Ed: Please see my next post for the PTR changes of 6/16/11.
There has been a conflict brewing in the Arena community over the last few weeks over an upcoming change to the way Conquest Points will be awarded starting in 4.2. From the PTR notes:
The game now separately tracks different Conquest Point caps for Battlegrounds and Arenas. The cap for Arena rating will always be 2/3 of the cap for Battleground rating at any given Arena rating. Players may earn a total number of Conquest Points per week equal to the higher of these two caps, but once players have reached the cap for either Arenas or Battlegrounds, they can no longer earn Conquest Points from that source. Conquest Points from Battleground holidays only count toward the total Conquest Point cap.
This is a somewhat confusingly-worded note, but the intent is that there will be a fundamental change in the way Conquest Points are earned. The only way to reach the weekly Conquest Point cap will be through doing Rated Battlegrounds, not Arenas. You can get 2/3rds of your weekly CP through Arenas, then the remainder have to come from Rated Battlegrounds.
If you want to be competitive in higher-end PvP, you must play Rated Battlegrounds in 4.2. That’s the intent behind this change. All rated PvP is not equal. Zarhym writes:
So, as many of you are interpreting this change, it is to encourage more participation in Rated Battlegrounds. We see the fact that participating in Arenas is by far the superior way of obtaining top-notch PvP gear, in terms of time investment, as a problem. If you want to maximize your Conquest Point gains in patch 4.2, you’ll need to participate at least a little bit in Rated Battlegrounds.
We know this may not sound very appealing to those of you who have grown accustomed to spending as little as an hour a week getting the top PvP currency in the game via Arenas over the last couple of expansions. To put things in perspective though, the total number of items that can be purchased with Conquest Points today is much larger than what you used to be able to buy with Arena Points pre-Deathwing world explosion. And there is no longer a requirement to “grind” unrated BGs for Honor each season, so the real time investment isn’t changing as much as some players are perceiving it to be.
On top of that, the frank reality is that the total time investment required in season 9 to get all your points has been much, much too low, as you could do that from a few 2v2 Arena games each week completed in less than an hour’s time. It shows that Rated Battlegrounds are currently sub-par in terms of the rate at which points can be accumulated.
We do feel this change is necessary to keep the time investment vs. high-quality item accumulation in check, even if it doesn’t read well on paper. However, as always, your constructive feedback is welcomed. :)
This is an interesting response, because there are two reasons given for why this change is being made, not one.
- First, to encourage participation in Rated Battlegrounds.
- Second, to require more time playing to get high-end PvP gear.
The first one is obvious, but what’s interesting is that it’s not the focus of Zarhym’s post. Of course this is being done to motivate players into playing Rated Battlegrounds. But why? After the first sentence, it’s not mentioned again and the entire response is about the problem of time investment versus gear acquisition.
Doesn’t this strike anyone else as being a little odd? Give one reason, then talk about another one that’s not really related to the first?
Let’s say that the problem is that Conquest PvP gear is too easy to get – a problem that I’m not sure is a real problem, but I can accept it for now. It’s not even that it’s too easy, it’s that it doesn’t take enough time each week if you do Arenas. Put the problem another way: too many Conquest Points are awarded per hour in Arenas.
Okay! That’s a solvable problem!
When we’ve seen similar problems with Battlegrounds and Honor Points in the past, you know what Blizzard has done? They adjust the rate of points gained in a battleground. This is not rocket science – we’ve had several Honor Point adjustments when developers felt that it took too much time to gear up via Battlegrounds versus Heroics (patches 3.3.3 and 4.1 most recently, if my memory serves me correctly.)
The logical response to Arenas giving too many Conquest Points per hour is to reduce the number of CP awarded per match, not to send players into a different activity. I’ve seen many good, creative suggestions about how to handle this on the official forums and Arena Junkies. Any of a number of solutions could be implemented to increase the time per piece. In fact, Blizzard has already done this once before in Cataclysm, normalizing the CP per Arena win in 4.1 so it took at least 7-8 victories, regardless of bracket, to reach the minimum cap instead of 5.
