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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

    Posted 3 years, 8 months ago (Source)

    That's not what Mike Donais said. He said your MatchMakingRating WAS your Visible Rating.

    "is the MMR a hidden number or does it just use the visible Rank points as MMR?"

    "[–]from mdonais sent 10 months ago Visisble only."

    [misspelling was like that].

    Blizzard's 2 number MMR systems have been notoriously terrible.

    The best part of BGs system is that it is transparent.

    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

    Posted 3 years, 8 months ago (Source)

    What's the problem you are trying to solve by having separate numbers?

    Is it the new player experience of having 4k points and it takes forever to get to 14k for new players?

    Isn't that solved by the reset? (Especially if the plan is to do seasons).

    I've never understood why you can't just reset everyone to 0 at the start of the season and let the results speak for themselves.

    Why do you want to put in place a system that gives an advantage to some and handicaps others?

    BGs isn't a game like Hearthstone or HOTS where the winning outcome is binary. It's understandable to want to let players of higher skill excel quicker in those circumstances.

    But in BGs, the better players do excel quicker. They get more 1st places and higher finishes.

    You don't need a placement system in HS BGs. Just reset every season and let the better players rise.

    The main point is to allow for visual progression without sacrificing matchmaking quality.

  • Iksar

    Posted 3 years, 8 months ago (Source)

    Lmao. Blizzard literally just called their player base too stupid to know better.

    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

    Posted 3 years, 8 months ago (Source)

    Slightly off topic, but can I ask your thoughts about the damage levels in the game currently? Being hit for 22 damage mid-game as the third strongest in the lobby because you matched up with someone who power spiked is awful - hell being hit for a quarter of your health by someone who had crowd favourite & another 3 drop survive on 1hp on tavern 4 is awful.

    I know battlegrounds is intended to be faster paced than most auto-battlers, but have there been experiements with changes such as all minions do 1 less damage to see how it plays out? I think a lot of the fun is scaling into a late game build and how you transition that, rather than just trying to hold on for dear life through turns 7-10, praying you don't come against the two snowballing guys, and hoping you can hit something in the meantime.

    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

    Posted 3 years, 8 months ago (Source)

    u/iksarHS

    please consider reversing this and not allowing 4 man squads to queue into ranked against other solo players. It is destroying all competitive integrity that this game has to offer.

    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

    Posted 3 years, 8 months ago (Source)

    Can you share how rating reset will initially work? Is it a soft or hard reset?

    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

    Posted 3 years, 8 months ago (Source)

    I really dislike the separate numbers MMR system.

    It was the bane of HOTS. It also was an issue in early Hearthstone, where you could streak 5-1 and end up playing Top 100 Legend players while not being Legend yourself.

    The 1 thing I REALLY liked about HS BGs MMR was that your numbers WAS your MMR.

    P.S. In fact, I'll go as far as to say, the one thing I TRULY HATE about Hearthstones current STAR system is that the Bronze-Diamond ranks are 100% MEANINGLESS.

    It also creates a problem that it is easier for me to hit Legend when I get a 10X multipler than when I get an 11X because I face easier players which means I can keep up a winstreak and play fewer games getting into Legend. With the 11X winstreaks are more infrequent, and even those I still have a X2 multiplier in the last 5 Diamond ranks, I end up playing more games.

    What I am saying it -- Blizzard has NEVER made an MMR system that uses 2 separate numbers that feels good, or intuitive, or fun. They typically feel punishing, and the player can never figure out exactly why (Hint: It's because the number they see isn't the number that they're being judged by).

    I like most of the changes you guys are proposing for BGs...

    ...but please keep it to a 1 number MMR system. Your MMR should be the MMR you see.

    It's the simplest and most intuitive to understand. (It's also the fairest imho).

    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

    Posted 3 years, 8 months ago (Source)

    Thanks for the response.

    I don't think merely adjusting MMR for grouping will work well though. Say you find that grouping at 10k should be -10%mmr. All you'll have is the average of all playstyles in that MMR.

    That will likely mean we'll still get an advantage if we communicate and quad stream vs average at 10k+, and the people who just want to play in the same lobby and don't screen share and do all that communication will be penalized for grouping.

    And, most importantly, it does not address how unfun AND unfair it is to be a solo queue player in a 4v1v1v1v1. Not sure who this "feature" is for in ranked play.

    This also does not address the ability of a group to favor one individual's MMR over the rest of the group, so that while group gains may be normal on net, the leaderboards will still be gamed in a way to systemically disfavor solo players.

    Glad to hear MMR resets will finally become a thing in BGs though!

    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

    Posted 3 years, 8 months ago (Source)

    I'm honestly not convinced that grouping in Battlegrounds has much of an advantage in a normal sense of play, especially compared to other games like HOTS and LOL, etc. The advantages are mostly minimal in a normal context.

    Where it is most exploitable is in people INTENTIONALLY GAMING the system to "wintrade"/powerlevel a single account to higher MMR. (This will become a bigger deal with Rank resets in the future, but not so much right now).

    This would extend to abnormal play, like--

    --not putting out units
    --arranging units to ensure least amount of points lost between friends.
    --feeding units to friends (Rafaam)

    The exploitation seems to be a bigger issue when MMR is on the line.

    I don't think much needs to be done right now. But when rank resets happen, it'll be far too easy to powerlevel a single player's MMR with the way groups currently work. (Think back to the way old HOTS MMR worked when powerleveling a fresh account into Masters).

