RQ causes bad matchmaking

You know how you always get players that are much lower SR than you and don’t belong in your matches? That’s because the MM system can’t find anyone else of the same SR to pair you with. And sometimes it makes matches completely lopsided. Say you have a masters player in a 3100 match, but the masters on your team is a support while the masters on their team is a DPS. You’re most likely going to get rolled because DPS is a bigger carry role than support.

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Oh well

Not really, the matchmaker was always bad. Even with RQ gone it wouldnt be much better with the lack of players. What the highest SR player on the enemy or your team picks is basically RNG in both open Q and RQ. The problem I do see with RQ though specifically in QP is that tanking is completely wack, DPS players farming priority passes or wanting to skip Q times to pick Hog, as much as I dont hate RQ I find myself enjoying QPC alot more.

Troll posts getting worse

Yes it always was bad
But role q make it worse for less populated roles like tank to be honest, normally it would just put more dps mains in to fit in after all. Even ignoring the problem with people farming passes in there, so yea rq do make it worse, but main problem is still that it was never really good.

To me this isn’t a RQ problem. This problem has always been in the game - the matchmaker thinks that the average SR being the same is a balanced match…when it really isn’t.

Before you’d get out in a match with too many people wanting to play the same role however and the SR gap would be bigger because the GM Mercy wouldn’t be able to play Mercy when it was already taken, so they played a plat Ana instead. So I’d say the matches are fairer now.

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Yep. This is all true.

Yep.

And yet, DPS players want to make it so support don’t queue as much, which will make the matchmaker worse.

Role Queue was a bad desgin… 5v5 is a bad design… They have no clue…

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RQ made the problems more visible but itself was never a problem. Matter of fact is that OQ was impossible to balance and a dice role at the start of every match. I dont want to lose at the start screen again. Also this problem is only here because the player base is pretty low.

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It’s the opposite, support is the carry role.

Game’s dead anyway that’s why it can’t find balanced matches now when it already struggled when it had plenty of players in the past.

I cant stress this enough, its something I’ve had to repeat on all MM threads, but people still doesn’t get it:
There are not enough players to create fair matches anymore in OW1

RQ just makes it worse because it has an increased gap in SR between team members so the match starts faster and has no discrimination between roles, it only looks on a team average.

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Dude why are you still dying on this hill? RQ isn’t going away unless OWL dies, and it will, so just wait till then.

This is the main issue (Tanks > DPS > Supports); compounding it is crossplay; MMR is not equal between PC and Console. A 2000 MMR score in Console is like maybe 1750 or less on PC. The matchmaker doesn’t adjust for this, and treats the scores like a PC player. Thus with consoles its a double whammy on your team if that slot which is often either a Support, or Tank, or worse a DPS who is used to aim assist, and the match is almost always in the favor of the side with PC players only.

Just curious, bro. What company pays you to make all these negative posts?

Matchmaking is “bad” (regardless of OQ/RQ) because it’s legitimately hard to actually define what a player is in overwatch…the game assigns you a number based on some criteria but that doesn’t mean that pairing you with people who have similar numbers will equate to a balanced matchup

Couple that with matchmaking being the thing people almost always tend to blame in video games and yeah….matchmaking is “bad”

Honestly I feel the game shouldn’t use your personal performance at all. It should strictly be if you won or not that changes your MMR. There is a reason they removed personal performance from MMR calculation at high elo’s. They should do the same for all levels.

Scott Mercer on the subject (source)

When you win a competitive match of Overwatch, you gain Skill Rating, and when you lose a match you also lose Skill Rating. The amount that you gain or lose is calculated based on many different factors, and here’s a quick list of some of the most important ones:

  • If you have a higher than 50% chance to win a match, you gain less for a win and lose more for a defeat. Conversely, if you were an underdog in a match than you gain more SR when you win and lose less SR when defeated.
  • New players experience both higher gains and higher losses than players who have completed a lot of matches.
  • You gain less SR for a win than you lose for a defeat as you more closely approach the system’s mathematical upper limit 5000 SR. (So at very high SRs you do need a greater than 50% win rate to keep your SR stable.)

There is also another factor in determining the SR change after completing a match, and that’s a measurement of how well you personally performed during the match. If you perform well than you gain more SR when you win, and lose less SR when defeated. The reverse is also true, so if you perform very poorly you gain less SR for a win and lose additional SR when defeated. The personal performance adjustments have been controversial amongst the community for quite some time, especially since the calculations for these adjustments are not at all transparent.

The adjustment does create a lot of positive system wide effects including rewarding players who make the effort to play well, punishing inactive players, and more quickly providing fairer matches for new players or those who decide to play a new hero or role. So we spent quite a lot of time examining data over multiple seasons, checking a lot of math, reading a LOT of community feedback, and then doing some deep soul searching about this. Especially at the higher levels of online competition where every point of SR matters, we want players to not be distracted and worry about how to optimize around the personal performance adjustment. They should just be trying to WIN. So after we get back from the holidays on January 2nd we’re going to turn off the personal performance SR adjustments for players in the Diamond skill tier and above.

Suffice to say they like what it provides in most ranks….but they feel it’s no longer as important near the top