Help fix high mmr matches
ow's this idea sound. At high MMR's (hypothetically challenger) instead if Q's popping whenever there are enough players to fill the roles Q's pop at a specific time. Since we know exactly how many challenger players there are on each server these hypothetical numbers can be adjusted to fit the need. As an example on NA a queue will pop every fifteen minutes. At that time X amount of games will Q up from the player pools that are in queue. Perhaps from there you can try firing one more from the remaining players who had their Q pop but a player did not hit accept. After that point the game will continue to collect players in Q again until the next scheduled time a Q pops. Again X number of players will then be invited, then a second Q will fire for remaining players who were invited but players didn't accept. This should help the "certain marbles will will up and overflow" argument from the round table video as well as give players an exact time when they can reliably expect a Q to pop. Tbh it's late and I doubt I did a good enough job expressing this idea but hopefully someone will understand the point I'm trying to make and explain it better. Anyhow hope this idea helps