Please fix the match making, is embarasing, the 50% of match seems scripted to lose anyways, beacause 5vs5 still one player can be ruin the entire match; after winning 2 match the third is matematically lose
You have to rewrite the script and change your fate.
You actually would lean towards 50% if you’re consistent where you’re. That means you reach your rank. In this regard would work as intended.
Although right now the issue isn’t about 50% but RQ and how they’re matching folks to preserve queue times at reasonable manner.
Think this way: if the algorithm works as intended would find you a proper match on a good timeframe. Due ping and queue time often decides how to match you, while more time on queue would broad the mmr range due queue time having a high weight on that decision.
If they did a trick to fast it, would be tied to MMR being broadened and not checking all players. Which means, more often than not, unbalanced matches to avoid increasingly queue times by using non restrict MMR for all players, but roles, one of the changes they did on ow2.
That being said, RQ hinders the matchmaking, which is why if you test it in Open/Classic the mmr range would be narrower, but depending on how calibrated your mmr is on those modes you could get a good or a bad experience. But overall, your matches would be way more balanced, in terms of matchmaking and mmr on Open/Classic than actually RQ
i read the title with a cockney accent.
It’s 'orrible, guvnah!
every time the MM gets you close to 50% it turns into your stomp, their stomp, win for loss going forward, but not close and fun games, just forced stomps. that is what takes all the fun out of the game.
“Hey guys, only 10 percent left on the cap. Boy this was easy, now just don’t peek the double snipers and they’ll have to walk to us to contest. Wait, where are you going? No don’t peek!”
*Headshot
*Headshot
“It’s ok, we can still clutch this.”
*mercy tries to rez
“Mercy no!”
*headshot
Team somehow forgets how to play game entirely until loss. You may or may not be on either of those teams.
GG.
lol the amount of clutch wins like that are so low lol… like 1/50 low but at least that means it was a good fight to the end, not a mauga spamming both guns into your spawn with both support up his backside so you cant get out (and yes this happened to a team i was on yesterday… 43 kills on us we were spawning take 3 steps and get insta melted because mercy was damage boosting while moira was pissing on him)
I can always get out of spawn. I’m impervious to the spawncamp.
The game is so screwed up I can tell within 30 seconds if I should throw the match or actually play
lol we tried, all 3 doors, he was shooting legit with his face pressed on the door and could cover 2 of the 3 himself, his damage were sniping in the other. (so i reported the game for gameplay sabatage, kill me behind the second barrier where i should outheal you and you get the report)
the game keeps track of your like last 50 games now…something tells me that if you linked a pic/vid of your match history that it wouldnt actully match that sentiment…
I don’t want to theorycraft the spawn trap, but why didn’t your support sleep him? Then you anti him and your whole team burns him down. If you need to you Rein shield.
if they have kiri you bait suzu first with sleep.
Mauga’s many things but he has to reload and without his E he’s nothing.
That’s not what the 50% does, is what other variables actually does.
Having 50% odds of winning at beginning of the match, doesn’t represent that you will win 50% of your matches. Just means that the starting odds are aligned to near that. As result the tendency is for you to win 50%.
This part of the system isn’t the problem. How other factors started to ignore it is.
If they actually cared to give 45-55% initial winning odds. On OW2 we would need more than 30 minutes to find a match, we find matches faster than that for 2 reasons:
- loosening MMR range by enabling different roles having different MMR, which in theory wouldn’t impact on 50% but actually does due MMR metrics being split in 3 realms.
- queue time = broading MMR. Meaning within the same role folks would leave the 50% range and lean towards 45-55% range.
That way you have tank in one rank, support in another and damage in another. That you cut the queue by about a third of what you actually would need. Due finding 2 tanks within similar rank to each other, while finding different 4 ranked damage within their own range and finding different 4 ranked supports within their own range would cut the requirement of all 3 roles being on the same role. Stack the queue time broadening those ranges within them, increasing the available pool of players for that particular match.
Instead of using a single number and match 10 folks with similar number. They find 2 folks with similar number, then, find 4 other folks within their own similar number and another 4 on another range within their own similar number.
If you are certain rank in certain function you know how the game works, your knowledge is about that rank. Yet if you’re in another rank below it, you would be gauged by that lower rank instead of your actual rank.
That’s the problem, is not the 50%, but their tricks to sped up the queue due RQ being flawed.
actually, go look at it last 20 for replay, and if you go under the game reports over half your games are missing, it will show like last 5 then games from over 24 hours ago
lol i am at 51% winrate, and most of my days go win for loss… unless i get lucky and win 2-3 in a row… then you get the 6 game loss. just like today won 3, lost 5 won 1 lost 4, won 1 lost 2 logged out because mm is crap again. and now that i have tested it 3 times, i will just uninstall wait 8 days then install again to get my free win streak that seems to happen after a reinstall.
mine currently shows my last 41 games (im assuming it goes to 50)
actually i linked it a few days ago
That could mean you’re reasonably within your range and they’re having a bad time to find you a match. I often go between 50-54% win rate.
When those happens the match often compromised something or simply someone is having a bad day. Nobody would play perfectly everytime. Due nobody being a robot.
That is why the 5% deviation is often acceptable and the more you play the more the tendency to lean towards 50% win rate. Is a tendency, not general rule. Due initial odds would fluctuate and what happens during the match is a pretty much wild.
That’s why, is a good design to have initial odds near to 50% but only if other metrics aren’t compromise. Due the noise added by those compromises would lean to more than 60%.
On systems like this, stomps should be really rare. If you’re experiencing a bit commonly, that means their compromises are showing.
That would be tied to some decay(favoring you) and the average mmr changing on those time.
PS. That’s my issue with current compromises