pulitalygroup.it/includes/467/dege-applicazioni-iphone-spia.php Ultimately, we do want to increase participation in Team League. When do you plan to introduce hero swapping to ranked play, if at all? Hero swaps are one of the most commonly requested features from the Heroes community for ranked play. We discussed this in our April AMA as well which you can find here Since then, we've continued looking at the roadmap for ranked play.
We do have plans to include hero swaps into draft phases for ranked play, but we don't have a timeline for when we'd expect that to come online. When we do decide to include it, I think it's very likely that we'll introduce it through Unranked Draft first, and message it well in advance. There are pros and cons with hero swaps, particularly for less experienced players that may be pressured to select heroes they are unfamiliar with for the promise of swapping later. When a player is only comfortable with a handful of heroes, it's difficult to want to hand control of your pick choice over to someone else.
We've considered a few options: Adding Hero Swaps but disabling them below a certain league Allow players to lock-in their hero selection in the order they choose I'd be interested in hearing some of your feedback on these ideas, as well as any suggestions for this feature.
Having an AI team mate is a significant disadvantage. In situations where a player deserts their team they will be punished appropriately, while their teammates will have no points deducted for that loss. If the undermanned team wins with an AI in-tow it does happen occasionally!
Do you have plans to show mmr to the players and when would that be? We have a new visualization of hero performance that helps reinforce the MMR means. I don't have a date for the release of this feature just yet. As we get nearer to its release we'll be sure to get a blog post up that describes the system, and the changes that will be coming along with it. Do you have any estimate as to when we will see performance-based matchmaking in the game?
Of those, Loss Forgiveness is the first in line for development, while Performance Based Matchmaking will follow shortly after. I can't commit to an exact timeline for these just yet. When and how do you plan to fix them? You've touched on a few different topics so I'll do my best to try and address each of them. We are currently aware of the challenges that minor regions experience and are investigating ways to create additional incentives for players to participate in these modes that are facing challenges.
Being able to queue for multiple modes is an interesting idea and compelling. However, there are many challenges that come with that. For example, when a player is eligible for matches in different queues, what happens? Is it a first come first serves? What happens to the other 9 players in a match you choose to not go into? We have a holding mechanic that allows players of higher ratings to place a hold on players they feel they could make a match with in the near future whoa A change like this would have far reaching impacts across numerous game modes and potentially create scenarios where all game modes would have a degraded performance.
Don't get me wrong, I love this idea and it has been discussed within the team. However, when we make changes to the matchmaker, we validate our changes across historical data for the the population to understand the impact of the changes. With a change as complex as this we would have to verify that all game modes observed a net positive in terms of quality of games as well as queue times.
In terms of duo queuing see here I agree, the game is very enjoyable with friends and I assure you we are very much invested in trying to improve the experience for our minor region heroes I get tired of losing points and having to play low-priority. Also showing MMR would shed a lot of light and transparency on how we are matched. Currently we observe there are a small percentage of players whose MMR and Rank Points have diverged.
As a result, these players end up in matches like the one you described. However, it is important to note that both MMR and Ranked Points are used when determining which players get placed into a game. Because of the divergence previously mentioned, GM players may see a lower ranked master player in their game when, in reality, that player has a higher MMR than his current rank. We are investigating potential solutions for how to reduce this divergence. In regards to displaying MMR to the player, please refer to the following reply that has more details.
I kind of find promotion and demotion games in the same league annoying. Going from Plat 2 to Plat 1 and vice versa, they don't make much of a difference to me.
My question is, are you so far happy with this, or do you plan to change anything here? Like only making promo and demo games between leagues. I tend to agree. I feel that moving between divisions shouldn't require this an additional layer of ladder anxiety.
We don't have that on the schedule at the moment so I don't want to promise a timeline for delivery. What plans do you think will be implemented this season? The Season 3 patch included a ton of changes to Hero League, though not all of them are player-facing. We're still planning on making improvements to matchmaking rules, but right now, we're focused on fixing bugs, and improving our matchmaking data collection.
For example, while investigating reports of rainbow matches in Hero League, we uncovered an issue where players will very rarely incorrectly ping lower to a region outside their own when they have "best site" selected in their options menu. When this issue occurs, a player will make matches on that server, which may have different matchmaking rules that allow for rainbow matches to occur. We're currently in the process of resolving this issue, which takes priority over feature development. For Season 4, we plan to continue examining the quality of matches as well as the end of season impact of Rank Decay.
Our feature development efforts have primarily been focused on hardening the Quickmatch matchmaking experience.
Here's a quick list of some of the changes we're considering for the future: Preventing returning ranked players from placing higher than Diamond 3 each season-roll after placements. Reducing the number of placement games required for returning ranked players. Separating out the regional GM ladders to allow players to rank up within their local playerbase and matchmaking rulesets. Adding draft swaps for Hero League. Further extending the Rank Point Decay to affect additional leagues. Any thing that can be done to reduce negative experiences for people who don't play a lot of games.
A drop or troll player is annoying but generally balances out for people who play a lot. This touches on a lot of the things we are currently working on to make the experience better for everyone: Our aim with this is to make those games not count against you anymore, so you are not punished for having to complete a game in that situation, which should lessen the negativity felt for it you still had to play it, which is a tough situation, but the result of that has been negated, and the leaver suitably punished.
