Supporting Queue

Merbstrom·6/1/2016, 6:59:30 PM·1 votes·323 views

A large portion of the arguments for different Q algorithm settings and methods revolve around three points; Q times, Q quality, and role selection... I'd like to propose a system that might address some of the problems balancing the ratios between these points.

Velkoz Show me what you got: What if, at the champ select screen there was some sort of graphical representation to show the stress distribution between roles for potential games. It should show generalities for role demands and traffic and be toggleable with settings. I understand that this won't directly affect the issues with queue times at extremes but it might be less frustrating for the player since they can have some feedback as to why they can't find a game for however long. Think of it as a guide, where you can see how the role you select affects the matchmaking processes. As demands shift, informing players of accessibility might help them be more willing to fill roles thus easing traffic.

Immediate pros:

  • Players can adapt and make conscious choices to ease traffic, allowing them to decide how important their queue time is compared to their role.
  • Some of the innate problems of matchmaking could be solved by the playerbase instead of the matchmaking algorithms.

Potential drawbacks:

  • It could have an inverse effects placing higher demand on already full roles.
  • Costly and hard to implement, might be frustrating if it malfunctions or doesn't correlate to lower queue times.
  • Might make players feel like they're forced into a role they don't want to play.
  • Could have adverse meta effects.
  • Higher running costs on player hardware (Possibly mitigated if toggleable)

Final notes: I know it's not in Riot's best interest to provide full disclosure to concrete statistics of how many players are online at any given time and peak activity hours, so that's why I suggest a possibly color coordinated generic representation. Maybe a Blue to Red color palate on each role showing the demand for that role on that server for the player's skill range at any particular time and the severity of the discrepancy in roles. This way players can have some access to data trends with direct correlation to game queues, and quality thus hopefully providing a more open relationship with how the queue system is working. And who knows, maybe I won't have to play support almost every game since I main Phill. I'm interested to hear any and all opinions on the matter!

4 Comments

khorney6/1/2016, 7:05:41 PM1 votes

no the issue is people compl abotu que times becuase no one wants to supp becuase they realize they dont have to do it.