who were organising the training and driving this) left for another guild which had a more competitive PvP ethos. I don&#039;t mean it was a bad decision for them, clearly they were going to be happier with more people around who shared their enthusiasm, but that was it for the RBG.

I have a gut feeling that the &#039;best&#039; type of content for MMOs is something which allows players of different skill and commitment levels to play alongside each other. That&#039;s one of the smart things about LFG when it works, and also about world bosses, zergs in PvP, world events and social events. Because not everyone wants to end up segregated via what type of content they are most obsessed by at the moment.]]></description>
		<content:encoded><![CDATA[<p>I am now in the mindset that any type of highly competitive group content in MMOs will end up splitting casual/ friendly guilds which are usually prized for welcoming a wide range of players (ie. wide range of skill, abiliity, available time.)</p>
<p>My WoW guild (and I know this from reading forums) I think was taking some steps into RBG and the most hardcore players (who were organising the training and driving this) left for another guild which had a more competitive PvP ethos. I don&#8217;t mean it was a bad decision for them, clearly they were going to be happier with more people around who shared their enthusiasm, but that was it for the RBG.</p>
<p>I have a gut feeling that the &#8216;best&#8217; type of content for MMOs is something which allows players of different skill and commitment levels to play alongside each other. That&#8217;s one of the smart things about LFG when it works, and also about world bosses, zergs in PvP, world events and social events. Because not everyone wants to end up segregated via what type of content they are most obsessed by at the moment.</p>
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		<title>By: Shintar</title>
		<link>http://spinksville.wordpress.com/2012/07/18/3-big-problems-with-ranked-battlegrounds/#comment-19950</link>
		<dc:creator><![CDATA[Shintar]]></dc:creator>
		<pubDate>Thu, 19 Jul 2012 01:47:39 +0000</pubDate>
		<guid isPermaLink="false">https://spinksville.wordpress.com/?p=6655#comment-19950</guid>
		<description><![CDATA[Rated battlegrounds were pretty much the only content I still did in WoW for the last six months of my subscription, so I was quite into them. Ultimately the problem was that we stopped progressing and the frustration of it split our team apart. Unlike with raiding, where everyone can get to the end boss eventually, you can&#039;t have everyone be on top of the PvP ladder eventually. While it makes perfect sense, it&#039;s ultimately still frustrating for many people to see their rating get &quot;stuck&quot;, especially if they feel that they personally could do better if only others in the team weren&#039;t holding them back.

I haven&#039;t really had any urge to pursue ranked PvP in TOR because the other content keeps me entertained enough. Casual PvP is actually pretty fun because I see very little raging and people always attempt to cooperate, even in randoms, so I don&#039;t necessarily need a fixed team to have a positive warzone experience. Also, in terms of rewards, you &lt;i&gt;can&lt;/i&gt; get ranked commendations from normal PvP, it&#039;s just slow. If you&#039;re not hugely competitive, actually playing ranked games currently seems like more hassle than it is worth.]]></description>
		<content:encoded><![CDATA[<p>Rated battlegrounds were pretty much the only content I still did in WoW for the last six months of my subscription, so I was quite into them. Ultimately the problem was that we stopped progressing and the frustration of it split our team apart. Unlike with raiding, where everyone can get to the end boss eventually, you can&#8217;t have everyone be on top of the PvP ladder eventually. While it makes perfect sense, it&#8217;s ultimately still frustrating for many people to see their rating get &#8220;stuck&#8221;, especially if they feel that they personally could do better if only others in the team weren&#8217;t holding them back.</p>
<p>I haven&#8217;t really had any urge to pursue ranked PvP in TOR because the other content keeps me entertained enough. Casual PvP is actually pretty fun because I see very little raging and people always attempt to cooperate, even in randoms, so I don&#8217;t necessarily need a fixed team to have a positive warzone experience. Also, in terms of rewards, you <i>can</i> get ranked commendations from normal PvP, it&#8217;s just slow. If you&#8217;re not hugely competitive, actually playing ranked games currently seems like more hassle than it is worth.</p>
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		<title>By: ambient</title>
		<link>http://spinksville.wordpress.com/2012/07/18/3-big-problems-with-ranked-battlegrounds/#comment-19939</link>
		<dc:creator><![CDATA[ambient]]></dc:creator>
		<pubDate>Wed, 18 Jul 2012 21:15:42 +0000</pubDate>
		<guid isPermaLink="false">https://spinksville.wordpress.com/?p=6655#comment-19939</guid>
		<description><![CDATA[Well, my experience with WoW RBGs has been surprisingly positive.  We are lucky to have a very stable guild (no one&#039;s going to drama-quit if a night gets cancelled), and that we have a core of PvPers to field a reasonably balanced team every week.  Where I&#039;m impressed is that we usually have &gt;5 minute queue times, that we see a wide variety of classes participating (unlike arena comps), and that our opponents are as well-matched as they are -- we are often within 50-60 points average rating, at most the gap will be twice that.  

