So if anybody has been around these forums a bit, you might know, I talk about Queue design… a lot. But I think I have a bit of a breakthrough, in combining a few older ideas together.
Here’s the proposed solution, which may give the best of both queue times, balance, and player preference.
So to start with, you have the idea I’ve been kicking around of a “Role Limits” mode. Where it’s basically Open Queue, but with Role Limits. Specifically:
ROLE LIMITS
- 5 players per team
- 1 maximum Tank per team
- 2 maximum Supports per team
- 5 maximum Damage per team
This approach is pretty good… but it’s still missing something. You still have quite a significant number of players that really would prefer to avoid the dreaded threat of 5x DPS comps, or 4x DPS and then you not being able to go both Tank AND Support. Even if that means taking a bit more queue time to get that.
Add a second optional queue, that queues people into Role Locked teams.
ROLE LOCK
- 5 players per team
- 1 maximum Tank per team
- 2 maximum Supports per team
- 2 maximum Damage per team
However there’s nothing terribly new about that. It’s basically just Role Queue.
Now here’s where the magic kicks in.
Matchmaker those Role Locked and Role Limited teams, together into the same set of matches.
At first this sounds like it would be a huge problem, but it’s not. And I’ll tell you why.
For the most part, the Role Unlocked teams are not capable of creating more optimal compositions than the Role Locked teams. The enemy team isn’t capable of using a ton more Tanks/Supports than your team. All they can do is swap out Tanks/Supports for additional DPS players. Which usually leads to compositions that are more fragile and less effective.
Now comes the real magic. They don’t need to change the user-interface at all. Just how it behaves.
Have it where if people queue into Tank, Damage, or Support. Then they are put into Role Locked teams.
And if they queue for Flex, they are put into Role Limited teams, which have 1Tank/2Support Role Limits, on a first-come-first-serve basis.
Maybe I’m missing something, but it seems like this would provide perhaps the best performance of all alternatives, in terms of
-
Queue times, for Flex players
-
Reliability and queue-time reduction for Role Queue players
- Since the DPS queues will be somewhat depopulated.
-
Prevents the possibility of overly defensive compositions like the potential of GigaGOATs in OW2.
All of this would be intended to be tested out in a Quickplay style environment. However if it’s successful there, I could see this format being used in Competitive too.