You certainly don’t speak for me. I’ve wanted backfill in Competitive since there’s been a Competitive mode.
It’s a better alternative than leaving one team to be a player or two (or more) down in a Competitive mode.
So long as they’re around the same SR that’s irrelevant.
Obviously that would need to be a consideration if backfill were added to Competitive.
“We” aren’t. That’s up to Blizzard.
Yep, because the random person wouldn’t be completely random; they’d be chosen from a pool of suitable players, and it’s better than the alternative (tournament cancelled or one team being a player down).
I’m sure a company with the resources that Blizzard has could come up with away to do just that.
I have a very reliable Internet connection but yet I’ve still had my share of disconnects due to factors beyond my control - power blackouts, unscheduled ISP downtime, and even game server issues (I’ve experienced being disconnected from a comp game despite the fact my Internet is still working for everything else and friends I was playing with telling me the game is still underway but upon restarting Overwatch there’s no Rejoin Game button).
So it’s not just as black & white as you’re making it out to be.
No, i cant as its something different to leave game at start vs in very short queue to find another person to fill last spot.
People are leaving games from few different reasons, but only valid reason which is not your choice is lost connection/or other tech issues, because if it happens, you cant affect that.
Every other reason for leaving is your choice.
Again, if you are not prepared to play comp after queue is finished, dont play comp in the first place.
It literally is. Fix your connection/hardware before entering the queue. Common sense should make this pretty obvious. Unexpected disconnects do happen, but to imply that we shouldn’t give people a reason to make sure they’re not ruining a game every 5 minutes is stupid.
We’re not talking about a match we’re talking about a queue for a match that could potentially go on forever given no players are found.
If this is the argument you want to make then how about we use it in another context:
We should lock people into the queue when they click competitive because they shouldn’t queue unless they’re certain they want to wait the entire duration (however long it may be) plus the match length.
No lol,i already told you, it will be very short time if matchmaker would be searching only for one player. If you dont want to wait too long you can stop normal queue. Waiting few more seconds for someone to fill spot will not make difference.
Are you talking about yourself? As i dont know anyone who would prefer to leave after 15 minutes of searching for match instead of waiting few more seconds and actualy play the match.
If you’re in mid gold and a DPS player leaves it might take a few seconds.
If you’re in top 500 and a tank player leaves it might take 25 minutes.
If you’re in top 500 playing during off hours in the least populated regional server and a tank player leaves it might take 1 hour.
Are you picking up on the key concept here? Queue time is a variable and by default literally does not end until it finds someone. You literally cannot tell me how long my queue will be because it’s raw chance that determines if the match starts or not.
Is it likely that the queue time would be so long for the majority of people? No.
Does that mean it’s a good idea to lock people into a by default endless queue? No.
No it will not as system would be looking only for one player instead of 12 players of different roles and similar sr,groups… 1 vs 12 is big difference. Even when that would be the case, its only 1/3 of leavers. When dps leaves, game would be filled instantly.
And as you said, people are waiting in top500 long enough anyway. Waiting even few more minutes is still better than waiting 30 minutes twice in row as last game was canceled. Not to mention it can happen again.
I’m honestly not sure what else I can say to better deliver this concept to you.
The queue is endless by default. If there’s even a chance that it could go on for an extended period of time then you have to build the system around that. If even 1% of people experience an extended queue that’s still a flaw.
Part of software and video game development is building systems that are prepared to deal with every possible scenario.
That assumes that the matchmaker doesn’t do a whole bunch of stuff behind the scenes when building matches. I obviously don’t know this for sure, but I’ve always been convinced that Blizzard is telling the truth when they talk about the matchmaking system doing a lot of work behind the scenes.
My point still stand either way: locking people into a system that has even a 1% chance of going on forever is bad design.
Simple pop-up:
join priority queue with current lobby?
YES or NO
Easy solution, which makes queue faster for everyone. The people who were not in lobby get in a game quicker, and the people who were in lobby get in a game quicker.
But you have this system right now. As in theory you can go 10 games where every single on of them will be canceled.
Sure matchmaker is doing calcutions and stuff behind the scenes but imagine doing that for 12 people vs 1 to just fill.
You are forgeting one important thing. As we all know you have your mmr in quickplay too right? And they already have this system in place where they are filling games where someone is leaving. Its only about decision to do this for comp too.
System where games would not be canceled and filled with one missing player will be always better vs system where games being canceled after you wait so long for that game.
It addressed the issue of what the guy earlier said of people not wanting to re-queue. Which honestly doesn’t make sense to me because they clearly want to play a game and that’s why they queued to begin with.
Regardless, if 1 or 2 people don’t want to rejoin you still have a larger lobby which means quicker into a game.
So I imagine behind the scenes stuff considers SSR, MMR, role, and how long people have been waiting in a queue for. Then they look at the whole pool of people and and try to build a lobby. I can see why this would be a problem in the matchmaker algorithm now.
Finding one person to fill an 11/12 person lobby is a different process than pulling 12 people out of a pool to make an entire new lobby.
Perhaps a better solution is just to consider the time the people have been waiting prior to the game that was canceled. Factor that into whatever algorithm they have running into matchmaking. People who have been waiting X-minutes already to get into a canceled match should not be put in the back of the line. Let the X-minutes roll over into their new queue time?
The major advantage of rebuilding a team is that you already have almost all of the players there already. Letting people leave or not join would decrease the number of players already there and negate any possible time saved.
I was actually just reading over my post and I thought of a middle ground between our ideas that I wouldn’t be entirely opposed to.
My main concern is that the queue is endless by default and could be extremely long or extremely short depending on circumstances. If you’re confident that the matchmaker could fill in that slot in less than a couple of minutes then how about we put a time limit in place? If the matchmaker can’t rebuild a team and create a good match in less than a minute all players will be returned to the normal queue.
I think it’s not a bad idea with a time limit in place.
There is definitely many types of solutions which can work. What i dont like is devs failing to adress this begore they implemented role q in the first place.
Yes time limit could definitely work,good idea. But why they cant come up with stuff like this. It bothers me a lot. Why we have to come up with ideas to fix problems they should fix long time ago…
I’m sure it’s not from a lack of trying. They have dedicated teams working on this stuff.
We could make a thread and raise popularity for the concept of a “Team Rebuilding” feature. It wouldn’t be the first time the community introduced Blizz to an idea for a new system.
My idea for the system shortens to:
If someone leaves early enough in a match to cancel it the matchmaker will start a “Team Reconstruction Queue” in which all players in the cancelled match will be locked into a queue to find one suitable player to create a new match. If the matchmaker is unable to find a suitable replacement after one minute all players will be returned to the title screen where they can choose to begin a normal queue.
I think some internal research would have to be done by Blizzard to determine if there would be significant enough benefits to warrant adding a feature like this into the game, but it’s an interesting idea.
I honestly think just putting the people from the canceled game in some sort of priority queue is the best solution. It mitigates any issues as they just get thrown back in the queue but at a higher priority to get into a game quicker. Since the whole lobby is thrown back into queue with higher priority it is essentially the same as making a reconstruction queue with the same lobby. The only difference is that people can quit the queue if needs be and this way blizzard can use the algorithms they already have in play without having to recreate a whole new matchmaking system.