As we work towards switching to showing MMR for some or all our leagues, this should remove that negative perception, too. Quick Match When people are given quick match games which are 5v5 assassins, or games that feel like the balance of the players or heroes is off, this can reduce enjoyment as well, so we are working towards hardening the criteria for team composition to make the mode feel both more enjoyable and more like our other queues.
Are you planning on making that information available somewhere handy such as in-game? Once we are in a place where we think and hopefully you also think! How does matchmaking work currently in master? It feels like before grandmasters are up, it was different. In 2 first weeks of season I was matched with k players having 3k and then when grandmasters were announced i was started getting And quality of matches were much lower. Does this work on purpose because of lower playerbase in masters and harsher requirements for grandmaster players? Whenever Master players are considered, the matchmaker will first try to make a game with players from one division, before expanding the search to the adjacent ones.
This spread will only be allowed if all players to be put into a match have waited in the queue for at least 4 minutes. Currently, the amount of rank points a player has inside a single division are not taken into account by HL matchmaker, so the games you have described were formed based on the MMR of the players involved. The decay standard now seems to be a bit long. We are always looking to iterate on changes we make to Rating and Ranked Decay. We are monitoring the impact Ranked Decay is having on Hero League. The decay timers may be adjusted as a result. However, we won't be making any changes to the decay timers in the middle of a season as we want to ensure all players are aware of such changes before they play their placement matches which is when the decay timers get initialized.
We are working currently on hardening the rules for roles in Quick Match. We are implementing ways in which we can make sure that people who are picking roles with low demand are more effectively informed that there are roles in demand right now that they could fill. What are the metrics for expected match quality in HL and TL? Is it limited to keeping the chance either team wins close to 0. If so, how are those weighed against each other? For example, would the matchmaker consider a match between some team A and some team B where it estimates exactly even odds of winning, where team A has a player in bronze and a player in GM better than a match of all GM player and Master players in both teams, where it expects one team to win with 0.
I love stats questions! Our Matchmaker uses several criteria to find a winrate. These include, but are not limited to: The game quality seems worse this season then any other season.
Are the matchmaking changes this season being reviewed as an improvement on your end? I'm used to minute queue's max in previous seasons. First of all, congratulations on your ranking in Hero League! The match quality is something we are actively iterating on. We track numerous parameters for each match and monitor them actively. When comparing some of these parameters against last season across the entire population, we have seen a significant reduction in the difference between the highest and lowest MMR within a game, as well as the difference between the highest and lowest rank within a game.
However, we still observe some outliers and it is something we are monitoring. As a result, if you end up with Master players in your game, you should only have Diamond 1's or GM's in the game, but never both. This can result in higher queue times. Why is Hero League seeded from Quickmatch, when they are fundamentally different game modes?
This has led to all kinds of abuse over the years with people purposefully cheesing QM for a higher HL rank, as well as being basically the sole reason for the common complaints of a feeling of inconsistency in the "game knowledge" of teammates at any given rank in HL. QM is a fundamentally randomized and unpredictable environment. As such, it gives players a warped sense of what balance is, how to form a team comp, and the meta. What makes that a good seed for HL? Is it unreasonable to just make Unranked Draft the only seed? UD is fundamentally much closer to HL in terms of the skillset and game knowledge required for success, so it is an infinitely better predictor of how someone will perform in the HL environment.
What is the current form of decay supposed to accomplish? For one, it doesn't kick in until you've finished your placements, so people can just wait and do their 10 matches at the end of the season to avoid decay entirely. And two, It's not aggressive enough for how short our seasons are. Playing one extra match every 20 days is nothing when the seasons are only a few months long to begin with.
One of HL's biggest issues over the years has been that the "bare minimum" of matches you can play to keep your rank is just too low, and this doesn't really solve that problem. Generally when you begin playing HL in a new season, there are 2 cases. In the first scenario, a player has played HL in previous season, in which case we will use your rating from that season. In the second scenario, the player has not played in the last season. The order in which we would look at the queues is: We changed the algorithm with the last season roll. In other words, the issue described in the post you have linked should be resolved.
Have You guys considered to cover the AMA online in the future? The biggest problems that occur with matchmaking seem the be around the "failure mode"s, where the matchmaker fails to find an appropriate match in the required time, and makes a wildly inappropriate match right now.
Is there work on the way in degrading that more gracefully? This would result in sometimes you being pulled into these matches being made at another players cutoff point. That is probably what you were experiencing, and we agree that this wasn't the best experience for the player. As a result we have made some improvements to it this season for Hero League. Each player now has their own search criteria.
However, there is still a maximum cutoff of 15 minutes before the matchmaker makes the best possible match it can. This is currently live in Hero League and we are monitoring the experience.
How do you feel about the current state of "solo laners" and how do you feel about the current state of pocket picks like Murky? For the most part, we think this is an interesting role for the team and as these are typically bruiser characters, they fit well into many team compositions providing a second frontline character.
In general, we see a decent variety of viable solo laners, but there is a lack of ranged character involvement. This is mostly okay but seeing a wider variety of heroes involved would probably be an improvement and something we can chase on the design and balance side. A general rule of thumb here would be that the more a hero forces the other 9 players in a match to drastically change their play, the more cautious we are about that hero being overly common.