...except for the handful of times we&#039;ve been matched against a team hundreds of points above us, or that one time they were 1000 points above (I stopped reading their individual ratings after 2900, 2900, 2700...).  So despite that people say RBGs are to challenge the &quot;hardcore&quot;, I think 1600-level teams like us get faster and more appropriate pairings than the really high end teams.  I&#039;m not sure whether a 2200-level team really gets that much more enjoyment out of steamrolling us than steamrolling a standard battleground -- I&#039;d expect them to stop queuing if they only face long waits and weak pairings.

I am often on the fence regarding PvP, and I now love running RBGs with my guild.  It&#039;s been a real bonding experience, which has helped us be able to shrug off even the tough losses more easily.  Especially after Dragon Soul was rendered so bland and repetitive by running it in LFR first, at the moment my epic moments in WoW are way more likely to involve a last-second flag turnover for the win than a last-man-standing boss kill.]]></description>
		<content:encoded><![CDATA[<p>Well, my experience with WoW RBGs has been surprisingly positive.  We are lucky to have a very stable guild (no one&#8217;s going to drama-quit if a night gets cancelled), and that we have a core of PvPers to field a reasonably balanced team every week.  Where I&#8217;m impressed is that we usually have &gt;5 minute queue times, that we see a wide variety of classes participating (unlike arena comps), and that our opponents are as well-matched as they are &#8212; we are often within 50-60 points average rating, at most the gap will be twice that.  </p>
<p>&#8230;except for the handful of times we&#8217;ve been matched against a team hundreds of points above us, or that one time they were 1000 points above (I stopped reading their individual ratings after 2900, 2900, 2700&#8230;).  So despite that people say RBGs are to challenge the &#8220;hardcore&#8221;, I think 1600-level teams like us get faster and more appropriate pairings than the really high end teams.  I&#8217;m not sure whether a 2200-level team really gets that much more enjoyment out of steamrolling us than steamrolling a standard battleground &#8212; I&#8217;d expect them to stop queuing if they only face long waits and weak pairings.</p>
<p>I am often on the fence regarding PvP, and I now love running RBGs with my guild.  It&#8217;s been a real bonding experience, which has helped us be able to shrug off even the tough losses more easily.  Especially after Dragon Soul was rendered so bland and repetitive by running it in LFR first, at the moment my epic moments in WoW are way more likely to involve a last-second flag turnover for the win than a last-man-standing boss kill.</p>
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		<title>By: Rohan</title>
		<link>http://spinksville.wordpress.com/2012/07/18/3-big-problems-with-ranked-battlegrounds/#comment-19924</link>
		<dc:creator><![CDATA[Rohan]]></dc:creator>
		<pubDate>Wed, 18 Jul 2012 17:30:21 +0000</pubDate>
		<guid isPermaLink="false">https://spinksville.wordpress.com/?p=6655#comment-19924</guid>
		<description><![CDATA[I wonder if Rated battlegrounds would work better with a more formal structure.

Like a tournament which kicks off at specific times, and you play teams in a specific order. Then you give out prizes based on tournament results.

Since there is no arbitrary queue any more, a lot of the issues with queue times and insufficient opponents goes away. However, the tradeoff is that you can&#039;t just queue whenever you feel like it and for however long you want. You have to stick to the tournament structure.]]></description>
		<content:encoded><![CDATA[<p>I wonder if Rated battlegrounds would work better with a more formal structure.</p>
<p>Like a tournament which kicks off at specific times, and you play teams in a specific order. Then you give out prizes based on tournament results.</p>
<p>Since there is no arbitrary queue any more, a lot of the issues with queue times and insufficient opponents goes away. However, the tradeoff is that you can&#8217;t just queue whenever you feel like it and for however long you want. You have to stick to the tournament structure.</p>
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		<title>By: spinks</title>
		<link>http://spinksville.wordpress.com/2012/07/18/3-big-problems-with-ranked-battlegrounds/#comment-19923</link>
		<dc:creator><![CDATA[spinks]]></dc:creator>
		<pubDate>Wed, 18 Jul 2012 16:25:47 +0000</pubDate>
		<guid isPermaLink="false">https://spinksville.wordpress.com/?p=6655#comment-19923</guid>
		<description><![CDATA[It makes sense to think of it like raiding: there will be preferred raid compositions, gear, tactics, etc and people are expected to be coordinated. The team needs to schedule being around for practice sessions. Plus members are expected to be competent PvPers on top of that.

