I made this post before, or I thought I did, but I can’t find the post. So I probably closed or something without posting. Therefore, I’m going to type it again.
Hello OW Devs.
I was watching the inverview with Aaron and Alec and it gave me an idea that I was hoping was worth trying in your future 6 v 6 testing to hopefully get around the queue time bottleneck.
The idea is basically moving Role Selection to being post Match Queue.
How I imagine this working is you queue for a match just like you did Pre-Role Lock.
The queue matches people based on the averaged rank between all thier current ranks in all roles with more weight being given to the highest rank that person holds. (There are a lot of skills you learn that aren’t necessarily reflected in the ranks you hold as you reach higher levels of play like good positioning, engagement timing, ult tracking, skill cooldown tracking, target priority, space taking, making use of taken space, etc. That’s why I think the highest rank of a player should be given more weight in the queue. What the weight split should be, I’m not sure. That’s something that would require testing and iteration.)
When 12 people of about the same average rank are found, the queue “pops” bringing the players to another screen. I imagine this screen having an image or logo for each role with a “#/2” below it with the pound sign being the amount of people who have already chosen that role. Voice and text chat will not be available here to avoid players pressuring eachother into playing a given role.
After the Role Selection, players are then brought to the character selection screen for thier chosen role. Team communications are made active here here for composition and general discussion.
The match plays out as normal with the win or loss being applied to only the Role selected for that match.
This idea isn’t flawless. It definitely has issues, the biggest one being that players might not get to play thier prefered role every match. However, I think the massive benefit to the queue times while maintaining Role Lock in a 6 v 6 game format far outweighs the cons.
So I think this idea is at least worth trying in the upcoming 6 v 6 tests.
Thank you for taking the time to read and consider this suggestion.
Best Regards,
TheEmptySkys