gauze
Molten Core Raider
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That's a lot of typing when there's a solution someone posted the day they said they were removing it: Avoid player makes it less likely for them to appear on your team. Since people were abusing it to avoid facing skilled opponents, that instantly removes the abuse but keeps the intent of the system in place: keep people you don't like playing with off your team. If enough people avoid that player it essentially ends up being a wash at the high end, but if they're doing anything report-worthy, report them too. Otherwise you just have to deal with it occasionally. You can't really use flat % like that in a complicated (and huge) matchmaking system, but you can use weight, which is probably how it worked before, and is fairly simple, and would be easy to re-implement for the your-own-team-only adaption.
I was only using percent as a rough math, the essential was allowing each person to posses a, like you said, weigh against the person they don't want to play with but meaning it will never be a 100% guarantee that you will not play w/ that player again.. just least likely. I strongly believe you shouldn't be able to vote against the other team, and I don't doubt it'll be a task to try an implement the system regardless, nothing is just simple. Even adding a recolor probably takes a bit of time and patience. I didn't nec see any sort of solution regarding it, mostly people I read were downvoting and shitposting on reddit regarding the whole mechanic of having it in the first place. Most of my experience in queue has been regarding time, the longer the queue gets, the harder people we face.. or the higher queue group they are.
I usually stick to anywhere from 2 - 4 queue size, and often times when we hit the 2:00 to 3:00 minutes plus, we find ourselves against something like iddqd or internthulk.. which is fine, but its usually 5-10 divisions higher than us. Granted S2, might be changed a bit regarding all of that, I haven't been able to put nearly as many games in as I want. It could work in a similar fashion as I said, the main context of it being a low priority, it essentially places the player toward the back of the line versus first pick. Fatkid at dodgeball, for you and your group.
Though from the first statement its more or less the same, but as it feels.. like khar said.. even prefer player just seems overall not working. I don't know the entirety of the specifics, but I really doubt they'll implement the same system with the for your team mentality. If they re-introduce it, its not going to be a rehashed version but a recycled version in which is changed up. I'm also not saying, not report them, but if its for your team only implementation, generally implies something is wrong with said player if accumulative. It just gives them something to look at, not everyone will bother with reporting someone, or even hitting the avoid player button. If you played pc based competitive games long enough, you just wave it off as the norm.
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