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Discussion: How critical is the 4-person group queue problem to competitive hearthstone battlegrounds in the future?
Good Morning,
I am bofur_hs, very recently new streamer (literally 2 days ago) and recent 13k player (proof: https://www.twitch.tv/bofur_hs/videos). First, I should say that I love this game: the process-oriented thinking, the even playing field for all players (on average), and the high-variance optimization problem that it presents. It is a wonderful game mode for solo climbing and constantly trying to improve.
That being said, this new patch is introducing a new element to the game mode - group queuing. Now, I do not cast any shade at any of the dozens of high-elo streamers for using the system that blizzard has put into the game, but is this really the direction we want a competitive ladder to go? Within 1 day of the patch dropping we saw a large sum of twitch streamers on the upper end of the bracket (12k+) partying up and trying to optimize group strats.
Now I have quite literally created a reddit account for specifically this patch....to make this post and reply to others. This is a critical problem for this game. Why are we creating an atmosphere where playing solo (which is the way all hearthstone has been done for the entirety of its existence) is a significant disadvantage to group queuing? WHO IS ASKING FOR GROUP QUEUES??? Nearly every streamer I watched join groups has reluctantly done so because they have to do it. Is this good for viewership? for tournaments? for the average player experience?
If group queuing is so popular that blizzard needed to implement it, then there should be no problem separating the lobbies for only 4v4 groups. If its not popular enough to find even matches of 4v4 queues...... THEN WHY IS IT IN THE GAME?
I dont know, but if now is not the time to organize the passionate community to either revert or change the implementation of group queues then I don't know when is...
Honestly, I do not know if the competitive ladder scene survives a group queue meta. It will be cumbersome and exhausting for people to only be able to queue top lobbies with friends online and will even further exacerbate the wide mmr searches at non-prime hours (its already really bad at early morning hours).
Iksar
There are two numbers. Sometimes there are situations where you put into a game where 4th place should technically lose you rating because of the ratings of other players in the game. Having two numbers allows us to still give you points in those situations (because that is intuitive to most players) and then adjust for it over time. There are some other small advantages to having multiple numbers, though it is a very common practice among almost all games that display a rating. Your real MMR number lies somewhere between -6 an 6 if I remember correctly.
Iksar
The main point is to allow for visual progression without sacrificing matchmaking quality.
Iksar
It's just an awareness thing. Most players don't read this forum, don't read patch notes, and a feature that has no front and center UI in the game client is just invisible to them. The average reddit user knows the concept of grouping exists because it's a subset of players who are so engaged in the game they go online and discuss it with other enthusiasts. This isn't to say that one group is more important than the other, it's a view from a different perspective.
Iksar
We are planning to playtest soon with hero level + 1 damage per card with some hero health adjustment to see how it feels. Unrelated, we have also been playtesting with a variable health system that boosts lower powered heroes by a small range of health. You might have to choose between a 47 health galakrond or a 40 health rafaam and maybe that is interesting. It’s gotten mixed feedback so far.
Iksar
We have two core goals directly relating to group queuing. One is to allow you to play with your friends when you want. The other is to create a fun and fair experience for all players involved in a game. Ideally, there is a solution that allows for both of these things to happen.
There are a bunch of potential solutions to solve group queue issues relating to competitive integrity. The TL:DR is there is some data collection involved in understanding the kind of advantage group players have over solo players so we can accurately matchmake and rating adjust. Once we have an accurate baseline of the advantage different skillsets of players get (4k, 6k, 10k, etc) by grouping together, we can adjust the matchmaking rating of those grouped players to create a fair experience. There are many more details about how the end of game rating calculation would work, but the general idea is that whether you queue up into a game with grouped players or solo players your expected rating adjustment end of game would be the same.
If this doesn't work for whatever reason (actual or perceived fairness), there are many other paths we can go down. We can disable group queue, disable group queue about a certain MMR, only pair groups together, create a separate queue, etc, etc. All of these solutions involve some amount of downside that we'd like to avoid if there is an alternate solution with minimal downside.
