Forced loss/win streaks

I agree but life usually isn’t about “who deserves what”. From a business perspective the game has been sold to a lot of casuals and giving them a good gaming experience might be in the interests of Blizzard.

They would win/lose 50/50 even without forcing it but with a forced 50/50 it is easier to lower the chances of long loss streaks (and the related bad gaming experience for someone who doesn’t play long hours daily).

According to overbuff you’ve just played a minute ago. Have you reinstalled? :joy:

In a complex team game like this it’s nearly impossible to create a good matchmaker for teams of random players. No magic (like role queue) will solve this problem. If you want to control more (team related) variables then you have to build your own team. You are only one of a team of six so climbing alone is unpredictable. In my opinion per-player ranks are stupid in a heavily team based game with specialised roles but that’s what casual players want. Almost no one wants to build his own team like hardcore/pro players so giving team ranks (that would be much more accurate and would make much more sense) could not be sold.

If you want to climb from silver to gold easily in solo queue then you have to be a plat. If you want to climb from gold to plat then you have to be diamond. Etc…

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Well if it helps I’m back to smurfing (you can thank this forums for that).

I play a lot every day and…

1- bronze-gold has WAY less smurfs than diamond.

2- there is very, very, VERY little difference in skill between players.

What does happen is that some people think they are better and deserve more rank. They DO NOT. They play the same as everyone (trust me the playerbase here is kind of low and I play the same people over and over.

People that think they deserve more tilt super easy, they don’t respect their team and tend to lose very easy to win games.

That’s my 2 cents.

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What if, and you’ll have to bear with me here for this insane idea, the mmr system is actually terrible at estimating your ability so when it “balances” you to a 50/50 game it is completely wrong.

Then after you lose enough stomp games it over corrects, leading to some easy wins. Creating a yoyo win streak system.

Every helpless stomp explained.

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How on earth could an MMR across all heros be accurate? Especially when it comes to quality of the team built using 6 such MMRs. I’m actually surprised that some people expect quality matchmaking based on this.

In my opinion a simplified version of the game (perhaps as a separate/additional game mode) without in-game hero switch would be much more suitable for casuals. That version could use per-hero MMR and the matchmaker would have a much better understanding of the team it is building given that the players choose the hero before matchmaking and the matchmaker decides about the composition.

Per-player rank (especially across all heros) doesn’t make much sense in the current game. The MMR and the rank are quite inaccurate and depend a lot on the situation that is very volatile when you are mixed with 5 other players who’s skills are measured the same unreliable way.

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Or, and again totally insane I know, they scrap the current hidden mmr for competitive and just use SR?

.

“But they do!” No they don’t, proven by Kaawumba and everytime mmr is talked about mmr is not sr and are not even comparable apparently.

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I really don’t understand why we need it. Surely if there was no MMR, your SR would become a much truer representation of your rank. There might be a few unbalanced games to start , sure. But obviously it’s not like stomps don’t exist with MMR either!

And if you’re not good enough to win games at your rank without being carried by someone with higher MMR who has the same SR as you, by definition you do not deserve to be at the same SR and would derank.

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The response you’ll commonly see is that mmr allows for decay and this is needed to send decayed players back to their undecayed rank quicker. Mouthful, I know. This is for 10% of 3% - so around 0.3% of the player base.

Obviously this is silly. You do not design an entire system around such a tiny population.

That being said, don’t you have phones?

“Terrible” is an exaggeration. I would say “not great” and have been saying so for a long time. How Competitive Skill Rating Works (Season 13) → “How Accurate is SR?”.

I’ve also described this: How Competitive Skill Rating Works (Season 13) → “Matchmaking” → “Okay, stomps are going to happen, but why are there so many win/loss streaks and large SR/MMR movements?”.

You’re misquoting me here. Matching is indeed done by MMR, but MMR and SR are very similar. Matching by SR instead of MMR (assuming details like decay are taken care of somehow) wouldn’t change much as far as match quality goes.

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Not really as you can’t say:

Without agreeing that mmr and sr are not always close. We’ve been through that side though many times, so I doubt we will reach a consensus here.

You seem to accusing me of a contradiction, but I’m really not seeing it (or what you are getting at well enough to argue the point).

i have no friends to play with and lfg is long dead

of cos theres forced lose/win streaks… how else you expect someone to get addicted to the game… then make money off their “sales” … Read a fn book for once.

That actually makes alot of sense, being that while it isn’t much the coins are never flat and have 2 different images on each side.

LFG has never been dead but most casual players want to play alone without grouping up with anyone. This is why they want a role queue (even though it can solve much less problems than LFG).

MMR is very likely to be a complex data structure that contains various things/stats needed for matchmaking. The average player obviously needs something much simpler.

I just came off a pretty bad losing trend where I went from >2900 to <2400. The team comps were often terrible and it felt like a lot of games were lost at the hero select screen. I realised I was trying to get decent team comps by asking people to switch (which they mostly did) and myself switching to heroes which synergise better with the rest of the team. That approach clearly wasn’t working. I then changed my tact to “Meh, whatevs, just let people play what they’re good at and have fun” and I started winning again. 2 off tanks, 3 dps and 1 healer? Sure why not? Win. I went up ~160 SR in 8 games. It’s all about the attitude.

Ahhhh, if you’re losing more SR than you’re winning then you’re not playing to the level you should be at that SR (I.e. you don’t deserve to climb so stop complaining). Yesterday when I was climbing quickly I averaged +7 SR for a win/loss combo. Probably because I’d dropped so far that I was playing a fair amount better than the average player at that SR. Now that I’m closer to where I actually belong I’m sure the SR I win/lose will even out.

I decayed from 3600 to 3000 can’t even get out of 2700-2800 now. But hey, it works great! Not

Ahahaha, you’ve entered the super weird twilight zone of matchmaking. Decayers with a few loses + smurfs/alts make the area bizarre.

Now bear with me, you are actually in MMR heaven, not hell. Upper plat is where you can play any character, not worry about 2/2/2 or any meta, and still have a huge impact and win games. If you can be chill about the lower rank than you’ve had before, you will have the funnest Overwatch games you’ve ever had.

I find them rather nervewracking, hell even met a griefing/throwing “2 characters in top 500” guy who supposedly went 25/1 on my team then threw a tantrum when he wasnt getting enough healing, and noone to kill the tracer.

That will happen, the magic spell is to tell them you’ll pocket them with whichever healer they want, as long as they play x.

Make x the most weird pick you can for the game at hand. No matter the rank, you are going to lose once someone is tilted enough to throw, but if you can make the team have some fun (mostly yourself) you won’t care about the loss.

Yesterday a game started salty, no one wanted to be 2nd healer so the tanks both swapped to healer. So with 3 healers the rest wanted to be silly and we ended up all healers. 6 healers actually was a lot closer than we thought, and everyone was trying to make it work and having fun - once the opponents got past point 2 pushing the payload our team went to a good 2/2/2 based on counters and almost held. On attack we made a good team comp and rolled the entire distance, then won in the second round.

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