Jump to content
FORUMS
Sign in to follow this  
Blainie

Overwatch Blue Posts: Win-Loss Ratios and Support Medals

Recommended Posts

16454-overwatch-blue-posts-win-loss-rati

Jeff Kaplan has been setting a fantastic example for others to follow in his attempt to keep on top of all the feedback the community provides. Check out some of his latest posts on the Overwatch forums, where he discusses the feedback he has received concerning win-loss ratios, as well as the introduction of a new medal for supports.


The first post is a pretty huge one, in which Kaplan goes through some pretty amazingly well thought-out points. The initial OP posted concerning his win-loss ratio of 18-32 since the stats on Beta were reset. He stated that it was beginning to get demoralising, since he simply couldn't win the majority of his games. Kaplan responded really well, walking the readers through his thought processes and what was being done, as well as why it was being done in that way. Check out the post below:

Blizzard Icon Jeff Kaplan on Win-Loss Ratios

+ Show
Hi Koot,

We really appreciate the feedback. For what it's worth, joining a match late should not result in a loss. If it does, this is a bug and will be fixed.

There are a lot of converging factors that here at work. It's a very complicated problem. Most people believe that putting people in matches together is a very scientific process (and parts of it are). But there is so much going on psychologically and emotionally that at times, matchmaking has more to do with perception than anything else.

Ideally, all players would have a 50/50 win loss ratio. I think intellectually everyone gets that. It sounds very reasonable. Or if I said, we're going to have two teams play 2 games. Team 1 will win the first game and Team 2 will win the second game. That sounds pretty balanced. I don't think there is disagreement on this part of the discussion.

Where it gets more tricky is when you as an individual decide to play 500 matches over the course of many weeks. If we were sitting over coffee and I said to you, hey you're going lose 250 matches of Overwatch in the next few weeks, suddenly that sounds pretty lousy. Losing half of your games is not what most players want. Players want to win more often than they lose (this is why we love making PvE stuff so much -- plus we don't let our bots post on the forums...)

Another factor that comes into play here is streaks. If we assume that 50/50 is a good win/loss ratio and you happen to have some good winning streaks it inevitably means that some loss streaks are going to happen. Psychologically, we tend to take note and remember the loss streaks more than the win streaks. Yesterday, there was a beta tester who started a thread citing that they were upset because they had lost 4 games in a row. It was a good thread and I appreciated the player's point of view (hearing their perception is important to us). But it also made me think about the psychology of winning vs. losing. I haven't ever seen someone post in these forums that the matchmaker is broken because they just won 4 games in a row...
 
Now, to provide a little more substance (other than my subjective rambling) we do actively break up matches when we detect players have been losing too much. We don't do anything to prevent a group or team from winning too much, however. Losing streaks are bad and ideally we could minimize these. We try to put a person who has lost many times in a row against players he/she is more likely to beat. We can't always guarantee that win, however.
 
Another compounding problem we have is what heroes players decide to play. All of us are better and worse at some heroes. It's impossible for the game to know that this is the round that you decided to start learning D.Va on. The match is already in progress by the time you might switch to her. Many times we analyze what players have perceived to be an "unfair" match and realize that the skill levels were actually very close but one team played their "best" heroes while the other team played their "worst" heroes.
 
Overwatch is a very team oriented game. There are not a lot of shooters that demand as much team coordination as Overwatch does. This is what makes Overwatch special but also can cause frustration for players queuing by themselves. Obviously, we want to support solo queuing. And we have a lot of ideas how to make it better. But it's never going to be as consistently fun as playing with others who you know and trust. Think about going out on a Friday night. Imagine going out with your 5 closest friends and doing whatever it is you think is fun. Now imagine you asked me to find 5 people for you to go out with tonight. I could be very systematic, strategic and scientific in finding those people for you. Maybe I look for people of similar age, demographic... people with similar interests. What are the odds that you're going to have fun with the 5 strangers I just picked for you? Personally, I have no clue. It could be an amazing time or it could be a disaster. If it's a disaster, you're going to blame me and my methodology for picking. That's the situation we're in here.
 
Another factor weighing in (and one that will cause controversy and ire when I mention it) is that we are in a low population scenario right now. This is by design. We're not looking to support a large population until Open Beta. Lower population situations mean that we're often "looser" in the skill banding when it comes to matchmaking. We have a protected "newbie" pool but it becomes less protected with fewer people (not to mention when people decide to form groups of varying skill and experience levels). Things will smooth out quite a bit once we have more players to match from.
 