First I’m asked to believe that the graveyard changes of 4.1 were an anti-camping measure, and now I’m being asked to believe that these changes are to solve the problem of Arenas awarding too many Conquest Points per hour?
I… I actually feel kinda insulted by this post. I never thought I’d say that about a Blizzard blue post, but … there it is. I know I’m supposed to take a page from the Vulcans on just about everything, but… really? Really?
You really expect me to believe this is about CP/hour?
THE PROBLEM OF RATING
I think there are numerous problems affecting Rated Battlegrounds right now. These problems drive players to disproportionately avoid rBGs and favor Arenas, which in turn causes problems since Blizzard must justify the development cost of Rated Battlegrounds. My hunch is that, much like in Tol Barad, Blizzard feels that the solution to these problems is one of scale, not design, and that by adding more people the problems will resolve themselves.
They might even be right.
Gevlon describes the underlying problem with Rated Battlegrounds when he writes:
Rated games have about 50% win rate. A bit more when you are underrated and a bit less when overrated, but after you reached your “real” rating, it’s 50%.
If you played rated BGs, you know it’s absolutely not true.
The objective of rated play is to determine ratings. That sounds silly to say, but I think it’s important to come out and say it. It’s not about being “better” or “harder” – it’s about putting quantitative measurements on people’s play, which in turn can elevate the level play with good matching. Ultimately, though, it’s all about assigning numbers.
In theory, every team (and player within that team) has a equilibrium that they’re moving towards, a rating that represents their true ability demonstrated over time. Players should converge on their real rating as they play, and – in theory – they should have a roughly even chance of winning against someone with the same rating. Through the crucible of rated play, your team’s measure is taken.
When it works, ratings can be a hugely compelling incentive towards playing Arena because they guarantee that you’ll win some of the time. You can pick up a new partner and after a few hours of play your rating will settle to that point of equilibrium. Once you’re through that initial period – and it’s often surprisingly fast – things will settle down and you’ll start winning about half of the time.
This is not the situation in Rated Battlegrounds. Team MMRs – the measurement of the overall team’s ability – are often wildly mismatched. And I’m not talking about 100-200 points difference – we’re talking 1000-1500 points variance. That’s just ridiculously unfair matching.
If we assume that the same matching programs are in use between Arenas and rBGs, then the problem isn’t that there’s buggy code – it’s that the finder slowly relaxes its standards until it finds a suitable match. Let that sink in for a minute. Assuming that it’s working correctly, the hugely imbalanced match was the best match it could find.
Which, in turn, means that there aren’t enough teams in the system, period.
At best, there are clusters of teams in the queue, grouped around certain rating points. At worst, the queue is empty enough that the clusters don’t exist, and it’s all about finding any match.
I expect that the truth is somewhere in the middle of those two extremes – the few teams that survive the initial beatdown get established, allowing them to rise a bit, which in turn lets them win against the hapless newbies. It’s a vicious cycle where the strong thrive and the weak are pushed out, causing fair competition to cease at the lower skill levels. (Oh, hi, Warsong Gulch 10-19 bracket before the twinks left. It’s nice to see you again.)
Cross-battlegroup queues was the first step towards solving this problem. Making same-faction matches possible was the next step towards solving this problem, as it effectively doubles the size of the matchmaking pool. Requiring Rated Battlegrounds to cap Conquest Points is a logical step in this progression.
As long as Rated Battlegrounds require a full raid group to enter the queue, this problem will bedevil the system. Twink battlegrounds have similar problems with population, but can draw from individuals queueing in addition to guild groups. Arena 2s and 3s will enjoy fairer matching (and more accurate ratings) than 5s or rBGs due to larger populations to draw from, which in turn is due to the relative ease of coordinating smaller groups.
Much like Tol Barad, Blizzard needs to do something to get people to play Rated Battlegrounds. If the problems are not simply technical, but rather one of scale and player distribution, then driving PvPers into rBGs is the logical solution.
