Ask people what the worst part about random Battlegrounds are, and most will say it's the AFKers and the bots. I disagree - yeah, those people cause a lot of problems and I don't cry a single tear when they get the bans they deserve... but Blizzard is taking care of them. We'd all prefer we could just snap our fingers and go "You're banned!," but Blizzard's got a track record of biding their time, making sure each of the accused is really guilty, and then banning a whole batch of them at once. It works.
But, for me, the real problem is with players that don't go after objectives in the Battlegrounds. Whether it's because they don't know what to do (which could be handled quite easily with a brief tutorial quest), or because they just don't care, these people are the ones I consider to be ruining the experience for everyone else. When three people in your Warsong Gulch team are busting their asses doing everything they can to win while the other seven are just running around doing whatever, it's depressing and frustrating, because you can't do anything about it - as far as the system is concerned, they aren't doing anything wrong and getting angry about it could ironically get you, one of the few people playing to win, in trouble for harassment. Reporting people for this would just waste a Game Master's time and probably just cause a trainwreck of people getting their egos stepped on.
So what can we do? How can we encourage EVERYONE queuing for a Battleground to play with the primary focus on completing objectives, without ruining the experience for people who don't want to take things super serious? Create an objectives score, and dole out mild penalties for consistently having a sub-par objectives score in your games; the idea here is to encourage players to play to win, and to play for the team, rather than themselves. While everyone has a right to enjoy themselves, and absolutely should, it's also important to remember that Battlegrounds are team games, and it's not fair to the other players if you're being selfish and refusing to try and help them win.
I can hear people bitching already, so let's elaborate:
- Every player would have their own, personal Objectives score for each game. This would be listed on the scoreboard, just like all other stats.
- Objectives would be determined by the goal of each Battleground; capturing and defending flags in Warsong Gulch and Twin Peaks, capturing and defending towers and graveyards in Alterac Valley, knocking down walls and killing demolishers in Strand of the Ancients, and so on.
- Objectives points would be gained by performing actions involving those objectives, or within a set diameter of the objective(s). That way, you're getting points for defending a node in Arathi Basin or Battle for Gilneas even if the enemy team never really shows up to contest it much; we're also ensuring players clearing enemies out of the way for their team's flagcarrier are getting rewarded properly in Warsong Gulch and Twin Peaks.
I'll provide examples of Objectives scoring for each Battleground type below, but first, let's discuss the penalty a player might expect to see if the system determines them to be consistently underperforming, and how we'd prevent this from being unfair to players who actually are playing for the team and not themselves.
Hell, why am I suggesting the underperformers be penalized, rather than the best of the crop get rewarded? Because people doing well are already being rewarded - if you're playing to win and doing good at it, you can expect to win at least half of your games (in a perfect system, both teams play to win and are equally skilled, resulting in each team having a roughly 50% win rate.) You're getting the bonus honor for completing objectives, more bonus honor for winning, and still more bonus honor because winning will also generally entail your team having more honorable kills than their team - players don't need an extra reward on top of that, and besides, what would you reward them with? Even more honor?
On the other hand, I'm not suggesting the penalty for underperforming be something draconian like a temporary ban. My idea? Simply tag them with the Deserter debuff. Maybe not the exact same debuff, but the same concept - they're basically issued a time-out. It's penalty enough to make people realize they're screwing up the game for others, and by taking them out of rotation for a little while, it gives them time to cool off, get a drink, or maybe it'll encourage them to take a break and come back when they're fresher - whatever they need to perform better. Now, before we get into defining what "underperforming" means, let's get a quick breakdown of how I see the Objectives score working.
Warsong Gulch and Twin Peaks (Capture the Flag)
- Each team's flag will provide an aura (visible as a buff?), similar to Honorable Defender in the Conquest game mode (AB/BFG), which will allow players to gain Objectives points while inside it.
