What is the Average Playtimel for a Player in Each Rank?

So I had a question recently, and frankly I’m shocked that no one has asked this question before outside of a couple of Reddit posts that are more curious than actually serious (and can’t be taken as useful data in any case): what is the level-or overall hours played-of the average player in any given rank? It seems obvious that as player level or play time increases, so should their rank, but I don’t think that’s the case at all.

To begin with, I’m almost certain that Overwatch tries to place you in gold. If you get placed lower than gold, you’ve probably never played the game before. If you place higher than gold on a new account, you probably have played the game before. Gold is sort of the loose target, and I don’t quite know why.

So, I’m guessing this is happeningL the average player, with average experience in FPS games, gets placed in gold. Over time, they fall or climb to their actual rank and stay there until they lose competitive interest in the game, or have a mental epiphany and actually try to git gud. I would guess that at this point people start showing up on forums and complaining about ridiculous things that are holding their progress back.

As to what data I specifically want, I suppose it’s obvious, but player level is not at all indicative of the actual amount of time they spend in competitive. It is loosely correlated, yes, but with the number of quick play and arcade mode warriors, I don’t think you can use that as an absolute metric. For that reason, I want to make it clear that I’m more interested in the competitive play time of the average player at each rank, but I would be almost as interested to see the casual play time of the average player at each rank, and the ratio between the 2 play times. I realize that smurfs are going to screw up this data something fierce, but there’s not much anyone can do about it, past excluding bronze borders above plat. That could screw up the data even worse, though, so IDK what to do about that.

However, I need data that probably doesn’t exist to back this up. If the average/median player in bronze has more competitive playtime than then average/median gold player, that would be an obvious confirmation. Player level could be substituted if someone wants to use the Overbuff dataset, but what the accuracy of that figure is, I don’t think anyone could guess. It would be a decent starting guess, at least. I should do that, but IDK how at this point.

P.S. An obvious follow-up question to this one is this: if the placement target is actually gold, why is that? Is it because there is a smaller MMR range for QP (they use QP MMR in the absence of ranked MMR)? Or is it simply a mechanism by which Blizzard tries to reduce the effects of smurfing? My personal opinion is that the placement target should be bronze, or at best silver, with a stronger stat-based MMR gain should the smurfing feel terrible.

P.P.S. A bit off topic, but could the devs tweak the stat gain system to favor one-tricks less, at least in the long run? I watch streamers a lot, and it seems to me that OTPs are a little over-represented in masters because of the way stat-based MMR gains work.

If you were to buy a new account and level it to 25 and then queue for comp but leave the match before it starts all 5 times you’ll place like 2350.

Gold is considered by the devs benchmark average for Overwatch.

I’ve personally never stated an opinion on this because I don’t really think starting everyone in gold is great.

Statistically it makes sense because it’s expected that people can learn and adapt to the game.

  • Personally I didn’t start in gold :woman_shrugging:t2:

Pretty much yeah

ROFLCOPTER

Not sure how you’re going to get that info. Interesting question though.

Outliers don’t define the rule. Your sample size simply needs to be large enough to account for this.

Blizz for sure has that data. Whether or not they share it, I don’t possess that answer.

If you go to general chat and use the search bar, you should be able to find at least one of Jeff Kaplan’s dev comments where he states that QP and Competitive MMR are separate and independent.

Even on silver/gold bordered accounts, you can get 50-70 SR per win if you’re dominating your lobbies below 3000 SR.

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The guess I’ve been working with over the years is that, if it’s gold-plat that’s average, then that’s close to the area of least pain for average performing accounts. But total noobs aren’t average performers. So, seed them with any mmr you can (from qp?) and make them volatile to accelerate non-average performers out. Everything else might not be perfect, but it’s decent enough over the long run probably…

Something of note I’ve observed across my accounts (5? 6? idk anymore) with 100% accuracy. One of my brand new account’s first QP games, solo queue, is always in a lobby with extremely low rated players. An account’s first competitive game is always in a lobby with near average performing players. So I do think they understand that new players are not average performers, at least for qp. So it would be strange to me if they just assumed they were all avg performers going into comp for the first time.

If I make a brand new account and consistently play at a masters level, my first placement is gold, and my last placement is diamond. My account places in diamond, and subsequent wins will net like +100sr. So in terms of minimizing pain, when you’re able to play honestly and consistently throughout the whole process (creation → placement), I would say the placement system works decent. I would imagine that if I played like a total robot, I’d place pretty low, like silver, and still have a pretty volatile mmr. Have not tried that though, because throwing games isn’t actually that fun. :robot:

And again, there are still a lot of ways you can screw up that system. Grouping up, playing inconsistently, getting (un)lucky during that small number of placements…

Ya it would be interesting to see. I’m not sure where you would get those stats easily and accurately, either. Like you said there’s a lot that can scuff the data.

If you just wanna say screw it and ignore the potential biases, you could make a bot that scrapes profiles and takes note of rating, level, and total qp playtime at the start of a season. Then at the end of the season do it again for those profiles, subtract the ending qp playtime from the starting qp playtime to get the total qp playtime during that season, vs their total competitive playtime at the end of the season. That gives you a vague idea of the account’s qp:comp, and maybe you can build a correlation…

You’d also have to figure out which profiles you want to scrape. If you’re willing to accept another potential bias you could just use a bot to scrape btags from the forums. Or overbuff. Or anywhere else that displays the btag publically. :sweat_smile:

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