I was a very active player in the Hearthstone Alpha as well as Closed Beta. Early on, I was having fun and loving the game. But later, I could no longer win anymore. Hearthstone was my first CCG so I was still learning. I stopped having fun in the small pool because it was full of sharks. But fast forward to today and I am usually somewhere between rank 7-12 at the end of as season (my highest is 4). So as an "above average" player the alpha was rough for me but the live game, with lots of players playing is extremely fun for me. Looking at your stats, Koot, you're a very good player. You're above average and in about the top 25% of the beta player base. So it's not you and some lack of skill.
 
We're going to make some tweaks soon to some things. We're going to look again at Groups and how we match them up. We want to be careful to NOT discourage grouping (we've seen this happen in all of our multiplayer games -- if you're too strict, players feel like grouping is bad and they prefer to play solo). Earlier in the beta we were too strict on grouping and players stopped grouping. We loosened up but we think by too much. We're also going to look at newbies (players with less than 20 matches) and player levels and see if there's something we can do there. If nothing else than to help with the perception of "why did I get matched with this guy who doesn't know what he is doing". Also, we're doing a big pass of re-flowing the new user experience. Right now, the game dumps new players into Quick Play too quickly. They should be doing the tutorial, practicing in the range and playing vs. AI before coming into quick play. We think this will help some too.
 
I know players want more information than this. But like I said, matchmaking can be extremely complicated. I hope you understand how seriously we take our matchmaking ability. We are constantly working on it. It's also really rough because we do experiments while we're in beta that we would not do in a live environment. I know this can be unpleasant for you and cause some strife for that, I am sorry. But we do appreciate you helping to make the game better.
 
--jeffrey

(source)

In the same thread as above, Kaplan noted that the team has plans to introduce a different system for "backfills" than is currently in place. In the beta currently, if you join a game late and lose, you will be given a loss, regardless of if you join with 5 seconds to spare. The team instead hopes to prevent this from happening, while still granting you a win if you join late and end up winning the game.

Blizzard Icon Kaplan on Backfills

+ Show
Just as a quick update, we have not yet fixed the issue that's causing "backfills" to get losses. In an upcoming patch, if you are backfilled into a losing match, you will not take a loss for it. On the flip side, if you backfill and win, we will give you the win.

(source)

The next blue post from Kaplan gave us new insight into the statistics surrounding the ever-complained about Temple of Anubis. The OP posted concerning the choke point on the map in which the defense team can often hold indefinitely, unless you employ a solid strategy and efficient teamwork. A patch was implemented recently that changed elements of the map, so Kaplan posted statistics relating to games played since Tuesday.

Blizzard Icon Statistics on Temple of Anubis

+ Show
For perspective...

As of Tuesday's patch Temple of Anubis is won 49.2% of the time by attackers and 50.8% of the time by defenders.

The first point falls to attackers 76.9% of the time.

(source)

The last post coming from Kaplan was a short, but extremely welcome one. It looks like the final blow medal will be replaced with a support-based medal, in order to provide some more recognition for the non-damage dealers.

Blizzard Icon New Medal

+ Show
We just replaced the Final Blow medal with Healing Done. Coming soon(ish)

(source)

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym
      Today's PTR brings a lot of Hero tweaks and will be a pretty large download when it goes live, as it's a remaster. We're getting changes to D.Va, Orisa, Roadhog, Sigma, Winston, Baptiste, Lucio, Mercy, Moira, Doomfist, Sombra, Symmetra and Tracer, of varying significance.
      PTR Patch September 24 (source)
      ANNOUNCEMENT
      Patch 1.41 is a remaster and will require a relatively large download for all platforms. HERO UPDATES
      D.Va
      Defense Matrix
      Regeneration rate increased from 12.5% to 16% per second Delay before regeneration begins lowered from 1 second to 0.75 seconds Orisa
      Protective Barrier
      Cooldown increased from 9 to 10 seconds Roadhog
      Scrap Gun
      Ammunition increased from 5 to 6. Sigma
      Kinetic Grasp
      No longer blocks Chain Hook and Whip Shot Gravitic Flux
      High gravity effect duration reduced from 1.2 to 0.9 seconds Experimental Barrier
      Regeneration rate reduced from 175 to 150 per second Now has a 1 second cooldown after recalling the barrier Initial 0.2 second cast time removed Winston
      Barrier Projector
      Duration increased from 6 to 9 seconds Health increased from 600 to 700 Baptiste
      Immortality Field
      Health decreased from 250 to 200 Lucio
      Crossfade
      Speed boost’s effect increased from 20% to 25% Amp It Up
      Speed boost’s amplification increased from 50% to 60% Wall Ride
      Speed buff reduced from 40% to 30% Mercy
      Valkyrie
      The extra beams created by Valkyrie now ignore enemy barriers Moira
      Biotic Grasp
      Self-healing reduced from 30 to 20 health per second Doomfist
      Rocket Punch
      Time to reach max charge increased from 1 to 1.4 seconds The Best Defense…
      Shield health gained per hit reduced from 35 to 30 Sombra
      Translocator
      Cooldown increased from 4 to 6 seconds Cooldown now begins immediately upon deploying the beacon or if it is killed by an enemy Symmetra
      Photon Barrier
      Duration reduced from 15 to 12 seconds Health reduced from 5000 to 4000 Sentry Turret
      Damage per second reduced from 50 to 40 Photon Projector
      Players impacted by the primary fire beam should now hear a louder impact sound Tracer
      Pulse Pistols
      Damage falloff now starts at 13 meters, up from 10 meters BUG FIXES
      General
      Fixed a player profile issue preventing hero win percentages from being displayed for competitive arcade mode seasons Heroes
      Brigitte
      Fixed a bug with Brigitte’s Rally checking line of sight from her feet instead of from her head Fixed a bug with Inspire’s position being affected by the player’s aim pitch Doomfist
      Fixed a bug that allowed Doomfist to use Meteor Strike before taking impact damage from Sigma’s Gravitic Flux Sigma
      Fixed a bug that allowed Sigma’s Gravitic Flux to ignore line of sight through some ceilings Sombra
      Fixed a bug with EMP’s position being affected by player’s aim pitch Winston
      Fixed a bug that caused Winston’s Barrier Projector to not consistently play its destroyed visual effects
    • By Starym
      Update: You can now also pre-order the game and get a free golden loot box, with a guaranteed legendary inside, as well as Widownmaker's Noire skin.

