2-2-2 broke QP for casual players, here is an easy fix: queue tokens

2-2-2 is widely discussed and has a lot of pros and cons. Here I just want to address one aspect of it: As it is now it is the opposite of Quick Play and thus breaks the game and fun for casual players like me since invite times between 7 and 10 minutes are just not bearable.

You could say “just go to the arcade and queue classic” but the “classic” there is more like a “6 DDs vs 6 DDs” with no ambition to win on both sides. So that doesn’t do it at all.
And while I don’t have a problem to queue tank or heal, I also want to queue damage at least some times.

So here’s an easy fix (and honestly, I cannot think of an idea why Blizz hasn’t implemented something like that from the start):
Instead of earning loot boxes and credits for queuing tank or heal you should earn some kind of “queue tokens”. This tokens then could be spent when joining the queue and would place you in a priority queue before players who haven’t spent tokens. Those players without tokens would eventually also move to the priority queue but only after a reasonable amount of wait time. This way everybody could still queue damage but players with tokens would get somewhat “normal” invite times again.
Obviously the balance of how many tokens you earn and how many you have to spent shouldn’t be 1:1. Some amount of tokens for queuing 2h straight as tank should enable you to queue 1h straight as damage with invite times below 2 min for example.

At the beginning this would only be implemented for solo QP queuing. For groups it wouldn’t be so easy (unfortunately) but I think it would do the solo casual players already a huge favor and I don’t think it would come with any disadvantage…

3 Likes

That would increase the queue time even more for those who refuse to queue tank and support.
I see what you mean though. It’s a fix for those who do queue for other roles and balance out the queue times to a somewhat normal level for those who queue in different roles. And as far as I’m concerned I’m open for this.
But at the same time it penalises those who don’t play other roles.

People who only queue dps don’t give a damn about the lootboxes. I’m afraid there’s no easy fix where everyone wins in this one, too many people play dps.

5 Likes

They completely ruined the essense of QP with role q.

The funny thing a lot of people think having QPC is the solution. They don’t comprehend how splintering up game modes has repercussions that might not be apparent on the surface.

3 Likes

Literally go and play QPC.

You don’t like 6 DDs? Guess what, neither did everybody else, that’s why we wanted 222 in the first place.

You aren’t doing to get DPS priority queues, you aren’t going to get rid of 222, you aren’t going to get 321 etc etc etc.

Move on and play QPC, or quit.

3 Likes

Considering even the biggest role lock fanboys aren’t happy with it in QP it’s obviously was a move to force people to switch to OW2.

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I’ll play QPC regularly when the add competitive portion to it.

How about instead of system which can be abused (sabotaged), they actually rework tank/healing role?

Playing Tank/Healer in this game is thankless job. Be honest, how many times did you hold that shield on the front line and watching your team mates pass your barrier and just die? How many times did you make space for your team by going forward without your team actually following you? How many times you asked your team “Please guys, protect me from flankers” as a healer and kept dying over and over? How many times Did you get insane amount of healing done and not a single endorsement, nor simple “ty” from your overextended flankers for keeping them alive?

I’ve been in all these situations and if you play regularly tank/support role (Especially in QP), you know what I’m talking about. Players do not appreciate what you do, they all play selfish,and since you’re playing roles which are depended on team (tank/support) it provides negative experience. Many times as a tank I felt nothing more then a simple punching bag, as a healer nothing more then a simple vendor machine. People refuse to work as a team, they refuse to play their roles,which most of the times either tank, or support role suffers because of this (No healing/refusing to protect healers) and after so many games, of course you are going to get bored and say “F-it , I’ll just queue for DPS”.

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Won’t be happening, so play the actual game or quit and good riddance.

The opposite would be the case.

With the choice to either wait long or play some tank/heal in the meantime and then get guaranteed short invite times for damage as well, there would be a real incentive to play tank/heal (not like the 25 credits nonsense) for a lot of players.

This would lead to a much better role distribution over all from which also hardcore “I will only ever touch the damage role”-players would profit and get at least a few minutes shorter invite times than now.
As said, eventually they also would join the priority/token-queue after a reasonable wait time so that they wouldn’t get “blocked” as long as players with tokens queue.

The actual game is classic overwatch. Role locked one is for kindergarten.

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What about people who don’t wish to take part in it and don’t have tokens or just want to play a few dps games?
And try forcing people into roles won’t improve game quality to begin with. You probably have had several dps moiras on your team who refuse to heal didn’t you?