Much like awarding 1800 Honor to the attackers for a victory in Tol Barad, I expect that this will work… in much the same way, sadly.
THE CARROT AND THE STICK
I think we’ll look back fondly on the problems we had with Tol Barad during the first few months of Cataclysm, because this change to Arenas is going to make the TB debacle look like child’s play.
I confess, I was nervous when Rated Battlegrounds were announced as part of Cataclysm. The idea sounded all well and good, but the devil is in the details of implementation. How would ratings be assigned? How would losses be handled? What would this mean for the current setup? I had dozens of questions without any answers.
- “Preparing for Rated Battlegrounds,” June 2010
I wrote that a year ago. Let’s take a look at some of the problems Rated Battlegrounds have had since launch.
- Having both 10-man and 15-man rBGs proved to be very difficult to staff for, causing 15s to be underplayed.
- 15s were cut to drive players into 10s, which removed half of the battlegrounds from rated play. This left only two types of games – Capture the Flag and Resource/Node Control – on 3 maps. (10-man Arathi Basin was added later to compensate.)
- Compositions which dominated these two games – especially the 4-healer/1-tank teams in CTF – caused a very defensive type of game, necessitating major changes to all rated maps, which in turn affected non-rated play.
- Wins were often not recorded properly, sometimes causing teams to lose MMR for a victory. Can you imagine going through the effort of putting together a 10-man raid, downing a boss, and getting penalized for it?
On top of that:
- Due to a lack of players, inexperienced teams will usually find themselves facing far superior opponents. This demoralizes the new players while boring the experienced ones.
The devil is in the details. Any one of these problems might not be enough to cause a mass exodus from rBGs, but over time, they’ve whittled down people’s desire to play them. Looking at the list above, as well as the cross-battlegroup and inter-faction changes designed to bring more people in to Rated Battlegrounds, paints a rather gloomy picture of this part of PvP.
In Tol Barad, Blizzard used a carrot to get people to fix the problem of people not playing it anymore. By offering massive Honor Point rewards for winning on offense, they caused rational win-trading by masses of their playerbase, completely undermining the zone. They made 2 more changes to the reward structure before finally implementing the solution that actually “fixed” Tol Barad – change the game mechanics to allow for an easier final base cap.
The carrot got people back into Tol Barad, but it didn’t solve the problem.
It backfired pretty badly, to be honest. I’d be shy of offering carrots after that week, too.
So, instead of a carrot to draw people in to Rated Battlegrounds, Blizzard now offers us a stick. And make no mistake about it – this is a stick. If you don’t do Rated Battlegrounds, you will fall behind in Arenas. Instead of offering better rewards from rBGs – or poorer rewards from Arenas, which works out to the same thing – we get an ultimatum. Instead of making Rated Battlegrounds more fun than Arenas, we get handed a chore that must be done.
You will do Rated Battlegrounds if you want to cap Conquest Points each week.
THERE’S ALWAYS A BIGGER CARROT
Tol Barad has more incentives to play than Wintergrasp, but players are less enthusiastic about it. Rated Battlegrounds have more rewards than Arenas and normal battlegrounds, but participation is low. Conquest Gear is too easy to get, while Honor Gear is too hard.
What the hell is going on with PvP in Cataclysm, anyways?
It’s so strange to be writing about the problems with Rated Battlegrounds when, for me personally, Season 9 has been a blast. I have had so much fun screwing around in Arenas it’s not even funny. This is, admittedly, a very personal perspective – we finally have enough folks interested in Arenas in my guild that we have a definite PvP subculture growing. Some weeks are bad, but most are good, and the time spent in the Arena has been rewarding on a lot of levels.
I still think a lot about my motivations that led me to write Replay Value, and why it is I’d rather PvP than raid. Arenas play a large part of that right now; it’s more appealing to me, with a somewhat fractured schedule, to know that I can bang out my weekly cap in a night or two of play, no matter the comp I choose to go with. I hang out with my friends, we have fun, we win some, we lose some, we have fun. Bring the player, not the class, right?