      The Nintendo Switch will be receiving its second Blizzard game soon, as Overwatch will be arriving on the console on October 15th! It will come bundled with 15 skins and 3 months of Nintendo Switch Online membership, which is required to play the game.
      October 15th will see the Heroes arrive to Nintendo's console.
    • By Starym
      We have more Sigma tuning in this edition of the PTR, with a whole lot of bug fixes for the new Hero as well as ones for Reinhardt, Sombra and Wrecking Ball.
      PTR July 31 (source)
      HERO UPDATES
      Sigma
      Kinetic Grasp
      Can now be cancelled by Accretion. Experimental Barrier
      Can now be recalled while Kinetic Grasp or Accretion are in use. BUG FIXES
      General
      Placement previews should now be much smoother (Reaper Shadowstep, Mei Ice Wall, etc). Placement previews will now hold their position after clicking, until they’ve been confirmed by the server. Fixed a bug where first person animations sometimes wouldn’t play when abilities were used immediately after being frozen. Fixed a bug where orientation toggles for placements could flicker at higher latencies (Ice Wall, Amplification Matrix, Photon Barrier). Workshop - ‘Set Max Health’ now functions as intended. Heroes
      Reinhardt
      Fixed a bug that caused charge knockback to be applied multiple times. Sigma
      Accretion now correctly deals half damage to self. Accretion projectile no longer gets destroyed when impacting Symmetra turrets. Gravitic Flux can now move Pharah during Rocket Barrage. Fixed a bug where victims of Gravitic Flux could get stuck on slippery rooftops. Fixed a bug where Gravitic Flux would fail to work on Dropship doors. Fixed a bug that allowed Sigma to avoid an enemy’s Gravitic Flux effect by activating his ultimate. Fixed a bug that allowed Sigma to retain some of his movement ability when he was incapacitated (stunned, slept, etc) during his Gravitic Flux. Fixed a bug which caused Gravitic Flux to not be cancelled if you switch to another hero while it is active. Sombra
      Fixed a bug where Sombra couldn’t gain ultimate charge for one second after EMP hack auras end on targets. Wrecking Ball
      Fixed a bug that could cause Wrecking Ball to be temporarily stuck when using Piledriver on a slippery terrain.
    • By Starym
      This particular PTR is getting plenty of updates and fast, as we have a small one today lowering Sigma's Kinetic Grasp cooldown and shield mechanic, nerfing Moira's Fade and fixing some bugs.
      July 25 (source)
      GENERAL UPDATES
      Practice Range
      Practice Range has been re-enabled. HERO UPDATES
      Moira
      Fade
      No longer usable while stunned. Sigma
      Kinetic Grasp
      Cooldown reduced from 15 to 13 seconds Shield per damage conversion increased from 0.33 to 0.40 BUG FIXES
      Heroes
      Ashe
      Fixed a bug where jumping while scoped shooting could cause the gun to clip into the camera slightly. Wrecking Ball
      Fixed a bug where Wrecking Ball could get stuck in his slam animation if landing on very flat slippery surfaces.
    • By Starym
      We have two back-to-back PTR patches today, the first one featuring Hero 31 arriving for testing, endorsements coming to many alternative modes, Role Queue improvements and some more Workshop additions. The second patch brought several Hero changes, from D.Va's pilot ult cost reduction, to Symmetra's Teleporter cooldown decrease and more!
      PTR July 23 (source)
      PATCH HIGHLIGHTS
      New Hero: Sigma
      Sigma is an eccentric astrophysicist and volatile tank who gained the power to control gravity in an orbital experiment gone wrong. Manipulated by Talon and deployed as a living weapon, Sigma’s presence on the battlefield cannot be ignored. Sigma launches two Hyperspheres (gravitic charges), which bounce off walls and implode after a short duration, damaging enemies within a sizable radius. Using Experimental Barrier, he propels a floating barrier to a location of his choosing and he can dismiss the barrier at any time. With Kinetic Grasp Sigma freezes incoming projectiles in midair, converting them into shields. Accretion allows Sigma to gather a mass of debris and flings it at an enemy to knock them down. Unleashing his full powers with Gravitic Flux, Sigma takes flight, lifts enemies in a targeted area, and launches them into the sky before slamming them back down. Learn more about Sigma on his hero page 2.
      GENERAL UPDATES
      Role Queue
      Updated the end of match screen so that players are sorted by role. Fixed a bug that made it difficult to see which Role Card was in focus when using a controller. Quick Play (with Role Queue Enabled) Feature Update: Endorsements
      Players can now endorse each other in the following game modes: Mystery Heroes No Limits Deathmatch Total Mayhem Low Grav All the PVE Event game modes (Uprising, Retribution, Storm Rising) Game Mode
      Mystery Heroes - On Control maps, Heroes are now reset between rounds. Workshop
      New Events:
      Player Dealt Healing Player Received Healing Player Joined Match Player Left Match New Actions:
      Start Transforming Throttle Stop Transforming Throttle New Values:
      Healer Healee Event Healing Host Player Developer Comment: A commonly requested feature for the Workshop is the ability to track healing, so we’ve added two new Event types and three new Values to make this possible. We’ve also added Events to make it easier to detect players joining and leaving matches. To support the creation of admin-style privileges for custom games, the owner of the game can now be detected using Host Player. Finally, we’ve added the ability to scale, invert, and rotate a player’s input throttle to make controlling characters in third person easier.
      BUG FIXES
      General
      Custom Game: The Presets UI in Custom Game is now displayed in the proper order. Heroes
      Brigitte
      Fix for Brigitte heal throws that were too loud. Zenyatta
      Fixed a delay in Zenyatta’s first person quick melee animation when interrupting primary fire. Orisa
      Fixed a bug that caused some VFX to stop playing upon successive viewings of Orisa’s “Oh!” highlight intro in Hero Gallery. Genji
      Fixed a bug where Genji could fail to deal damage if he rapidly used Swift Strike on a single target (PTR bug only). Sombra
      Fixed an animation issue with EMP (PTR bug only).
       
