How to definitely fix Queue time ( without 1-3-2 pls jeff read this )

I’ll be quick cause my english is bad.

You have few solution for queue time like :

  • Increase the XP taken on certain roles (genre + 20% xp on tank games), with skin exclusive to certain lvl.

  • Decrease the average time of a game (by removing the horrible 2CP from the competitive game, just like the hostage mode is almost absent from competitive CS go).

  • Add tank heroes to further vary the gameplay.

BUT, I want you to consider particularly this one :

Add a role ‘flex’ which has as much chance of tank, dps, or heal (a slot reserved by role and by game, the SR is attributed to the role played in the game).

So basically, that’s how it works :

You have 4 choice on the rolequeue menu : Tank,Dps,Heal or Flex ( you can’t choose dps + flex or tank + flax, it’s flex only or one of the single role ).

In your matchmaking algorythm, you lock one of each slot role for a flex player and one of each slot role for a précise role player.

That will solve the problem in 2 way :

Flex player ( wich is the vast majority of the community ) will have smooth queue time.

And we will get more game because they now only need 1 pure tank slot to start.

Thanks for reading this jeff, I hope you’ll ad this in the next update :slight_smile:

====> Clarification because maybe it’s not clear for everyone

You still get 2 tank 2 dps 2 heal.

inside the matchmaker algorythm, there is :

1 Slot tank reserved for tank player
1 Slot tank reserved for flex player
1 Slot dps reserved for DPS player
1 Slot dps reserved for flex player
1 slot heal reserved for Heal player
1 Slot heal reserved for flex player
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Okay…

Two questions.

  1. Which role is losing a slot?

  2. If no role is losing a spot, then are we talking 2 - 2 - 2 - 1, because I’m afraid to tell you that Jeff shot down the idea of increasing the player Capacity per match from 12 to 14 quite quickly. As 2 - 3 - 2 was also brought up.

:man_shrugging:, Nice post though :slightly_smiling_face:

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I think you didn’t get the point.

There is no change in gameplay or team construction.

You still get 2 tank 2 dps 2 heal.

But, inside the matchmaker algorythm, there is :

  • 1 Slot tank reserved for tank player
  • 1 Slot tank reserved for flex player
  • 1 Slot dps reserved for DPS player
  • 1 Slot dps reserved for flex player
  • 1 slot heal reserved for Heal player
  • 1 Slot heal reserved for flex player

So, you have a “flex role” wich allow you to play randomly one of the 3 roles with an equal chance to get dps, heal, or tank game.

That will reward the player able to flex to play DPS more often, so we have more game at the same time, so we have shorter queue for everyone.

No thank you, i want to play that there if i have to do those placements insted of terrible mode that is koth.

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So, how is it different to select “flex” than to select all three roles when queueing for a match?

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I explained it in my previous post :stuck_out_tongue:

I know, it’s maybe unclear, but I think the previous post clarified it.

So, your flex means “33% chances of getting DPS”. So, this means DPS players won’t like it, thus increasing queue times for DPS even more (because there’s only one fixed slot for DPS in your “solution”).

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Basically, yes.

That’s where your not seeing every part of the problem.

If you take a base of 100 player, 50+ want to play dps, what you’re doing with flex role is basically force this proportion to 33%.

So you get more game ( because you mechanically get more tank ), so you cut the queue time of DPS player.

That’d only work if you force players to select “flex”.

Which, mind you, can work. I just don’t think most DPS would be happy if the game forced them to also pick another role they can be given. But it would work. If one role queue time is, say, 33% larger than the others then you cannot just select that role. You need to also pick at least 1 other.

Any form of role switching would break the role based SR system.

Once again, reread my post,

There is no role switching. You’re stuck in a role by the matchmaker before the game start.

You can already do that by clicking multiple roles though?

This has been discussed a thousand times already and adding a flex role doesn’t work because then players would just use that to play their hero regardless. Yes, players would do just that and when 2 players would try to do this from the same role at the same time it would just make the matchup unplayable. This is just a bad idea

No, because there is 0 slot locked in the game for player doing that.

If you pick de 3 roles, 90% of time you get tank, so no one is doing it, or you do it for 5 games, and you stop, because you get and indigestion of playing the same role. That’s really a pain for flex player.

With the new system, you have 33% of chance of tanking. So the player base can play more divers role, in more game.

So more player will want to play with flex, because they don’t have to wait 10 minutes for a game.

How will clicking flex reduce queue times if people are not put into the appropriate role to fill up a team?

So basically 4-1-1 then?

Because we know what the flex slots will be filled with.

At the very least, we will get all of the DPS chicken games we had in oldQ

Read my post pls.

You don’t have a flex slot, you have a DPS, tank, or heal slot filled by a flex player.

Because the ONLY REASON of the huge queue time is tank player.
Looking at the waiting time, you get 1 tank for 10 dps and 5 heal.

You’ll have a bigger proportion of dps player who will choose flex than tank player chosing flex because of the queue time.

On a 10 tank player base

with the old systeme you get :

10 tank 100 dps 50 heal

You can create 5 games, so you left 0 tank 90 dps 30 heal.

So, with the new system :

20% of tank player chosing flex, 40% of dps chosing flex, 30% of heal choosing flex, you’ll get this configuration :

8 tank, 60 dps, 35 heal, 57 flex.

You can create 8 games so you left in queue : 0 tank, 52 dps, 27 heal and 41 flex.

Queue times are lot more balanced.

Off course, blizzard needs a lot of statistic to adjust the system, but it’s a really damageless solution ( on gameplay ) to shorten the queue time.

Yeah, but DPS players can already press the tank/support button if they want faster queue times. They dont, they prefer to click DPS and wait. They’re already intentionally avoiding playing tank/support. Flex players (I am one) already click those buttons.

I dont really get why they would want to click a new flex button when they can already click the tank/support button?

i’m a flex player too, but when I hit the 3 button, 80% of time I get tank role. So, what I do, I play 2 game, and I stop tag tank.

If I had a button like this, I use the flex role, so I have an equal chance to play each role.

And I believe a lot of flex people will do exactly the same, and a lot of dps player too, so they will contribute to make the queue time smooth.

because that’s what the game needs to speed up the queue. That’s the issue with a weighted system with a flex percentage.

a bunch of tank players might avoid the tank queue and start to flex queue, being it’s a HUGE bonus to them. Yet DPS player, who don’t want to tank (or they could do so now) would avoid it like crazy due to even a 33% chance of getting tank.

So it’s very possible that all your system does is move a ton of tank players OUT looking to queue for all roles as they might now, with a 80% chance they just get tank over an over and shift them into this “flex” role with a 33% chance.
You just slowed everything down.

the fix for queue times right now is maybe a priority queue system with something like +1 play a game of role X and get to speed up role Y. Either that or straight up FORCE everyone to queue for all roles or two roles.

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