    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

    Posted 3 years, 8 months ago (Source)

    There's something that I don't understand about the first solution of putting groups of 4 up against higher skilled solo players, so their average placement stays the same. The largest group of players who would likely make use of/abuse quad queuing are at the very top of the game. They're leaderboard players who feel like playing at an advantage is worth the effort of setting up groups of four (which so far has seen like very low effort), or at least very close to there.
    A solo player at 12K might face quad queuers who are 9K-10K, so their average placement is the same, but who do the high mmr quad groups run into? There's nobody above them to queue into, so I think this "fix" leaves the most important, most problematic group completely unaddressed.

    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

    Posted 3 years, 8 months ago (Source)

    There is an inherent problem if there are no sufficiently higher skilled players than you for those who are competing for the leaderboard. I'm also not sure it's a good assumption that an x% more skilled player will actually be able to succeed at the expected rate vs. a group, if the group is able to get a big enough advantage out of it. That is, if the marginal power increase of being in a group is higher than that gained by a reasonable amount of skill differential. To answer that question would certainly require the kind of data that y'all are collecting (and we'd all love if you shared it) this patch, of course.

    Finally, it seems weird to me to equate expected placement with expected game experience.

    The adjustment for x% more skilled player vs group will be a calculation based on real data. It should be accurate.

  • Iksar

    Posted 3 years, 8 months ago (Source)

    What's the point of rating reset if everyone's hidden rating remains the same? It just seems like a facade to make people grind to their hidden number again. It doesn't change anything except the visual rating.

    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

    Posted 3 years, 8 months ago (Source)

    Okay. That makes sense.

    But it def seems like we already have visual progression. There's a number. We see that. It goes up.

    Couple thoughts:

    1) Is this a concern of hitting an MMR plateau where its no longer advantageous for high MMR players to continue playing? (We saw this briefly early in the life of the game where 1st place was awarding virtually no points. That was quickly changed).

    I could see that being a concern.

    However, doesn't resetting every season just fix that?

    2) In HOTS, it was always frustrating not being able to see your MMR. This frustration has been replicated in the new Bronze - Diamond.

    For players that were not GM level, you never really knew where you stood. You didn't know if it was just being constantly grouped with bad players or if you were actually a bad player. The system wasn't transparent enough. Also, as one got better it was difficult to rise up the ranks. (Many people just created entirely new accounts when they got better because it was easier to rise in rank with a fresh MMR).

    With HS BGs, at least new players can see they are 4k, and after playing a few games can see and understand what it takes to get to say 5k, and then 6k, on to 15k.

    There's no confusion.

    And the current system is intuitive. I'm not sure why you'd want to change that.

    3) As for using Bronze-Diamond HS standard ladder as an example:

    HS (standard ladder) has replicated some of the frustrations with its implementation of the current Bronze-Diamond ladder. Your rank 'Bronze, Silver, whatever...' has no indication of your actual ability. It's basically just a 'loot delivery system.' Bronze: I get my 1 pack. Silver: I get my 1 pack and 1 common. Legend: I get 5 packs and an Epic and some rares.

    The ranks of Bronze - Diamond are meaningless in terms of ability.

    The only thing that matters is the hidden MMR that we can't see.

    You say the point of this change is visual progression and use the current HS Ladder Bronze to Diamond as an example. That's exactly what scares me. That ladder system, as far as a ladder system goes, is...not even really a ladder.

    The HS Bronze - Diamond system is LESS transparent than any previous Blizzard system I've seen before.

    (Maybe I'm missing one. But I've played a lot of Blizzard games. It's up there with WoW's iLvl scaling and PVP scaling--both things implemented to make things "simpler" and only did exactly the opposite. Although, I will say as a loot distribution system, and a generally friendlier sens of progression (even if its meaningless) the new ladder did accomplish that. It's just not a good foundation for a competitive ladder).

    However, it is now easier to get into Legend and less of a grind to grab rewards (like, casuals are no longer permarank 5, because there's incentive to get Legend and the grind is easier).

    But the real ladder is the Legend ladder.

    Unlike the Bronze - Diamond ladder, the Legend ladder is fairly transparent. You don't see the actual numbers, but in general terms, the higher up you go, the tougher opponents you face.

    4) Weighted MMR.

    My concern is that Blizzard's ladders like this (with the 2 number system), that try to match and correct MMR to put players in the place that the ladder system thinks they should be has always caused more conflict, been more secretive and confusing as to what's going on, and does tend to favor some players, while punishing others, even given the exact same circumstances.

    I just really want to emphasize -- there is no reason to have a system in BGs that favors higher level players and keeps middling players down (which is what many of Blizzard's MMR systems tend to do, especially over a long period of time. Even HS BGs early 'placements' did this as well. That first week, if you didn't streak the first handful of games, it was exponentially harder to grind games after--meaning it was advantageous to just start a new account).

    Current HS Legend Ladder and BGs are great.

    I'm hedging here a lil, and saying, 'if it ain't broke, don't fix it.'

    I like what you guys are doing and a lot of the changes sound positive. I also like hearing that you're working on toning down dmg in the midgame. That's probably the overwhelming majority of the issues that results in FeelsBadMan. I just grind my teeth when I hear you wanting to make the BGs ladder like the HS standard non-legend ladder. It's really not a ladder.

    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.




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