- Each aura will be a determined range, probably between 50 and 100 yards, that ensures players attacking the enemy flagcarrier or defending their flagcarrier will be rewarded for it, even if they're not basically piggybacking on top of the flagcarrier (so healers can stand at maximum range and still ensure they're getting rewarded for healing the flagcarrier or their teammates attacking the enemy flagcarrier, for example.)
- Players inside a given flag's aura will periodically receive a small number of Objectives points. This will ensure the flagcarrier and his guards will not be "penalized" if the enemy team is playing particularly defensive and is not sending many people to reclaim their flag.
Examples of point rewards would be: Taking, returning, or capturing a flag 10 points; being within the aura when a flag is captured, 5 points; getting the killing blow on a flagcarrier, 10 points; assisting a kill on a flagcarrier, 5 points (includes healing or buffing people attacking said flagcarrier); all honorable kills of any kind within either flag's aura, 2 points per, stacking with any other bonuses (so killing an enemy flag carrier would actually be 12 points, 2 for the kill and 10 for the kill bonus); periodic point gains, 3 points per 5 (10?) seconds.
Players are rewarded with points for attacking or defending the flags. Fighting in midfield or anywhere else when a flag is not present will not reward points. Defending players will stay near their flagcarrier. Attacking players will always be near the enemy flagcarrier. Skirmishes in midfield when one or both flags are moving around will happen near the flags, and will therefore generate points.
Arathi Basin and Battle for Gilneas (Conquest), and Eye of the Storm (also Conquest?)
- Existing Honorable Defender buff will act as the "Objectives" aura.
- Enemy-held points and neutral points will also provide an aura of similar function (Honorable Attacker?)
- Idea is to ensure Objectives points are ONLY rewarded for combat and activities taking place at a point, whether it's controlled by your team, their team, or it isn't controlled at all (initial skirmishing at nodes.) Fighting on roads is not productive and will therefore not provide Objectives points.
- Auras may need to be extended slightly to ensure players that are playing "meatshield" a modest distance from the flag are still rewarded for defending the flag or a teammate attacking the flag
Examples: Successfully attacking or defending a flag, 10 points; being present (within the aura) when a flag is successfully attacked or defended, 3 points; dying within an aura ("martyr" bonus), 2 points; all honorable kills within an aura, 2 points; interrupting an enemy attempting to capture or defend a flag, 5 points (3 second "internal cooldown"); period point gains while within an aura, 3 points per 5/10? seconds. For Eye of the Storm, flag captures, flagcarrier kills, etc are all identical to Warsong Gulch/Twin Peaks; other point gains are identical to Arathi Basin/Battle for Gilneas where applicable.
Virtually any and all activities performed while within a node's aura will generate points. Essentially the ONLY thing that will not provide points is combat taking place away from points. Fight on the roads, get penalized for it eventually. Interrupting captures is given an internal cooldown to prevent players from getting large amounts of points from interrupting multiple players capturing at the same time, which could dramatically skew someone's points relative to the rest of the team; this is done to ensure players interrupting a single enemy occasionally trying to capture a node will be rewarded the same as a player spamming AOEs on a point that multiple enemies are attempting to capture.
Strand of the Ancients (Assault)
- Intact gates and all active Demolishers will produce auras. Graveyard flags will produce auras. Active Demolishers are Demolishers which have a player using them or have had a player using them within the past 10 seconds.
Examples: Destroying a Demolisher, 10 points; destroying a gate, 10 points; assisting the destruction of a gate or a demolisher (present within that gate or demolisher's aura when it's destroyed), 5 points; capturing a graveyard, 5 points; interrupting the capture of a graveyard, 5 points (3 second "internal cooldown"); all honorable kills made within an aura, 2 points; killing players carrying a bomb, 2 points (stacks with existing bonus for kills made inside of auras); disarming a bomb, 5 points; planting a bomb, 2 points; damaging an intact gate with a bomb, 3 points (5 points total for planting a bomb that causes damage); destroying a turret within an aura (a turret in range of a demolisher or at an intact gate, in other words), 5 points; periodic point gains, 3 points per 5/10? seconds.
