QM gives one side 3 warriors, why?

There is a vocal minority on this forum, I’d be hesitant about proclaiming what “the community” hates. The very best players and the very worst (you know, the tails of a bell-shaped curve) will be affected more because there are fewer of them. But being loud or snarky does not a majority make.

I am not going to spend hours researching old posts in this to find out people with thousands of posts doesn’t like something. I already knew that. :slight_smile:

implimenting the new composition tightened QM matchmaking:

taking away a lot of it:

Now, why would an increase in queue times not be an acceptable trade off, unless it was making players engage less with the game.

Engagement is a difficult metric to track, but it is the most important metric for F2P games.

Why do you think they loosened it?

  1. they just wanted shorter queues because “haha make your qm experience bad”
  2. people were playing less because of longer QM queues.

You mean the guy who would prefer they bring back this stricter system and it’s longer queues?

:roll_eyes:

Took about, well, 13 minutes of research BTW. How arduous.

Why don’t they do it, you ask? Not because it led to lower player engagement, but because for the last 2 years people come on this forum and love to declare HotS either dying or already dead. Longer queue times just adds fuel to that fire. Short queue times just make the game feel more popular, at the expense of match quality.

I have multiple friends from RL and who I met playing HotS who stopped playing because of queue times. One of them quit altogether (they were already sceptical after Activision-Blizzard’s announcement). The other came back for about two months and Imperius launched before leaving because they got bored with Imperius.

Because Queue times were like, at least for me, like, an extra 30 seconds. Which was terrific!

So in December 2018, the plan was to look at people two years in the future, and say “well, they’re sticking around, so we’ll lower match queue times”.

Here are forum response’s from people in the thread:
I kept out really long responses, as well as stuff about ranked changes. As well as posts that didn’t discuss their experiences on new/old QM at the time

okay, well, i’m halfway through, and i’m done.

But if you bother to read this–and i’m sure you will–you can see that people WERE NOT HAPPY.

Because it was better before. Losing Call of the Nexus enforced matchmaking was not what the forum wanted. At least not to the degree that it was loosened. And they never really changed much after that. So clearly they were satisficed with the results that their real data showed them.

I dunno man. Reading most of those quotes you posted looks like the primary complaint is match quality and stomps being a waste time. Which is exactly what i am saying.

If the last mmr change increased the wait times without increasing the match quality… then i hope it got rolled back. A good idea poorly implemented does not negate the good idea.

I’m not going to dissect through who said what, but some of this back and forth is the same thing that gets repeated in these topics, and they tend to ignore the same issues.

  1. The “30 second wait” isn’t the extent of the issue. Some people weren’t getting matched at all, which did reinforce the concern of “dead game”.
  2. Enforcing specific roles, but not having enough players to fill those roles means there’s going to be a point where there’s not enough supply for the demand. If the matching system is reliant on a supply that doesn’t exist, then it creates problem for the demand.
  3. Some players that cater to the “options” (slider bar) demand are also the sort of players that pick Glass Canon Li-ming into Pyroblast Kael’thas. People like the idea of having “options” but they tend to not use them correctly, and when things don’t work out, they don’t accept personal accountability for their choices.
  1. Any flaw of a match tends to be placed on “The system”. In the linked threads, there are examples of players outright blaming the metrics for their loss. “Oh both sides had a tank, but our tank was bad” And that’s part of the consequence of not having enough of something; people may try to fill, but the complaint remain because people don’t make distinctions between the conscientious choice of others, and an automated system.
  2. Many (most?) people have such an aversion to the word “consequence” that they assume it has to be bad, and try to hide/shift any notion of “consequence” as they can. This creates a defect in their experience-to-complaint process where they complaint cause with correlation, blame anything else they can, and otherwise assume anything that doesn’t reward their effects is part of an effectual conspiracy to personally afflict them.

Part of the issue of people ignoring the actual limitations or consequences of “choice” is they then try to find “solutions” to the wrong problem. When they can’t get the exact thing they demand, they look for a ‘middle ground’ that isn’t actually between the points of concern because they really weren’t noticing which point is what.

The main function of the concern is “I don’t have what I want”, but that tends to come veiled through simpler complaints that don’t really care about anyone else but themselves, so they dehumanize any other variation that isn’t instant gratification.

That’s part of why all these complaints are on “the system” on not on the players. People don’t fault low pick choices, lack of incentive in their ‘wanted’ mode, that “stomps” stem from player performance, or are a consequence of bad talent choices, observant play, or regulating the experience to being a “waste” due to their own efforts.

This is right.
Also do not expect anything out of QM when all you play is ranged assassins.
You are dime a dozen and the other roles aren’t, you get matches with what queues.