You&#039;re probably right about arenas for TOR, plus you could work it into the lore very easily since I think the Hutts run that sort of thing for bets anyway.]]></description>
		<content:encoded><![CDATA[<p>It makes sense to think of it like raiding: there will be preferred raid compositions, gear, tactics, etc and people are expected to be coordinated. The team needs to schedule being around for practice sessions. Plus members are expected to be competent PvPers on top of that.</p>
<p>You&#8217;re probably right about arenas for TOR, plus you could work it into the lore very easily since I think the Hutts run that sort of thing for bets anyway.</p>
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		<title>By: Redbeard</title>
		<link>http://spinksville.wordpress.com/2012/07/18/3-big-problems-with-ranked-battlegrounds/#comment-19922</link>
		<dc:creator><![CDATA[Redbeard]]></dc:creator>
		<pubDate>Wed, 18 Jul 2012 16:23:53 +0000</pubDate>
		<guid isPermaLink="false">https://spinksville.wordpress.com/?p=6655#comment-19922</guid>
		<description><![CDATA[Doing well in ranked BGs is a lot like doing well in hard mode raiding.  when you get a ranked BG team together and they know their roles, they can carve up opposing teams like they were whipped cream.  If they venture into regular BGs, it can be a big disaster for the random BG-er on the other side.

Due to the size of the teams, ranked BG teams work best in a cross server environment.  I think that arenas would be smarter implementation for TOR in a server-only situation, but that&#039;s just me.]]></description>
		<content:encoded><![CDATA[<p>Doing well in ranked BGs is a lot like doing well in hard mode raiding.  when you get a ranked BG team together and they know their roles, they can carve up opposing teams like they were whipped cream.  If they venture into regular BGs, it can be a big disaster for the random BG-er on the other side.</p>
<p>Due to the size of the teams, ranked BG teams work best in a cross server environment.  I think that arenas would be smarter implementation for TOR in a server-only situation, but that&#8217;s just me.</p>
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		<title>By: Chris</title>
		<link>http://spinksville.wordpress.com/2012/07/18/3-big-problems-with-ranked-battlegrounds/#comment-19917</link>
		<dc:creator><![CDATA[Chris]]></dc:creator>
		<pubDate>Wed, 18 Jul 2012 14:05:14 +0000</pubDate>
		<guid isPermaLink="false">https://spinksville.wordpress.com/?p=6655#comment-19917</guid>
		<description><![CDATA[I don&#039;t know how hard it would be to implement, but I&#039;m of the opinion that they should offer independent (solo) bg rankings to complement teams. This would of course have to be paired with your suggestions to prevent killing off team play but hear me out. The idea of rankings is great; pvpers relish competition and progression. That leaderboard is a big deal. Yet a lot of potential competitors are simply excluded because they can&#039;t meet up with teams at set times, totally closing the door on that feature for them. It&#039;s the same reasoning behind the lfd and lfr tools in WoW. Allow independent rankings and all the sudden these players have more purposeful pvp. Additionally, it would offer options for the downtimes encountered by those able to better organize with other players. I have to wonder why developers have simply ignored this option when leaderboards are so prevalent in other aspects of gaming.]]></description>
		<content:encoded><![CDATA[<p>I don&#8217;t know how hard it would be to implement, but I&#8217;m of the opinion that they should offer independent (solo) bg rankings to complement teams. This would of course have to be paired with your suggestions to prevent killing off team play but hear me out. The idea of rankings is great; pvpers relish competition and progression. That leaderboard is a big deal. Yet a lot of potential competitors are simply excluded because they can&#8217;t meet up with teams at set times, totally closing the door on that feature for them. It&#8217;s the same reasoning behind the lfd and lfr tools in WoW. Allow independent rankings and all the sudden these players have more purposeful pvp. Additionally, it would offer options for the downtimes encountered by those able to better organize with other players. I have to wonder why developers have simply ignored this option when leaderboards are so prevalent in other aspects of gaming.</p>
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		<title>By: Paul</title>
		<link>http://spinksville.wordpress.com/2012/07/18/3-big-problems-with-ranked-battlegrounds/#comment-19916</link>
		<dc:creator><![CDATA[Paul]]></dc:creator>
		<pubDate>Wed, 18 Jul 2012 12:35:46 +0000</pubDate>
		<guid isPermaLink="false">https://spinksville.wordpress.com/?p=6655#comment-19916</guid>
		<description><![CDATA[The problem with ranked/rated PvP is that, for most players, it delivers the message &quot;you aren&#039;t as good as you thought you were&quot;.   And it cannot do otherwise, since only a mathematically small slice of the participants can be at the top.

Since the main value proposition of an MMO is ego inflation in a social setting, this is not attractive.]]></description>
		<content:encoded><![CDATA[<p>The problem with ranked/rated PvP is that, for most players, it delivers the message &#8220;you aren&#8217;t as good as you thought you were&#8221;.   And it cannot do otherwise, since only a mathematically small slice of the participants can be at the top.</p>
<p>Since the main value proposition of an MMO is ego inflation in a social setting, this is not attractive.</p>
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