Beyond 18.2, we have plans for a rating reset in 18.4 and we will reset again every major battlegrounds patch. Rating reset will also likely involve some iteration based on player feedback, so we'll continue to adjust until players feel like we're in a good place. In the interim, hope you are enjoying BG and I hope you get really big pogos.
Iksar
Matchmaking Rating: Your rating that we match you with Visual Rating: Your rating you see on your account
When reset happens your visual rating will go to 0 and your matchmaking rating will stay the same. You will progress from 0 for 30-60 games until you matchmaking rating and your visual rating are roughly aligned, at which point you will stay the same rating unless your skill level improves.
It's very similar to how the star rating reset system works in constructed Hearthstone. We feel like that system was relatively successful because hardcore users zoom through the system pretty quickly and less hardcore users get to play in a system that is mostly progression based. It can feel pretty crappy if you are new bg player and your experience is just tanking your rating for your first X games.
Iksar
BG does have two ratings. One is your real skill level that sits in the background and one is a visual rating the player sees that inflates slowly over time.
Iksar
The first point I think is true, I was actually discussing today with other designers and analysts if it's a 'problem' they've tried to solve. Having a greater advantage to playing in a group because you do it better than other groups I would guess is true of any game you can queue with friends.
As for the rest, if you are a solo player who queues into a group, the expected result of your game placement should end up being the same. I think that the overwhelming majority of solo players will not know or care if they are playing against grouped players, but ideally in the cases that they are aware they aren't in a disadvantaged position because they are individually much higher skilled than the grouped players they are playing against. You could argue that playing against a group of 4 is unfun regardless of what the outcome of the game is, but that is somewhat subjective. Implemented appropriately, I think it does adjust for the solo player in the 4v1v1v1 scenario so I'm not sure where you are coming from.
And for the last point, we're talking about exploitation. We have some things in place to find and displace players taking advantage of the system through unfair play but I don't like to talk about these things in detail because it makes working around those solutions easier.
Iksar
There is a lot of data and research to suggest that partying in games does not offer nearly as big of an advantage as players perceive it might give, however, perception matters a lot :).
Iksar
There are many 'what about x' scenarios that are hard to cover in one post. In this scenario, the 12k players don't face higher rated players (because they don't exist), but their rating would still be adjusted to account for being grouped.
So 12k players queue in a group of 4, we adjust their rating to (example) 14k because they are grouped. They match with a bunch of other 12k players because those are the best players. If the group of 4 players does well, they gain less rating than normal because they beat players who were 2k worse than them (14k vs 12k). If the solo players lose, they lose less because they lost to players who had a 2k matchmaking rating higher than them (12k vs 14k).
While in terms of fairness I think this math works, it can still sucks to be disadvantaged in terms of win/loss potential at the high level. These are also players who are the most aware of when they are playing against solos or groups. For this reason, we discussed potentially making group queue disabled above X MMR, but I'd like to wait and see before taking that step.
Iksar
The adjustment for x% more skilled player vs group will be a calculation based on real data. It should be accurate.
Iksar
You are correct in that most rating resets in games are mostly a human psychology thing. It feels better as a newcomer to start at 0 at slowly progress upward to a plateau that it does to start at a number and immediately fall downwards. Most games I play, including Hearthstone, also have some sort of inflationary mmr system so that even over the course of a given season the amount of rating in the system is slowly inflating so that even once you reach your plateau, given expected winrate the entire populations visual numbers will climb. This is also true of placement matches in most games. If you think about it, it doesn't make much sense to base your new season placement based on a small sample size of matches when the game might have months or years of data to base your placement on instead. They mostly exist for the feeling of a fresh start.
Iksar
You will still see one number like you do now, you’ll just start at 0 each season. After 30-40 games, your number should catch up to roughly where it should be and you’ll experience a ranked system (one visible 4 or 5 digit number) that is identical to the one you are in now. We only plan to reset every 4 months so if you like the current system I think you’ll like the new one, too. It’s pretty similar.