Again, the idea is to reward players for going after objectives: that is, destroying or escorting demolishers, planting or defusing bombs, guarding intact gates and graveyards... all of these are objectives that must done to win the game, so you're rewarded for accomplishing them. Fighting on the beach while demolishers are rolling up to Yellow gate is not productive and will not reward points. Demolishers are defined as active to prevent players from exploiting the system by fighting on the beach near the Demolishers when the attacking team is working on knocking down Yellow gate.
Keep in mind that destroying ANY demolisher will reward points. This will ensure that, for example, a rogue or druid who sneaks down to sabotage the Demolishers the enemy team hasn't begun using yet will still see a reward; after all, even if they're on the beach, enemy players could still hop into them and slam your defense with 8 demolishers at once instead of the 4 you were expecting.
Alterac Valley (Alterac Valley)
- Captains and Generals will provide auras.
- Towers and Graveyards will also produce auras.
- Hostile NPCs of all kinds (both faction and "neutral", like gnolls, kobolds, troggs, etc) will provide minimal point gains (you probably end up killing a handful of them while capturing a mine or clearing towers/graveyards, for example.) Should be a minor reward for clearing out these NPCs, but not so much that it becomes effective to just wander into a mine and start killing everything in sight instead of participating in the actual battle.
Examples: Killing a Captain or being present (in other words, inside the Captain's aura) when a Captain is killed, 10 points; killing a General or being present when a General is killed, 10 points; successfully attacking or defending a tower or graveyard, 5 points; being present when a tower is destroyed or defended, 3 points; interrupting an enemy player attempting to capture or defend a graveyard or tower, 2 points (3 second internal cooldown); capturing a mine by slaying a faction's "foreman", 4 points; killing a hostile NPC (any faction), 1 point (8 second internal cooldown); any honorable kills while within a tower's, graveyard's, Captain's, or General's aura, 2 points; periodic gains while within auras, 3 points every 5/10? seconds.
I'm trying to keep things simple here. I'd love to reward people for turning in armor scraps, medals, blood, etc, but it would become needlessly complex to ensure players are actually contributing to fights, rather than just running around looting corpses; maybe the entire team can receive a small point boost for successfully upgrading armor or filling a blood/medal/whatever quota? Auras will be present in any place where things need to be done - you get points for contesting towers, for fighting over graveyards, for killing or defending a captain, and for killing or defending a general. It might seem odd to not reward people for fighting in the Field of Strife, but "modern" AV basically does away with anything productive happening there.
Now, with that massive wall of text out of the way, how would we work out things to decide when someone ain't playing with the team in mind? Well, this is something I'm waffling on.
I'm currently favoring the idea of the system working on an individual basis. The system would look at the highest-scoring player on a team, compare it to the lowest-scoring player on the team, and make a note of anyone falling within a certain percentile of those scores (if the highest score was 1,100 and lowest was 380, maybe everyone falling within the bottom 30% of the team gets noted?) Basically, kind of like a grading curve.
Another option might be to assign a default "performance value" for a given Battleground and note anyone who fails to meet this score. The score would be reasonable and low, so that even players who aren't very good at the game shouldn't have trouble meeting or exceeding it (and, really, this score system would reward even bad players equally with good players - it's not about skill, it's about effort.) I like this option, but how do you decide what a fair score is? It'd require a lot of testing, I think.
There are other options. Feel free to add your own.
At any rate, once these players who are consistently underperforming in their games are identified (I'd say it would need to be at least three games in a 24 hour period, and probably closer to ten), when they reach that particular number of games, they are given a "Deserter" debuff upon exiting their most recent game. If they ALSO have an actual Deserter debuff (leaving games early would log your score at the time you left, further penalizing people who abandon their team), these times would stack - so if they bailed out of a game and the system decided they were showing a trend of refusing to play for their team, they'd be stuck with a 30 minute time-out instead of a 15 minute time-out.
THE TL;DR VERSION:
Create an additional score stat for Battlegrounds that will encourage players to play to win while also lightly penalizing players who do not play to win.