All of these little carrots that Blizzard manipulates in-game help us justify our specific choice of activity – in-game. They guide us towards certain things that we want. If we want to be a respected PvPer, we’ll probably want a PvP title, so we’ll work towards it. Perhaps we want a cool mount to show off our raiding skills, or a title that shows how much we like Fishing.
But there are bigger carrots out there, motivations that have nothing to do with in-game bling.
- Am I having fun?
- Am I enjoying spending time with the people I interact with?
- Do I have a sense of accomplishment for the work that I’ve done?
Sure, the loot is nice. Shiny purples make you feel like, damn, I done good. Having a character with accomplishments makes you feel better.
But what happens when something in game simply isn’t fun for people?
This is the biggest carrot of all that a game, any game, can offer – this is more fun than the other things you could be doing right now. Why are mobile games so popular? Because they’re more fun than just waiting around in line somewhere. You can play Angry Birds on your phone for a few minutes while waiting in line at the DMV. You can play Words with Friends while killing time at the coffee shop. You can play World of Warcraft instead of watching TV, to unwind at the end of a busy day.
Why are Arenas popular right now? Is it the easy loot? Sure, that’s part of it. But they’re also more fun than Rated Battlegrounds for a lot of players. When I took my casual PvE-oriented guild into rBGs for a night, we got matched up with teams way beyond our rating – and we got stomped. The next rBG night we begged and pleaded for people to give it another try – and got stomped again.
We haven’t been able to fill out a rBG team since. Arena teams? Yes. Regular battleground groups? All the time. But no more Rated Battlegrounds.
This is not an easy problem to fix. Rated Battlegrounds aren’t fun for those who aren’t already good at them, so inexperienced teams find themselves matched up against good teams who destroy them, which drives the inexperienced teams away, perpetuating the imbalance.
I find myself thinking about the bigger carrots more and more these days. Why did I find Wintergrasp so much more fun than Tol Barad? Why do I prefer Arena to rBGs? Are these little carrots even worth it anymore?
Having little carrots replaced with a little sticks makes me wonder about the bigger carrots.
THE PROBLEM OF MINIMUM COMPETENCE
I witnessed a fascinating exchange over Twitter a few weeks ago between members of a highly progressed raiding guild about Rated Battlegrounds. It went something like this.
- GM: I’d like to put together a Rated BG team.
- PvPer: Please make sure that the people on it are good, or we’ll get destroyed.
- GM: Well, this is something that I think a lot of people are interested in.
- PvPer: Seriously, people need a 1900 Arena rating, or this is a waste of my time.
- PvEer: I was leveling a priest specifically to help fill out our PvP team, but since I don’t Arena I’m not sure why I’m bothering if that’s your attitude.
- PvPer: I appreciate what you’re doing, but I’m also being realistic here. It’s not enough to have a priest. We need good players in every position or it’s not worth our time.
- PvEer: Thanks for demeaning my contribution before I’ve even made it.
- GM: I just wanted to have us run some rBGs, people.
Rated Battlegrounds are like raids in organization, time investment, and composition. You need to have certain roles filled, players need to invest time in getting appropriate gear, and players need to be able to execute their roles correctly.
They are unlike raids in that the difficulty of the activity will vary from encounter to encounter, and will never get easier – at least if the rating system is working correctly. You will go from getting your ass kicked all the time, to getting your ass kicked some of the time, to getting your ass kicked occasionally but still losing roughly half of the time. Raiding generally doesn’t work like that – you get your ass handed to you for a while, then you make progress, then eventually the boss goes on farm status and you move on.
The conversation I watched unfold on Twitter had two people arguing two very valid, but conflicting, points of view.
