Did you make the visual ?
Yes I did. I am a graphic design student.
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Kaedi-11739:
Leavers/Teammates Disconnecting
The first problem is when players leave a competitive match. While many times when a player leaves it may be due to rage-quitting that match. However, it is far more complicated than that. Players are also marked for leaving a match for reasons including, being pulled away from the game due to personal issues, disconnections from the game server or the internet entirely, computer crashes, and power outages. This means some of these problems are due to causes that the player had no immediate control over. However regardless of the reason, when a player leaves they are still penalized.
This is, unfortunately, the core of the leaver problem. The penalty for leaving a competitive match must start small with only a 10-minute suspension and a match loss with a fixed 50 skill rating deducted from the player. The reason it starts small is that the penalty must account for those who have technical issues such as disconnections, game crashes, and power outages and give them a fair chance to repair the technical issue before they play Competitive again. In fact, a high percentage of our community has encountered at least one technical issue during their time of playing Overwatch.
The system does quickly escalate in penalties with consecutive leaves. In fact, it takes as little as six consecutive leaves to accumulate to a season ban. When a player is season-banned, they lose all end-of-season rewards including bonus competitive points. Furthermore, players who get three season bans will be banned from Competitive Play indefinitely. Season bans and permanent bans from the Competitive Mode of Overwatch cannot be appealed. The system, however, does work to lower suspension time if the player completes a majority of their matches and shows consistent reliability as they participate in the season.
It is because of this precarious balance of penalizing leavers but being fair to give honest players a chance to redeem themselves, that makes the Competitive Leaver Penalty System as balanced as it can reasonably be. Unfortunately, it still allows leavers to be a perceived problem in Competitive Play.
Lack of Team Communication/No Voice Comms
I have seen many posts on these forums that address the lack of team communication, including a lack of using voice chat in Competitive matches. While there is no denying that choosing to not participate in team communication will leave both that player and the team at a possible disadvantage, I do believe it is unreasonable and unfair to all parties involved to force players to participate in team communication. Players may not choose or be unable to participate in team communication for reasons including, not wishing to be intimidated or insulted by other players including for reasons such as discrimination, they do not own a microphone (which is a very common cause on console platforms), or they have technical malfunctions that prevent their voice communication features from working such as playing on a network that deliberately blocks the necessary network ports that allows Overwatch Voice Comms to work properly.
As such players will not be penalized for not participating in team communication. In fact, reports for Abusive Chat and Spam are not accounted for if a player is not participating in team communication when they are reported. The Overwatch team does encourage team communication and that is why they created the âJoin Team Chatâ button on the Hero Selection Screen for all compatible game modes in January 2017. However, there is no effective way to enforce it on all players and it would be wrong to do so. Making lack of team communication another perceived problem in Competitive Play.
Hero Selection Conflicts/One-Tricking
Hero selection conflicts is a growing perceived problem in Overwatch. Overwatch is a unique team-based shooter where players are allowed to change their heroes in the middle of a match anytime while in the spawn room. This is a fun mechanic that allows teams to be able to counter-play other teams and create strategies to play the best they can. Overwatch also has the elements of a MOBA, where it features a growing pool of diverse characters and each and every one of them are fun to play. However, the nature of each character makes it very easy for a player to become accustomed to a single role in a team composition, allowing them to play their best possible game while only focused on that role. There is nothing wrong with this and in fact, professional teams primarily consist of players that perform their best in their trained role of DPS, Tank, or Support.
Unfortunately, Competitive Play does not effectively allow for players of a specific role to be evenly paired with other players who can effectively fill other roles. Despite some changes have been made to the matchmaker in the last few seasons, it cannot guarantee players of certain roles will be in every team, ever match. This, unfortunately, requires players to possibly play roles they are not comfortable with. Also, with the hero-changing mechanic of Overwatch, team compositions cannot realistically be dictated to specific formations such as 2 DPS, 2 Tanks, and 2 Healers. Therefore, proposed solutions such as a ârole queueâ would be ineffective solving this or any other perceived problem of Competitive Play.
This is also why there is a perceived problem of players who are considered âone-trick poniesâ of a specific hero. It is reasonable to assume a player playing a certain hero only will be able to maximize the performance of that hero and can be effective in many situations during the course of a match. However, many heroes are often easily countered when the enemy team changes to a hero that can completely shut down such a player. So, while it is not a violation of Code-of-Conduct to specifically play a single hero, doing so risks putting the entire team in that match at a possible disadvantage.
Toxicity/Violations of Code-of-Conduct
In any given online video game, toxicity and players who violate that gameâs Code-of-Conduct is always one of the biggest challenges for the success and health of that game. Players often become tilted when a match does not play to their expectations (whether they win or lose). Any of the aforementioned problems can attribute to this, and there are other various factors as well. However overall, it is a lack of control that players can feel, that can create toxic behavior.
Over the last two years, the development team for Overwatch has given players the tools and means to report players who are violating Code-of-Conduct. These tools, for the most part, is used effectively and helps Blizzard find players who violate the Code-of-Conduct. However, it is important to note, Blizzard keeps the protocol of how to identify such players secret. This ensures the reporting system canât be gamed or abused by anyone. This often gives the feel that reports are not effective at times because the reasons a player may be reporting a person is not a violation of the Code-of-Conduct. As such this leaves players frustrated to dealing with what they perceive to be a playing who are toxic. Furthermore, there are no avoid player features in Overwatch anymore as it can unfairly prevent honest players from finding fair matches. In any case, players being unable to pair up with other players that meet their standards is a perceived problem in Competitive Play.
i agree with all explanation
and for group in competitive,
why donât create a new rule, example:
only player in same rank can play as a group / party (reduce boosting problem)
or create new Competitive / rank mode,example:
Group Competitive / rank (to help player to prepare them for OWL / as training ground for OWL team )
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I think the actual problem is that the group restrictions didnât work well. When I play in group most of the time I play versus larger groups. 4-stack + 2 solo vs 6-stack, 5-stack + 1 solo vs 6-stack.
Usually the team with the larger group wins, because they can build a better team composition and are better communicated.
If the system always paired groups with the same number of players it would be fairer. I would rather wait longer in queue than have matches that are based on luck.