No, the actual game is 222 role queue. Grow a pair of balls and deal with it kid.

No problem, they can just do so and would still profit from shorter queue times due to the overall better role distribution - even if they have no single token and are mere freeloaders of the system :wink:
You see, they would have the longest invite times, sure. But this invite times would still be shorter (probably a lot shorter) then they are now for mere damage queuing.

I’m not so sure dude. I’m no math wizard so I’m not sure how to formulate this.
But when people play less dps and more tank/heal, sure dps queue should be shorter, however there are tokens coming into play then and will cancel out the balance shift you created (for the dps fanatics).

And it would make queue even worse for people who only play dps when people who usually never play dps all of a sudden start playing dps as well cause the queue is fixed for them due to them always playing support/tank. You kind of make dps queue very attractive for different people.

Not too much wizardry should be needed to think this through. Let’s make some assumptions and look at a pessimistic case: 10% players queue tank, 10% queue heal and 80% damage.

In this example the invite times in queues would look like this:
Tank queue: 10% player with 0 games wait time
Heal queue: 10% player with 0 games wait time
Damage queue: 80% player with 7 games wait time

Now let’s assume a token system where the amount of tokens awarded to tokens needed to join a priority queue would be 1:2 and only 20% damage players are taking part in the token system while 100% tank/heal players (I think this is very unlikely but let’s assume your worst nightmare comes true ;-)) are taking part:

If 100% of tank players will queue damage in 1 out of 3 games this will reduce the tank queue by 100% * 1/3 * 10% = 3,33% and increase the damage queue by that amount.
If 100% of heal players will queue damage in 1 out of 3 games this will reduce the heal queue by 100% * 1/3 * 10% = 3,33% and increase the damage queue by that amount.
If 20% of damage players will queue tank/heal in 2 out of 3 games this will increase the tank/heal queue by 20% * 2/3 * 80% = 10,66% and reduce the damage queue by that amount.

With the system and this usage the invite times in queues would now look like this:
Tank queue: 10% - 3,33% + (10,66% / 2) = 12% player with 0 games wait time
Heal queue: 10% - 3,33% + (10,66% / 2) = 12% player with 0 games wait time
Damage queue: 80% - 10,66% + (3,33% * 2) = 76% player with 5,33 games wait time

→ Invite times overall went down by 1,66 game durations which damage players have to wait (23,71%).

In this case at any given time there are 1/3 of 36% = 12% of players in the damage queue who entered with tokens and are thus in the “priority” queue. So this queue consists of 12% of total players (=15,79% of the damage queue) with priority and 64% of total players (=84,21% of the damage queue) without priority. So as long as the priority players who use the token system in the damage queue (15,79% in this example) are less than the overall advantage (23,71% in this example) you can give them instant invites and there would still be shorter wait times for the 84.21% in this queue who don’t use the system at all.
At the point where the overall advantage would be equal to the players in the priority queue you would have to start giving them some invite time, too, so that the other “non system users” don’t have a disadvantage. But that should be fairly easy to implement.

So disadvantage are literally not possible. And in more optimistic cases than this example advantages would even be greater.

No, no token system.

play 222 or play qpc for no queue times.

it’s that simple

Biggest issue in my opinion is you cannot queue for dps and then play a game on tank and healer while waiting or play game of deathmatch etc while waiting, altho they mentioned they gonna allow it to certain extend i dunno if they gonna allow queue as dps and then play game on tank or healer while waiting specificly but PTR is probably soon so will find out soon enough.

I would personally also make deathmatch more rewarding aply xp bonus for playing deathmatch cos every dps player in deathmatch contributes to shorter queue times in quickplay and competitive also for dps.

There should’t only be rewards for locking into tank or healer but also for playing deathmatch instead as example.

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Proof? Oh that’s right.

you have none

Jesus…
All right I tried to follow you and got halfway but started to get tired and lazy.

However I think this quote below is where it all comes down to and is basically the trick you apply (and you could have just mentioned this):

If dps queue time (actually maybe better defined in “queue game” like you did) is 1/2 worth of tank/support queue time (game) then yeah I can see it off course.
So you play 2 games of support and you get one prio spot in dps for example.
And it might not even need to be static, the formula can be dynamically adjusted to find the sweet spot at any time I guess. Could be 1:3 or 2:3 or anything in between.
And that would depend on the balance and token distribution.

Also the number of tokens one can have in his wallet probably needs a lock you don’t want people to crash the queue market lol

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I bet QPC has the problem of too many supports queueing :’) ahaaaa