The first point of view is that you need to be good enough to play with us. Raiders already know this, and many raid teams enforce strict rules about who can raid or who cannot. If you ignore the labels, the PvPer was actually espousing a philosophy of minimum demonstrated competence – you have to put in the time to show that you can perform up to a certain standard before you get the job. You have to be able to run Heroics before you raid. You have to be able to play in the Arenas before you rBG.
The other point of view is that you need to value the contributions of the members of your team, no matter the level of competence. Dismissing someone’s effort of leveling another character to 85 and gearing it up for rated PvP play based on an arbitrary qualification absolutely destroys their motivation. The PvEer in question is an excellent raider with strong loyalty towards their guild, but without a lot of PvP experience on that character. By adopting the attitude that it’s a waste of his time if people aren’t already really good, the PvPer made his participation conditional on the PvEer’s performance – which is not good for building a team.
(As an aside, flip the roles around and see how this conversation applies to raiding. It’s a fascinating exercise.)
The problem here is that the bar for minimum competence in Rated Battlegrounds is high, because mediocre and fair teams don’t keep playing.
Guilds are in an awkward position here; many have preexisting raid teams of skilled PvE players who would like to try rBGs, but don’t have the same level of experience or commitment to PvP yet. They can’t even practice in regular battlegrounds to help gear everyone up – they can only hope to find a like minded group to war-game with, which is time fighting without improving even basic gear. PvPers in non-PvP guilds are in a similarly awkward situation, having to mentor and assist their guild in preparing for an activity not everyone signed up for.
The new guild system only exacerbates this problem. Guilds are tempted by the new achievement structure to expand their normal spheres of activity. Players are encouraged to do things in guild groups, further increasing the temptation to have guilds just try out things like Rated Battlegrounds – even if there’s not a solid PvP core. Players who want to both raid and PvP either have to find a guild which is a good fit on both, or consider splitting their time between guilds by having a PvP toon in one and a raiding toon in another – a hugely awkward solution.
I brought up this conversation because it reflects a real problem with Rated Battlegrounds – there’s not really any way to do them causally, unlike raiding. You can’t bang your head against them and make some progress. The content doesn’t get nerfed over time, things won’t get easier naturally. You never outgear your opponents, and the way things are structured now, you must have a good level of gear and competency across the team to have a chance. The similarities to the heyday of 10-19 Warsong Gulch twinking are apt.
The only way to make rBGs more accessible to casual PvPers is to lower the overall minimum competence required by flooding the system with weaker teams. Otherwise, the pool will remain populated by dedicated PvP teams who will crush aspiring teams as a matter of course.
I’ll let you try to find a good way to spin that inconvenient fact into a press release.
TAKE IT TO THE MATTRESSES
I keep coming back to that blue post about this change and wondering what the behind-the-scenes discussions are like at Blizzard regarding Rated Battlegrounds. Only they have the real numbers behind participation – only they can really tell if the amount of developer time spent on the key PvP feature of this expansion has been worth it. Are enough players playing rBGs to justify their cost?
The change to how Conquest Points are being awarded in 4.2 isn’t about slowing down gear acquisition; it’s an effort by Blizzard to get players back into Rated Battlegrounds to solve a number of problems that, upon due consideration, stem from not having enough teams distributed throughout the rBG system.
That’s okay. I can understand it. This is their business, and ultimately this is about their bottom line, not mine. I can be curious, I can have opinions about it, but let’s face it – my criteria for the success of a game (is it fun?) is different from theirs (is it profitable?). I can enjoy an activity that isn’t making the developer any money and call it a success. The popularity of Rated Battlegrounds, and therefore their profitability, is not really my concern.
At least it wasn’t, until Blizzard just made it my concern by affecting the fun I was having elsewhere.
There are things I care about as a customer of any product or service, and there are things that I decidedly don’t. I care about the product I get, the service I receive, and the price I pay. If you fail to deliver what I paid you for, here are some things I really don’t care about:
- Your other customers.
- Your internal problems.
- Your bottom line.
