How would you fix the QM and SL search system?

Personally I think due to the current state of the game, it would be to fix how players would get matched, I would like to suggest the following if it is possible to do so which I do not know:

  1. Have a Solo MMR and a Group MMR (2-3 and 4-5), this way I think it could help to have better quality games and incentive players that play in stacks to also play solo since the experience won’t be bad for them once they break groups.

  2. How the game matches players, mostly solo players vs stacks and add some sort of factor that can be added to compensate for the extra teamwork that the stacks have.

  3. Avoid games where big MMR discrepancies by the changing pool of players, my morning games usually are way much easier than my afternoon ones even if my personal performance stayed the same (And I know this since I usually have a good self awareness)

  4. Add a variable that accounts for the changing pool of players due to the current pool of players.

  5. Increase search times by 1 to 5 minutes in order to find more suitable players that are more close to each other in terms of MMR

Looking forward to listen the comments and hopefully this leads to somewhere.

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  1. Qm becomes ''solo queue" only. It’ll adopt some ‘shuffle’ pick aspects to include options for a tank/healer for those that don’t want the whole “nothing but assassins” players solo-queue QM will get with a shuffle.

  2. Ranked mmr is reset and the mode is changed from Storm League to “Friend Zone”. "Friend Zone’ treats everyone like they’re in a group, and friends with that group so regardless of solo player or no, the replay will be flagged to only show 5 v 5 matches. Players get maxed friend, group, and stim bonuses for playing in the “Friend Zone”.

2a. MMR will be reworked:
+2 points for winning a game,
+1 point for mvp awards,
+1 point if an enemy player votes for you as mvp.
+1 point for playing out a game with a wide mmr difference.

3: All heroes are enabled for aram, but players select a hero to ban before they queue for the match (think qm, but you don’t get that hero) Mixed groups are still enabled, and grouping is incentivized to ensure each player bans a unique hero instead of getting matched with 9 other players that all banned azmodan, so now someone randomized Sgt. Hammer.

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I would add an option to avoid playing with certain heroes in my team .

Some comments in other discussions inspired me to come up with these ideas:

1…
Say, once a month, on a Friday, there’s a 6 hours gaming schedule, where every dev working on matchmaking and as many of the bosses as possible play HOTS. They queue at different times (as to not get matched together/against each other) and after the match, they get to evaluate how much fun they had, by picking between a frown emoji and a smile emoji.
If they pick the frown emoji, they have until next Monday to think of a way to improve the matchmaking that they’ll have to implement ASAP. If the idea doesn’t yield any positive results, they get a strike. At 3 strikes, they’re fired.
If they pick the smile emoji and won their match, they’re free.
If they pick the smile emoji and lost their match, they have to play another match. If they lose 20 matches in a row, they get a strike automatically.

The whole process gets streamed on twitch/youtube, and the gains go towards bringing back HGC.

2… Slightly more creative, just for QM.
Considering nonpremades have to accept and enjoy playing vs premades, each map could have a bonus for the nonprem:

Firstly, the premade team has it’s core vulnerable from start (except on towers of doom)

  • Capping 1 objective instantly wins the game for the nonprem (this includes paying the pirate on BHB for 10 coins, collecting 1 flower, getting 1 sky temple objective - this one will shoot the core directly, so you can win that way too-, getting 1 cart on hanamura, or 1 altar on ToD, or any 1 of the others). That is, the objective will either shoot the core directly, or make it explode some way. Doesn’t include nukes on WJ.
  • For Alterac, the friendly objective constantly respawns a hero (like the one in brawl), maybe butcher. This butcher could also give a 25 armor aura to himself and allies.
  • For WJ, collecting a nuke instantly shoots 3 nukes on enemy core too, timed to hit the next enemy waves to spawn.
  • For Volskaya, the objective gives the nonprem 25 armor, damage and spell power while on it.
  • On infernal shrines, the nonprem get 4 points for the punisher for every defender killed.
  • BoE: the non-prem do 250% more damage to immortal, non-prem’s immortal has 3x faster animations for the stuns.
  • Braxis: the non-prem get the normal zerg spawning speed from 1 objective. zerg spawn 3x faster if they get both. If non-prem 100% the obj, they insta win; otherwise, their zerg spawn next to enemy core.
  • Dragonshire: the non-prem have vision of all middle of map bushes from top to bottom, shrines and objective too. They can cap the dragon even while holding just 1 shrine. The dragon statue loses power when both shrines are at 0 energy instead of the current 50%.

Premades still have a chance to win, if they’re good enough. If they think MM is broken, they can just not 5-stack.

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