I’ve been thinking about it, and i think your MMR should affect your player pool in qm. It would make the quality of solo players a LOT better, allow you to actually practice against evenly matched opponents without risking your rank by being matched with someone who’s just not paying attention or forced to play on mute to avoid waking anyone up. I can already hear the rumble of the approaching cries of skill issue, but in general, a single extra layer of filters that uses data the game already has would make the quality of life better for people who dont have the time to wait for a ranked match but dont want to be annihilated by a group of highly coordinated people, while their team is running into a wall and not understanding what’s even in front of them. My rant is over now, id love to hear your thoughts!
I’m not against the idea, but I think by tightening the matchmaking, you run the risk of extending the queue times and at least for QP (which i’m pretty sure it what your refering to when you say qm (quick match?), it seems like Blizzard wants to people in games faster as opposed to more evenly matched ones
I’m not sure I understand your idea, since quick play already has MMR.
If you mean your competitive rank, then obviously that doesnt work because not everyone plays comp.
Then the pople who dont play comp will be paired with people who dont play comp. At any given moment, you can be in a qm game in 30 seconds. Whats an extra 15 or 20? MatchMaking Rank should totally affect your qm pool. Ever been steamrolled? Ever just walked through a paper door of a team? Thats not fun. Having to use strategy and actually hit your shots is fun to the people who can actually play the game. I srsly think your MMR should affect the pool of players youre matched against, at the very, VERY least.
Quick play already has MMR, though. It’s just not visible in the form of a number. I don’t think your suggestion really solves anything.
This happens regularly in comp too. It’s not even rare that it happens and it’s a reversal, you had an above 50% chance to win and you lost. Overwatch just has steamrolls it’s not really a matchmaking issue. Well, not always.
What do you think the issue is then? Is it simply a matter of friend groups dominating in queues while the lone player is left to suffer?
Lots of reasons. I’ve had games of push that we were in the lead by a lot and yet we lost because both supports used ult at the same time and it was a scenario where both support ults were also wasted.
Things like that can really snowball in overwatch, and some maps can be really bad about this. Kings row for example is really easy to just snowball first two points and then have a massive ult advantage to smash the enemy team with on third point.
People.
The game cannot MAKE the guy who popped off all yesterday stay on his A game. If he joins and is having a youtube rabbit hole day WHILE playing or just is off or everyone happens to choose the characters he does badly against, he just seems to throw.
The game itself lends to snowballing. Ult charges, losing one teammate is a huge loss and then people stagger. So stomps aren’t necessarily a skill disparity (though I’m sure they’re there).
Solve what’s wrong with OW’s matchmaking entirely and you’ll have every developer ever at your door asking for the solution… cause NONE of them have figured it out perfectly. Every community I’m a part of has the same complaint: Why does the game keep giving ME bad teammates and putting me against stacks of better players?
I have 50 hours in comp and a 1000 hours in quickplay. I’m pretty sure that would create the opposite of what you’re looking for. It would be endless steamrolls permanently until I played a 1000 hours of ranked (which I’m never going to do).
Steam rolls exist even in simpler games than OW, and it can depend on a number of factors. In OW the issue is exacerbated by the nature of the game, with unique heroes and counters, so in most cases two teams who are actually equal in skill can end up having a large disparity just due to the overall team comp and how well it works together. There are also other factors such as maps - some maps favor certain types of heroes more than others. The widow one trick may dominate on havana, but do much more poorly on other maps without as good of sight lines.
People like to say it’s just the matchmaker, but you can see the same thing happen even in pro play. You can literally watch two pro teams consisting of the exact same players going back and forth and steam roll each other just based on the map. These are the best players in the world and can go 0-3 one round then reverse sweep 3-0 on the next.
When you’re talking about public matches (not pro play), theres a ton of other factors. Maybe one guy decides he wants to get drunk on Friday night. Maybe someone just got off a long shift at work and is pretty tired. Maybe someone just isn’t feeling well. Maybe their PC is acting up. There’s a million factors that can affect the performance of an individul player who, on average, is the same skill level as everyone else in the game.
It’s not really as much of an issue as it is just the design of Overwatch.
The entire game is designed to snowball.