This is just business; it’s not personal. I don’t care about your other customers if they’re taking away development resources on things I’ve paid for. I don’t care about your process problems which cause you to be 6 weeks late in installing a circuit, and then cause you to do it wrong. I don’t even care if you’re going to take a loss on the transaction. None of those are my problem.
Don’t get me wrong: I understand that problems happen, I provide goods and services too. I value long-term partnerships, and don’t throw them away because of isolated issues. I want us both to be successful. I want my partners to make money and have a profitable relationship with me.
But when someone says the reason they failed to deliver something they promised due to an internal problem, or due to other customers, I remind them that I don’t care about their problems. I care about my problem, which is that you failed to deliver on a promise!
And if you can’t fix it and make it right, then I will start looking to take my business elsewhere. It’s just business; it’s not personal. You screwed up, which I can forgive, but then you tried to make your problem into my problem, and I don’t forgive that easily.
It took me several days to realize that my reaction to Zarhym’s post was exactly the same reaction I have to someone telling me they’re going to have to limit services I receive due to process problems that resulted from, say, a reorganization, or a new product launch. And hey, prices are going up, too!
I was actually quite relieved when I realized this. Like, okay, I get why I’m pissed about this. Got it.
Why should I care that Rated Battlegrounds need more teams playing it? I enjoy playing PvP with the people I play with. We tried Rated Battlegrounds, didn’t enjoy the experience, so went off to play Arenas instead. It’s not a judgement call on the Rated Battleground product as a whole – it’s just that it wasn’t fun for me and the people I wanted to play with. Other people love them, which is great! But not us, not right now.
I like Product A, and have liked it for a while. But now, in order to enjoy Product A, I have to also buy Product RBG, which is more expensive, is more of a hassle to assemble, and takes longer to deal with. I can get Product A on its own, but I get less than I used to without Product RBG.
And this change is because sales of Product RBG are low. It’s a quirk of the product that if more people had Product RBG, it would probably be easier to use, which is arguably a good thing for the vendor.
But how is it good for me, exactly?
Other people’s problems are not my problems, and I don’t appreciate it when they try to make them mine.
THE PROBLEM OF SHUT UP AND DEAL WITH IT
I don’t think it’s my place to say if Rated Battlegrounds are a success or a failure. In my world, that’s a business evaluation that only Blizzard can really perform, because it really only matters to their bottom line.
As a player, however, I have to look at it and ask why I’m being asked to change my behavior. Why am I being asked to stop having the fun I’ve been having in Arenas and start having less fun in Rated Battlegrounds? Does it add up that this is really about slowing down gear acquisition?
I think that’s what bugs me the most about this change. I understand corporate logic; you can’t come out and admit that a game is not attracting players, because that’s a tacit admission of failure in the marketplace. That’s not going to happen. It’s dumb of me to rationally expect Blizzard to come out and say, “Rated Battlegrounds are not doing as well as we would like; not enough teams are participating, so we’re going to force our PvP players to participate – despite their unwillingness to do so to date.”
Yeah. Not going to see that in a press release.
But this is the second time that major changes have been introduced to PvP due to Rated Battlegrounds that affect other parts of PvP, and the second time that such changes have come out with misleading explanations. And much like saying that the graveyard changes were to prevent camping (when they obviously were not), saying that the changes to Arena Conquest Points are to slow down CP/hour is simply … wrong. Dishonest. It doesn’t hold up.
Come right out and say it: we need more teams participating in the lower rating levels of Rated Battlegrounds. That is the fix that’s needed. If rBGs are to have a chance at being successful in this expansion, more people absolutely need to be convinced to put forth the effort to give them a try, casually, to give the matching algorithm a chance to work.
There’s a little carrot called gear that’s being held out to PvPers to get them to play Arenas and Rated Battlegrounds. The stick is now there, too – if you want to stay competitive in Arenas, you’ll do your rBGs and like them.
I don’t expect this to change, and I don’t expect Blizzard to say anything more on the matter.
All I ask is that that we be honest about why this change is happening, and make our choices accordingly.