In my opinion devs missing the point where is the problem with Q times.
It’s not because of which roles people want to play, it’s because the amount of people want available to play on certain ranks.
Starting on Masters, it’s getting ridicules. On Champions people have to wait up to 40 minutes for a game to play, because there are only 10.5 people available to play on this rank in the region. Do they really not see a problem here? What are people supposed to do when they reach this rank? – You guessed it! Smurf… Because only a few wants to play at this ridiculous q times.
I’ve played many competitive games and I have never seen such queue times, it’s beyond outrageous.
So, my solution is actually making a better ranking system (which I discussed in one of my previous topic, “Lose Rewards”. In my concept everyone will get what they deserved, and people would spread out on all of the ranks, more people would be at the high (the result less Q times) for example
- they lost but played good (so they are punished less for it -8% – -15% for example)
- they lost and the played didn’t perform well (-16 – -23%)
- no lose or win streaks
- same percentage applies to wins
I’m sure it has a lot of flaws but it is the right direction.
People will play this game IF their performance is rewarded fairly!
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I thought this was exactly the problem. If you have 2 tanks, 2 dps, and 2 supports in queue, a game is found. If you have 2 tanks, 30 dps, and 20 supports, you have long queue times
You reached the top of 0.1%… have fun.
6v6 is a joke its no limits with an extra character don’t waste your time. fake news.
How do you determine what “playing well” is?
Supports as an example:
You can’t be using healing numbers to measure performance. Heal botting is generally considered bad Support gameplay.
Mercy, for example, wants to maximize DB usage. Having higher healing numbers as Mercy may be an indication that either Mercy is not properly using her kit, or her team is just taking too much damage, forcing her to healbot.
How do you measure tank performance? Objective time? Eliminations? Damage?
You have to go into more detail on how performance-based SR distribution could possibly work.
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I would answer it gladly:
Overwatch developers have their statistics, other players who share knowledge with them how to play this game really good, thus they have patterns, they have to create an algorithm which would determine key points in each role:
There is a game I can’t remember but there’s an Usefulness multiplier.
Some would have higher value, some lower. This should contain a lot of variables, but here are some of them: (also keep in mind The reward for each point would be slightly different for each hero, because of obvious reasons you’ll see right away)
- Support: healing, enabling team or certain players, prioritizing targets for to support/eliminate.
- Damage: percentage of HS, Positioning, match-dedciding plays, securing eliminations, damage.
- Tank: Space creation, ult canceling, damage mitigation, disruption, choice of targets.
Once again, each factor would be different for each hero, so bastion wouldn’t get more bonus because he damages more than tracer or widow.
Developers have their data to create a reliable algo, I’m far from developer but it makes sense to me.
Didn’t they already tell us they tried implementing this kind of thing, but there were simply too many variables to consider?
They can start at a few variables which would be manageable for them from the start and then add more as they see where are the problems, and what players say is unfair.
They wouldn’t be able to nail this from the start, but with a few adjustments, it is possible for sure, it’s difficult – but it’s worth it.
How they can do it? The same way it works as they capture POTG, meaning they can see the pattern so they can capture overall performance.
6v6 whats that? oh you mean that joke update they just added?
Hot take, improved queue times in OW2 is not from 5v5, its from the matchmaker being farrrr less picky to make games faster.
I find on my smurfs that have insane stats I always find myself put on teams of scrubs and often struggle to win games many elos below my top accounts rank.
I believe it just averages group rank and will stick high skill players with low skill players thinking it offsets when in reality all that happens in counterwatch is the enemy team hard counters you while ur less talented teammates are unable to take advantage and pull their weight.
I should not be getting double digit game loss streaks in a row when im sweating , the odds of that are insanely low with how often it seems to happen.
I cant tell if you’re joking or not, because they have stressed multiple times that this classic event has nothing to do with the 6v6 test lol. Actual 6v6 is not no limits and will definitely have some for of role lock wether it be role limits or 2-2-2. I never played OW1 so i dont have a side in the 5v5 vs 6v6 argument but ive been loving the event so far. Its pure chaos and lower time to kill forces people to be responsible for themselves instead of always blaming supports.