      PTR July 24th (source)
      GENERAL UPDATES
      Practice Range
      Practice Range has been temporarily disabled on PTR-only. For players looking to try out Sigma’s abilities in a solo setting, private Custom Games can still be made in the Game Browser. Role Queue
      Fixed a bug that caused the Ready button to be displayed when no roles had been selected, when using a controller. Fixed a bug that could cause players to be on multiple regional leaderboards at the same time. Fixed a bug that could cause players to appear on the Top 500 All leaderboard when 1 or more roles are still in placement matches. Fixed a bug that caused players who allow the "Waiting on you to select role" timer to expire, to get into an unusable state if they were grouped in LFG. Fixed a bug that prevented players from interacting with the role selection invite using a gamepad if inside the Play menu. Fixed a bug where queue time wasn’t displayed properly while in skirmish. HERO UPDATES
      D.Va
      D.Va Pilot ultimate cost reduced by 12% Sombra
      EMP
      (Reworded from previous patch notes for clarity) Activation time increased from 0.2 to 0.35 seconds. Symmetra
      Teleporter
      Cooldown decreased from 15 seconds to 12 seconds Teleport re-use time decreased from 1.5 seconds to 1 second Wrecking Ball
      Minefield
      Decreased projectile speed from 13 to 12. BUG FIXES
      General
      Fixed a bug that prevented Competitive groups being found in LFG Fix rare instances of ‘avoid as teammate’ not working Heroes
      Sigma
      Fixed a bug where Gravitic Flux would do ground impact damage to training bots before they hit the ground. Fixed a bug that allowed Sigma to fire more than two Hyperspheres at once. Fixed a bug that cause Sigma’s “Hello” voice line to not play.  
×
×
  • Create New...