I have an idea to change Backfill in QP type games

In the last two weeks, I’ve been getting more and more games where I’m the one who backfills into games.

I understand the need for backfill, and I understand this is only QP type games, but I wish there was a setting we could use, that makes it so we never backfill. Or backfill only happens for the user in the beginning of a match.
For, example, a push map, which seems to be nearly 90 percent of the games i play lately, (that’s another discussion) If the bot has been pushed to say 3/4 the way to the final resting stop, then no backfill. I should be able to determine at which point in the current game, I’m willing to backfill. Or if I even want to backfill period.

Yes, i know this would mean longer que times for me, I really don’t care, as long as I’m able to better control the quality of my games, a little bit. Yeah, it probably won’t improve them significantly stats wise, but it would definitely improve them emotionally for me.

I know something like this could be easily implemented. The point, or bot, or cart, are already being tracked distance wise, otherwise there wouldn’t be a display of how far the cart is from the end, or how far the point/robot have moved. This would be a simple implementation, that would probably be an insignificant amount of code to add, that would probably help the majority of people’s attitude and lessen the amount of hurt in a loss.

Just my two cents.

The issue is even if the matchmaker uses your mentioned parameter can’t solve the loading time the player gets to actually enter in the match.

Backfilling in stats wise, doesn’t make any negative impact on the player, in fact would impact on positive if you can win the match. While emotionally is the matchmaking selecting you to save a match.

The team who loses a teammate gets a severe morale blow, the backfill is a way to enable someone competent to join the match. Although the said player not always will have the mindset for it.

A flag that folks could disable to be backfill could be a thing, but sadly would also make more matches being even more torturing.

The odds of the backfill save the match is higher than the odds of not. Due if the backfill doesn’t happen is almost guaranteed a lose.

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No backfill does exist, I just don’t know how I got it.

Everyone can backfill

I already said I don’t care about loading time.

That’s exactly what I’m proposing?

I don’t care? I’m not concerned with how others feel? I’m only concerned with my experience?

Again, why would I care? My experience would be better.

So pretty much everyone would turn off backfill then. Yes it is needed. I am all for leavers getting a higher priority to backfill tho, they cause it they can fill.

I never talked about leaving. I NEVER LEAVE. So why bring that up when the topic isn’t about that…?

Am I not allowed to add on to the topic? Okay I will just respond based on what you said.

You have a horrible idea that essentially removes backfill from the game, after saying you understand the need for it. From your previous responses you only care about yourself, so deal with backfilling. It will never be an option.

I haven’t backfilled since Season 4, despite playing over a thousand matches outside of comp. Try to explain that with your voodoo mumbo jumbo.

No it doesn’t, Did you actually read? Or did you make a snap response? it was actually in the part you quoted:\

I"m not meaning only within the first five minutes either. I mean distance, or percentage of point, Say 3/4 of the distance, or 75% of the point, no backfill.

Months ago, they already said they’d eliminate being able to backfill into the Defeat Screen. Which means they can determine, when a game is done. Granted, in the recent weeks they must have changed something because i’ve been able to backfill into a defeated or ended game. Supposedly they fixed that, it’s back. But cutting off backfill, at a certain point, would definitely improve my overall feeling for this game. And I’m guessing for alot of people.

There’s already no backfill for Comp.

You would think….but I’ve only had 1 since they implemented the leaver penalties…so there’s clearly some selective process going on

Or people just aren’t leaving… I think you’re missing that aspect.

Oh they do….and I probably play the game mode most prone to heaving them…I see backfills happen all the time…I’m just never the one doing it

I don’t get it either

Well, that’s great that you’re not, I never leave, and I’m getting placed in backfill about 80% of the time.

You’re simply not worthy. We are the priveleged few.

That’s a lot of words to say “I don’t want anyone to fill if someone leaves late enough in a match. It would me ME feel better.”

Both teams have the bot pushed to about 65% on their side. It’s a close match. 1 minute remaining. Someone gets DCd. Thanks to you, this close match is ruined because no backfill. Worse if it’s a tank.

Hopefully I don’t need to explain why this is beyond reproach.

Loading time is not queue time.

The way you worded, not much considering that other modes also have backfill. Due again, doesn’t account loading time and neither actually disables the ability to be a backfill in any match, just a specific case that would be as unreliable and pointless to the point of not having backfilling in the game would be less damaging, due the incertainty if there will be a backfill in the match at some point.

Which is why, if you don’t care how other feels you should think the consequence of it in a teambased game where the collective mindset matters more. Those low morale players could be your next teammates after a even more rasher match, meaning your experience could be even worse than a non-punitive backfill.

That’s why I mentioned a flag to disable backfill, not tied to a single mode but tied to any/all, due your solution would be worse than the current system. Due doesn’t account load times that are variable depending on several factors that blizzard actually can’t measure.

Is it tho? Are you actually sure about that? Most of the biggest mistakes are tied to inability to see the consequences.

The game is not to suit a single player, but to suit to give a better experience for everybody. Due through that, the said player will also get a better experience as consequence of it.

I’m going to highlight something, that might make you feel stupid because you didn’t read:

This includes, QuickPlay, AND Arcade games… Hence why i said Quickplay type. If you had read, you would have completely understood. But that is why you misunderstood, You just read the parts that were against your point of view to “get” me. Try reading, it does wonders for understanding.

