Interesting Video Provides Evidence of "Winners Queue"

Ever had a bunch of matches where you can’t possibly lose? Never posted this specific video before. This video, discusses the “winners queue” and “losers queue” that are in matchmaking games. People who aren’t casuals and have played across multiple accounts and especially in solo queue have all witnessed this. Take a watch and make your own decision as to whether or not you’ve seen this in your matches.

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Very interesting stuff I’m going to watch it now. Just what I had suspected…

:pouting_cat: :+1:

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Of course you believe this lol

Do you just believe anything you read online?

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The study regarding churn rates is publicly accessible… This stuff isn’t even hidden…

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Churn rates is more to do with retail and not matchmaking

Do you want to know how the perception of a winners queue and losers queue kicks in?

There’s 3 factors.

  1. The percentage of tilted players on one side vs the other side.
  2. The fact that 99% of people are emotional gamers.
  3. The fact that chat and voice chat exists.

How do these three factors which seemingly have no direct correlation with matchmaking create a winner/loser’s queue? Simple. Factor 1 - this essentially is the non 6v6 aspect of the game. When someone is tilted, you can consider them deleted from the match. If they happen to be on your team then even though it’s a 6 body vs 6 body, mentally it’s a 5v6. The lower in ranks you go, I’d be willing to be there’s a higher percentage of players that are willing to forfeit or quit trying after the first team fight. Factor 2 - Emotions. This is a pain, emotions can interfere in games so much to the point where you start making bad decisions or are willing to throw the game because nothing(something) is not going your way. From a simple, pick at the start, bad experience with someone playing a hero, not understanding what a hero does(the unknown), not pro/owl/streamer meta, getting yelled at, getting asked to do something, bad day at work, bad day at school, getting yelled at by parents, literally anything can cause you to bring a bad attitude to the game thus having a direct effect on your gameplay and if you’re an outwards person directly effecting your teammates but worst of all, being one of those tilted players that cause you to mentally not be there for your team. Factor 3 - communication. “The 90’s gamers were so much better at games”. I disagree, I think mechanical skill wise there are the same percentage of good and bad players. What has changed is how accessible communication has become and at the same time showing how exploitable player emotions are. If I can get a bad player to not participate in team fights for 75% of a game because I continually flame them for how bad they are and that their parents probably laugh at what they’ve become and thus in return they’re throwing the game for us, that’s a player problem not a matchmaking or company problem. They have every right to block communication but they don’t, that’s on them.

So how does this create a winner and losers queue? Let’s say you win a match and you had amazing teammates and you “feel” great and on top of the world. You’re going to continue bringing that attitude to the next game and next and next until you ultimately lose one by getting outplayed (most games 6v6 at the very minimum). That session was a good session and you come out feeling good. On the other hand let’s say you lose and it was because you fought with your dps and you guys just didn’t get along. There is no way in hell that this does not effect you emotionally and you bring that to your next game which results in another loss. “Dude, I just had a thrower dps on my team. This game sucks”. What do you honestly think your teammates are going to think? Oh well, let’s win it for this guy? No, they’re thinking great this dude tilted we’re effed (5v6 right off the bat). If this continues onto the next game and the next game then you’re essentially queueing into a 5v6 every single time and your teammates have to put in 120% just to have an even match or at low ELO they’ll probably just leave so they don’t have to deal with it.

Whether you believe it or not, you’re only fighting with yourself internally when you’re playing pvp video games. If you’re finding yourself getting upset at teammates just mute/leave chat and just quietly and calmly keep playing. Most of the time, the ones that rage the hardest are actually probably your best shot at winning but because you guys fought over a video game, you’re throwing your winning chances away. If they’re still really bad then when you go up in ranks, they’ll still be stuck.

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Incorrect, your lack of experience is evident.

Glad we were able to have any discussion at all, I wish you the best in winning your 50-50 dice rolls to get into the winner’s queue 100% of the time.

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You mean your belief in a conspiracy is evident.

Or should I refer to it as a “zesty take”?

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i’ve lived a lot of loose streaks in my carrer. It doesn’t interfere with my skill usually, i push them to their full extent just by curiosity, not getting carried by anger.

I don’t do that when i play DPS, because it can make your aim wrong but it has less impact when playing support.

