Battlegrounds: Three changes I would make
At the moment, I love the Battlegrounds game mode. I think it has the potential to be the best addition to the game since - since I don't know when. Opinions vary of course, and not everyone likes the mode, but in my opinion it is engaging, it is casual friendly, it is accessible, and it is open to high levels of competition. But it isn't perfect, and while again, opinions vary, here's three changes I would make to the game mode that I think would improve it: one quality of life change, one resource management change, and one competitive change.
First, the easy one. Everyone wants different timers. Some people think the timers are too long. Some people think the timers are too short. The devs are trying to find the sweet spot there, and of course everyone won't be entirely happy no matter what they are. But one change would make this dramatically better in general: Proceed buttons. On almost every screen where there is an extended timer, it is there to allow players to see or do optional things. For example the fights themselves have a ten second timer to give players enough time to use prefights if they want to. The end of fight screen has more time to allow players to catch their breath and actually look at the scoreboard. That's fine: many people want or need that time. But what if they don't? If there was a button on the screen that said "Ready" or "Continue" we could allow both sides to hit that button and continue the match. Most fights don't' use prefights, but everyone has to wait anyway. Most players don't require ten whole seconds to review the scoreboard, but everyone has to wait anyway. Allow both sides to hit a button to proceed, give the button an obvious name, and let players move on.
This doesn't just speed up the matches for those that want a faster pace. It also allows the devs to be more forgiving with the timers for players that want a slower pace. They can give us generous timers, and still let two fast players keep moving.
Second, slightly more complex one that most people won't argue with, but there's more to. Entrance costs need to be lower. The game mode is an engaging mode for those that like it. Having to pay large entrance costs is not only limiting, it is contrary to most of the game. Most of the game has low or free entrance costs, and higher costs to enhance the experience above the baseline. Battlegrounds currently has a very large (relatively) quest energy costs, which is not only intrinsically high, it has an opportunity cost associated with it. You could be using that energy to get other rewards in other places of the game. For people with a lot of energy to burn this cost is just annoying, but for players who have already worked out their energy budgets and are constrained, this will add an extra additional constraint on already limited quest energy.
But we can't just make energy costs arbitrarily lower, because we don't know how the rewards will work: we haven't been shown that yet. That's where the second, more complex part of this suggestion kicks in. The reward system has to accommodate a wide engagement range of players. The costs have to be low so players can play it to a higher engagement level if they wish, but the rewards cannot be such that playing twice as much generates twice as much rewards. A model to consider is the arena, where there is a baseline level of rewards for grinding, but then there are also rank rewards for those who grind a lot. Analogously but NOT identically, Battlegrounds needs to have some baseline of rewards for those that wish to play it a lot, but it needs a separate reward system that is focused more on the competitive nature of the mode - and not the time spent in the mode.
Basically, if I do twice as many battleground matches as the next guy, I should get twice as much participation rewards. But there should be no amount of grinding that will allow me to overtake the best players in the game. If Lagacy wins 95 of 100 matches, it should be impossible for me to overtake him when it comes to competitive rewards by winning 96 of 1000 matches. I shouldn't even be able to overtake him winning 600 of 1000 matches. There are ways to structure rewards like that, but that's beyond the scope of this post.
This one is weird because it might seem like I'm suggesting a change to a part of Battlegrounds we haven't even seen yet. And I am. Given how the devs have been tinkering with and discussing entrance costs, I think this is actually prudent. I don't normally recommend people complain about things they haven't seen yet, but I'm going to break my own rule here because basic game design principles point to problems in this area, when you extrapolate how things look now. Take that for what it is worth.
Lastly, and possibly most controversially (and least likely to happen): scoring needs to change. Right now the system uses a combined points system that generates a winner based on a cumulative sum across attacker health, defender health (or defeat) and time spent in the fight. This creates lots of interesting opportunities to win by different methods, but in my opinion this comes at the cost of creating degenerate situations that are counter-intuitive to competition.
To be clear: we can make up any rules we want for a competition, depending on what we want to achieve. The people who like the current scoring system aren't wrong for liking it, anymore than I can prove the devs made a mistake with the current scoring system. But I believe that unlike, say, the actual Summoner Showdown competitive events where the *intent* is to create a whole new competition using the MCOC game as a platform to create it, Battlegrounds is a game mode that exists within the game and should be generally consistent with how the game works and how players understand it to work in general.
Combat in MCOC is all about defeating the defender. That's it. We don't have to tell the players that: that's a given in every game mode. And beyond that, the secondary goal is usually to do so with the most health remaining. In some game modes like arena this is not really a concern, but in many it is, because champions often need to be used for more than one fight. Preserving health is often a matter of preserving resources. The less health you lose, the less potions you need. And finally, there's time spent. All other things being equal, going faster is better than going slower, for the simple reason that most people would rather spend less time than more time on a fight - assuming they can win, and do so without spending a ton while doing it.
Battlegrounds isn't scored that way. You could defeat the defender and lose to an opponent who doesn't. You can defeat the defender and end at full health, and lose to someone who throws their health away but ends the fight faster. These are counterintuitive victory conditions relative to how the game generally works. In my opinion, Battlegrounds would be more intuitive and victories less controversial if the scoring was done with victory conditions, not synthetic scoring when possible. In other words:
1. If one player defeats the defender and the other player doesn't, the first player wins, period.
2. If both players defeat the defender, whichever one ends the fight with the most health remaining wins, period.
3. If both players defeat the defender and are tied on remaining health, then time spent in the fight is the tie breaker.
4. If both players fail to defeat the defender, then use the current point system to resolve the tie.
In my opinion, the best thing about Battlegrounds is that it can be appealing to a wide range of players. It can appeal to the highly competitive and it can appeal to the very casual. To preserve and enhance that wide appeal, the game mode needs to be quick paced but not too quick, it needs to have the smallest possible barriers to participation, and it needs to have the least amount of controversy over how winners and losers are selected. We need QoL improvements to keep the mode quick, easy, and simple. We need a cost system and reward structure that encourages participation and rewards competition And we want players to believe the best performance won, and leverage what most players already consider what best performance is throughout the rest of the game.
We also need to beat the cheaters to dust with the ban hammer, but I wasn't going to waste one of my three suggestions on something that obvious.