The math behind stomps and why they happen

The first step is to assume on average there are 2 players per game having an “off game” this number fluctuates higher at lower ranks and lower at higher ranks as the consistency starts to become better.

In a 5v5 game, where two out of the ten players are bad and are randomly distributed, we want to find the probability that both bad players are on the same team.

First, the total number of ways to assign the bad players to any team can be represented as selecting two spots from ten (one for each bad player). This is a combination calculation:

Total combinations=(102)=10×92=45\text{Total combinations} = \binom{10}{2} = \frac{10 \times 9}{2} = 45Total combinations=(210​)=210×9​=45

Now, the number of ways to assign both bad players to the same team (either one of the two teams) is to choose two spots from one team (which has five spots):

Combinations for one team=(52)=5×42=10\text{Combinations for one team} = \binom{5}{2} = \frac{5 \times 4}{2} = 10Combinations for one team=(25​)=25×4​=10

Since there are two teams, the bad players could be assigned to either team, so we multiply by 2:

Total favorable outcomes=10×2=20\text{Total favorable outcomes} = 10 \times 2 = 20Total favorable outcomes=10×2=20

Therefore, the probability that both bad players are on the same team is:

Probability=favorable outcomestotal outcomes=2045=49≈0.444\text{Probability} = \frac{\text{favorable outcomes}}{\text{total outcomes}} = \frac{20}{45} = \frac{4}{9} \approx 0.444Probability=total outcomesfavorable outcomes​=4520​=94​≈0.444

So, the probability is about 44.4%. that one team will have on average 2 worse players than the other team for that given game, meaning just under half of the games should result in a heavily unbalanced game.

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I didn’t take enough Adderall to comprehend this math :sob:

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I took 15mg of it, but I’m supposed to lol.

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Basically, players are inconsistent enough that overwatch is going to be stompy.

Ender isn’t wrong. But there is a second part of the analysis.

If you have games where this is the case, maybe we don’t want mechanics which push give advantages to the currently winning team.

Because it means even non inconsistent setups still lead to stomps.

Overwatch the game is very stompy by nature.

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That’s a possible thing to do, but it then generates the question, what’s better a slight chance at pulling off the win or getting a stomp over with?

I guess I’ll throw that on the pile of problems to fix.

But I wonder if we already talked about enough BlueShell Mechanics.

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Personally I would rather have less of them, but I understand the argument both ways.

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Well, the trick is to be subtle with them.

Influencing things like Ult charge, regen passive, or giving the pushbot a speedboost aura when running back for the disadvantaged team. Etc

Since the goal isn’t an “Accurate Match” the goal is an “Enjoyable Match”.

And “Accurate Match” is merely a component of that.

I.e. The “Perception” of good matchmaking, is more important than accurate matchmaking.

I just had an off game as Toga yesterday. I know the forums do not believe me, but this is so unbelievably rare. I am usually the best player in the lobby which is not hard if you just vaguely try. But man, I was getting smashed by this Widowmaker. It did not even matter though. I got carried. The sensation is unlike any other. I felt so useless, and yet, so happy. All of those games where I poured my blood, sweat, and tears only to come up short because other people were useless. And then to be the useless person and not even have it matter. Just a free win to complete the “My Hero” collection where I won every single game (are those pay to win?)

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Lol, it’s not just an OW problem, it’s multiplayer games in general with large numbered teams. It’s the very reason why 2v2 is the most popular mode in NBA2K. Less headache of dealing with randoms.

4v4 should be the limit. Less bad players on the team, more teamwork needed to get things done while enabling individual agency.

Kaplan failed this community and his dev team with 6v6 and adding Sombra.

You could just even it up. You don’t need blueshell mechanics, but balancing it so the currently winning team doesn’t have both an ult advantage and positioning advantage would help.

You don’t need to move the needle all the way into blueshell mechanics, to be in a better state than we are.

Good article though, I’ll be happy to read anything more from you.

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Exactly, and enjoyable is subjective, so for me personally more accurate makes more enjoyable but I understand that it’s not the same for everyone. It’s the balancing act of making everyone okay with it that’s hard. I appreciate the toughness of the job.

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Correct.

But if they are engineering a subjective experience called “Fun” then that demands that they engage with the Subjective.

Also, Subjective can be very measurable, with larger population groups.

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Absolutely, and personally I think they mostly do a pretty good job of it. My complaints have so far never outdone my praises so that’s a good sign to me that the game will continue to be fun for me.

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Honestly, it’s upsetting to me that they keep trying to do it the hard way.

  1. Stop using Winrate to Balance heroes. It mostly measures “Time” not “Wins”.
    • https://i.imgur.com/4ksBvjS.png
  2. Balance = Neutralize the SuperOP picks, and the SuperUP picks. Done.
  3. Tierlist = Just ask high ELO Infleuncers what “Pickrate Order” they think would make the most high ELO players Happy. Then use their best judgement to get there without conflicting with the above bullet point. Done.
  4. Add a soft ban system so high ELO can get their novelty fix.
    • https://i.imgur.com/q3x94I3.png

It’s not that hard.


And for the heck of it, here’s a disambiguation of design terms.

I am here to help!

It’s not nearly as complicated as OP made it look.

Assumption: 2 players having an “off game” per match.

If 1 of those players is on Team A OR Team B, what are the odds of the other “off” player also being on the same team?

Team A or B has 4 player slots left. The other team has 5.
Total 9 possible positions for the other “off game” player.

4/9 = .444 or 44.4% (on same team)
5/9 = .555 or 55.5% (on opposite team)

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This is the best TLDR I have encountered lol thank you for helping me!

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THERE in NO MATH there is idiot role called tanks thats why

I can ensure you that no matter your rank, you will have that 4-13 dps at least once every day you play comp.

From silver to top500, it is a problem (I don’t know any bronzes).

Oh definitely. I’m just saying the ratio of players having a bad game drops. Like from 2 players every game to like one player every other game. It will never be zero.
But also that’s why the only way anyone will ever climb is to get better and limit those bad days, and not just blame everyone else. Because sometimes you are the one having a bad game.