This morning i got a 7 looses one. The 6th game, i was still playing efficently for my low lvl. 2-3 big mistakes i’ve alrerady spotted, but nothing different than usually.
FK8BA3

The 7th got me finally, i’ve throw this one,i agree. I picked Zen and i’m awfull with him.
FHBJH2

7 games were needed to make me really loose my temper.

The financial interest of companies is ofcause always to have a minipulated matchmaking. But this “Evidence” only shows what we already know: Manipulated matchmaking makes us play the game more.

The biggest problem with loosers Q is not that its so unbelieveable companies try it, its that its hard to implement. Iam 100% sure companies are trying to manipulate matchmaking and to some extend suceeding, I dont think through that they actually can “force” a win, there are so many things you cant calculate in before a game, its near impossible.
So in best case they might try hinder you or give you a small boost, but they cant just predict a win or loose, just false the odds a bit.

Now add that for every “forced” loss, there also is a “forced” win. So “loosers Q” as people usually refer to it does not exist, as even shown by this vide: Just pure loosing is the worst companies can do to players and pure loosing is impossible, as there are always euqal amounts of people winning and loosing.

Now also add that: How does the game know when you stop and start playing? If someone is working the entire day and plays OW every weekend in the same 2 hours, its ofcause easy to predict. But most matches are done with people who have so much freetime that they can waste it plenty into OW and in these cases, people usually just stop if they dont enjoy the game rn for the day anymore and that is not at the same time.

Now the dealbreaker here: The study was done on a single player game, just a 1vs1. For a single player game you can atleast predict the start and stop time of a player, but in a 6vs6? You need to match 12 players and need to predict their mental, their performance, the abillity to work together, the hereos they play, the time and when they start and stop. Thats a technlogical miracle.
Therefore, the more players, the less reliable the system is and the harder it is to keep track of.

Iam also not sure, but I think you are legally allowed in some countries to request all the data a compnie has collected from you, it would be interesting to request a packet like that and look what toolscompanies even have to rate your performance and time you play and dont play

So what I think is likely: If there is a player on a 10 game loose streak, they might try to increase the odds of that payer finally getting a win, while a player who is purely winning likely gets a bit ppushed back. But as unranked to GMs, or even regular win streaks on a good day of you show: This effect sint so strong that oyu cant surpass it, its more likely to be just simple fine tuning, as thats not too hard to implement and also way less obvies

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I’ve read this study. What are your reasons for believing that Blizzard is unlikely to use extensive research about player behavior to increase revenue?

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If this is your conclusion you either didn’t watch the video, you completely glossed over the part where this was discussed, or you don’t know/understand what churn rates are.

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Because you said it provides evidence that something that doesn’t exist, exists.

I can find a video that claims god is real if you want.

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The video’s creator didn’t categorize this as evidence, so there’s no reason to put ‘evidence’ in quotes. And no, not everyone “knows” or believes that matches are manipulated.

How in god’s name would you have any idea how hard it was for Blizzard, a multi-billion dollar company with virtually limitless resources, to implement this? Guess what? Coding and delivering Overwatch and and building its unbelievably massive infrastructure – that was sort of difficult.

How relatively hard it is doesn’t matter. What matters is whether they have the means and the incentive to do it.

This is one of the most absurd things I’ve ever read on these forums. Take a bow, that’s no small accomplishment.

Did you read the study? Why would they make recommendations based on their research and observations if the prospect of implementation was logistically impossible?

Ok I’m stopping here. It’s pretty clear that you’re not giving this topic any real thought. If you don’t care about what you’re saying, neither do I.

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Because they aren’t.

They don’t

No, he is 100% spot on. They can’t.

Because they aren’t that smart perhaps.

Good. See you later!!

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I don’t know what this means, and I don’t see how it’s an answer to the question.

Have you read the study the video is based on?

That would explain a lot.

Maybe just put less value into a video game and chill out. It is clearly taxing for you.

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Prove it.

Prove it.

Prove it.

This is an exceptionally dumb statement.

This wasn’t even addressed to you. And you’re trying way too hard to be cute. But it’s not cute – it’s just vacuous and pointless. I mean, if this entire post is all the response you can muster, why even bother?

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Nice misdirect. I’ll ask again: What are your reasons for believing that Blizzard is unlikely to use extensive research about player behavior to increase revenue?

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