How would getting rid of backfill for me, affect my loading time of the game? It wouldn’t, stop talking about stuff you don’t understand. That’s all done when the game loads onto your computer at the start when you open the Application. Disabling backfill would have absolutely no effect on that.

I’m not suggesting disabling backfill completely, again READ:

Can you read? It’s not looking like it.

That’s already happening anyway, so WHY WORRY ABOUT IT.

Yet, because of the way the player base complains, it’s treated as such, and balanced as such… Why do you think for the majority of this and ow1’s life, there has been more DPS than the other roles? Because they’re trying to intrigue the COD players, and Battlefield players. The DPS shooter players. Because they outnumber the actual MOBA players who like to play in teams. Why do you think balance is so screwed up towards the DPS? Because they’re catering to them. And balancing it like other shooters, to feel like a single player experience. Most DPS play like their the only person on the server anyway with skill. ESPECIALLY in Bronze.

Your response?

It’s funny because this is a great way to answer your entire post. You just had to make it more about you instead of the entire game. Almost impressed.

I’m not saying that I don’t want ANYONE to fill, leaving fill on, in the first 65% of the match, literally fixes not having anyone fill. The amount of times, I’ve seen people fill, and it be the turn around for the match at the end, are infinitesimal to the amount of times, i’ve seen a backfill actually not save a game.

So, you’re saying that because it COULD happen, even though the stats say it WON’T happen, we should just force everyone into the poor position of coming into a late game, and having the most miserable time of: “spawn, die, spawn, die” Just because it MIGHT help?

That literally doesn’t do ANYONE any good whatsoever.

Nah, I’m fine.

Arcade have modes that aren’t qp type. Due QP type follows the ruleset tied to main modes, even under arcade.

Qp classic was under arcade several time ago. Team deathmatch, elimination, yeti hunter, capture the flag and some others doesn’t share the QP aspect, although all of them have backfill. The only exceptions are special modes and comp.

I did fairly well, you’re just venting about misreading loading to queue. Which is fine to be mistaken.

And was me who was picking:

The first you effectively asked to get rid of backfill at your own option, but worded wrongly about what your intent due “only qp type games” doesn’t contemplate all non-comp modes.

The second you effectively asked by a gauge in the middle of the match, that would be impacted by loading times. Due if your windows update on background while you are queueing, the loading time for your pc to make you join the match will be higher, similarly to switch players trying to find a match. If your game updated recently? If there were new assets, would be loaded in the same loading phase as you’re loading the map that queue found for you.

You’re either not aware of that or simply trying to pick any kind of “validity” to detour from your mistake.

I would say the same. Due if you actually red would understand that you made an “OR” statement.

Which is why I mentioned both a flag to give you the option at expense of torturing folks o more severe match and also reinforcing that your idea on the other suggestion would be far worse due load times.

Because it can be worsened, by your not well designed idea.

Nah, because folks actually considered OW as FPS game at beginning. The GOTY popularity didn’t helped either and due OWL problems certain stuff needed to change.

Is way easier to pull FPS players to anything, even more in periods who most of the games weren’t new. Add half of the cast were on Offense + Defense.

Ow1 was a tactical game, due how they approached fps map design and moba like heroes. Ow2 does exactly the opposite, going towards moba map and fps heroes.

They changed that direction because they would move those moba oriented players towards pve and eventually their mmo. But didn’t gone well for them. Which they’re trying to get folks from other ways too. Like OW1 Classic and 6v6 next season.

The average player, not only on bronze, doesn’t know about the game. Is crystal clear. They, overall, have better mechanical skills than ow1 counterpart, but way lower game sense and team awareness.

The mechanical skill from bronze to plat are pretty similar, the willingness to play as team, know the map or actually coordinate increases as they climb. But don’t expect it to be common til plat.

The shift? Happened on RQ and RQ happened due OWL and brig launch.

Sigma and Orisa didn’t helped either.

So, if you still keep talking about the 3/4 thing, loading times will still be an issue. Because is something that blizzard doesn’t control and the assets are loaded at the time you join the match. A good setup would take less than 10 seconds an average one? About 20-30. Look the game situation, pick a character and leave the spawn? Another 20-30. That alone is about 30-60 seconds wasted which reflects about 2-3 teamfights already.

Any game joined in disavantageous situation at near to 3/4, are most likely to be ended prior to the player do something about it.

That alone ignoring any update from the game, opening the game for the first time since it, any windows update or device/software update, making the load time fuctuate.

What makes, backfilling to be negative on the player is how much time takes the player to enter the match, see the formation, map, context, pick a hero and leave the spawn/group with the team.

But to gauge precisely it, is tricky because each player would have different loading times for different reasons while at same time the match is still going on.

They in the past used the metric of “remaining match” time as form to reduce the negative impact of backfilling in a match that you would get “victory or defeat” without picking a hero or leaving the spawn. Dunno if they still use, but was a thing before.

Removing backfill wouldn’t solve anything aside of increasing the punishement on the team who has the leaver. Because backfill itself tries to soften the negative impact of leavers. Which they’re trying to reduce with harsher penalties.

That’s why both your ideas were bad, but at same time “qp only modes” is not a definition of arcade games. If you think it is, sorry to inform you. But you’re mistaken.