QP mmr questions

Has blizzard provided any transparency on how QP mmr works?

Does my supp/dps role have individual mmrs or do i simply have a single qp mmr?

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In RQ yes…otherwise no

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Yes. MMR is individual if you are playing role queue. It isn’t in open queue. Open Queue MMR is separate from the role queue MMR also.

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It’s separate and it also doesn’t matter. You could have GM support mrr and be matched with new player/silver tanks.

Definitely feels very wide in qp. Almost always both teams have a member that seems to be competely out of place

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For RQ, if you are a DPS main with 3k hours across mostly your DPS characters the MM will try to find another DPS main with similar investments.
Then you try tank, and you only have like 30 hours on that, well good news is you are in line with many more tanks than you were hyper specific DPS mains.

OQ uses the same logic, but it’s not role specific. Which is why you can just one trick someone for a while, but then there’s a wall. You found the people who know how to play around that character.

Now, finding a 100% ideal match doesn’t happen often, so that’s pretty much how it goes. You could wait longer to find someone with 80% or more similarities also queuing for what you are. Or you throw that 50-60% good enough, because they’re constantly there and makes it quick playing.

“How big is your tower of time? Oh, looks a lot like this dude’s. You should fight.” - MMR
Win/loss streaks are not in this yet, this is just how it starts. Modifiers are beyond me, but they are there. Group MM is also a headache, and if you play with them often it’s another layer of headache (as an example)

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Is there any literature on this?

Plenty, and some of it has changed a bit I’m sure. But this is just a collective of what they’ve told us over time summed up for your convenience. I got this from dev videos (they used to do a lot more) and official posts.
I can’t point you in any direction specifically, but I can tell you this all came from the mouths of officials over the years. Which is why it’s worth nothing some it has almost certainly changed. And they never told us a lot about the modifiers, just that they put them in and they take effect when needed.

It works the same as comp but it is just more relaxed with how wide it can put people together.

And also as QP allows people to group without mmr-restrictions, they’ve adjusted the matchmaker for that.

ie. essentially you can think of QP the same as everyone, even solo players, would be in ‘wide-grouping’ pool in competitive.
While being less strict on matching players, or, prioritizing queue times over match quality put in another way.

The only rule that applies is the 50% Win Rate for QuickPlay

So you can win a few games, and then lose some others

And this is not entirely related to Stomps, but it kinda is; but lets just focus on somewhat Close Games

The algorithm needs to know every player’s MMR to predict the outcome

And that’s it

If you end up on top of a negative result, the algorithm will raise the bar for you in the next game

And having said that, the composition of that lobby is 100% relative.
You could have a Higher rank lobby, or just lower teammates

In any case, the result should be as expected

I agree with the 50% winrate rule from QP.
It keeps everyone with the same share of fun in the game

… what it shouldn’t happen, are those intaVictory full hold W stomps, respawn simulators, kind of games

Generally, I find my QP games to be such that the spread is fairly tight. If there is a master avg, its like GM + diamonds at most.

The biggest screw over to match making is stacks. Those are not made by the match maker itself really. Its an additional restriction humans put on the match maker that it has to figure out how to get around.

It’s like I’ve placed diamond tank/support regularly, but I often had to play with silver/gold players in this for stacks.

you just have to worry about yourself although yea, i can usually tell who will be outclassed. once in a great while im surprised by turnarounds but usually its written right away especially in the tank-support matchup heh

had a match right now where i tried to kill a zen while a lucio tried to save him had both of them occupied for a while but yet somehow my tanks died with supports… im like !~?!?

My case could also just be people practicing champs they typically done play, or people not realizing they are being countered on tank by a sombra/jrat. I don’t really communicate in QP at all so there is certainly a lot of ambiguity.