Bluetracker
Tracks Blizzard employees across various accounts.
Hello /r/HeroesoftheStorm. Our in-house experts are here to answer your questions regarding Machines of War.
Patch Notes
Alarak Spotlight
Braxis HoldoutMachines of War has begun and we want to make sure all of your questions regarding the event is answered, before you dive into the Nexus. We’ve brought in a number of the experts who worked on Machines of War and they’re itching to share this patch with you at home. Feel free to ask questions about the recent changes to the game, your favorite heroes, Battlegrounds, skins, and more!
For today’s Q&A, we’ll have the following developers in attendance:
- /u/Blizz_JDeShazer – Battleground Designer
- /u/blizz_zhopp – Technical Designer
- /u/Blizz_NLaMusga - Hero Designer
- /u/BlizzAZJackson - Balance Designer
- /u/BlizzTravis - Lead System Designer
- /u/Blizz_Peterconcept – Concept Artist
- /u/BlizzDev_PIGonzales – Lead Character Artist
Please feel free to start posting your questions below! We’ll be starting at 01:00 PM PDT (Roughly 4.5 hours from this posting).
As a reminder: There will be questions posted by CMs from non-English speaking regions. If you'd like to see these questions answered, feel free to upvote them for more visibility.
KinaBREW
This. Those cool art pieces on Tychus's shoulder are using a Decal texture. Per Low graphic settings this material feature is removed for performance reasons. Decals should be visible on Medium settings or higher. There are other assets that use Decals in the game. Another one you might notice is our new Raider Rexxar skin. There are some cool Decals on Misha's armor.
BlizzTravis
Unfortunately, I don't have a time frame I can give but voice chat is definitely on our list. I've personally been using the battle.net voice chat alpha which has worked great. It'd be great to get that built into the game interface.
BlizzTravis
It's the first matches you play after we increase uncertainty for you at the start of the season.
If you were at minimum uncertainty before the increase, it takes somewhere around 70 games for the increase to go back to the minimum but the effect from the increase diminishes with each game so most of the effect happens during your placement games.
BlizzTravis
You can currently chat with your team during the MVP presentation. I'd like to extend this to the score screen as well at some point.
BlizzTravis
The TLV one is a fun problem. The MVP formula takes into account the time you spend dead during a match as a negative modifier. The median time spent dead for TLV, though, is 0% of the match since its very rare that all 3 of the little guys are down at the same time.
That was causing them to get MVP far more than they should have, so we had to adjust things elsewhere in the formula to compensate.
Once MVP has been live for a bit more, we'll have enough data to see how its performing and if TLV is under performing, I'll adjust things accordingly.
BlizzTravis
That is a beautiful Abathur.
BlizzTravis
Ahh, sorry, I misunderstood what you were saying. We usually get feedback the other direction: that being solo vs. a group means you're at a disadvantage.
Either way, statistically, there's no significant difference in win rate with all solos vs. group.
That doesn't mean there's not a problem even if there's just a perception of unfairness. Perception can affect a lot of things and its worth figuring out if there's a way to make things feel fair (even if they're already fair). Matching like party comps vs. each other would do that, but I don't think its worth doing at the cost of actually making matchmaking worse.
BlizzTravis
Yeah, sound like you're a pretty solid Gold 4, though probably high in the Gold 4 band after those placement games.
FWIW, with how much we boost uncertainty at the start of a season, your MMR moves about 2x as much as it would if you had minimum uncertainty.
There's a bunch of variables here too. Your MMR (and rank) adjustment depends on who you were playing against and whether you were expected to win or not. The order of the placement games also matters. Because uncertainly lowers over time, winning 7 and then losing 3 has a larger positive impact than losing 3 and then winning 7.
BlizzTravis
It's a balance. We want to not place people directly into Master, but we want the cap high enough that a minimal number of players are hitting it so rank is accurate for most players.
D3 felt like a good balance point where its high, but far enough away from Master that it still takes a little effort to get there.
BlizzTravis
Exactly. It's already there, but it takes a lot of votes to get. You need votes from both teams for the full fanfare.
BlizzTravis
Not necessarily. The formulas don't literally include role as a condition. They are just balanced to ensure each role is equally represented.
So, if you take a hero in a particular role and through talent selection and sheer raw skill play them in a way that fulfills another role at a high level (like a warrior going full DPS), you could definitely show up as MVP.
BlizzTravis
We're discussing taking one of the future seasons and trying solo HL and 2/3/5 TL as an experiment to see how it does.
BlizzTravis
The ability to skip MVP is coming. We'll probably also extend the time you have on the second part of the presentation at the same time since you can opt out whenever you want at that point.
Good suggestion on the party members in draft. I'll pass that along.
BlizzTravis
Hi EightsOfClubs,
This is one of those really interesting problems. From a statistical perspective, we already account for parties vs. non-parties in matchmaking and there’s no statistically significant difference in win rate whether you’re playing solo vs. a team with a party or not.
…but it doesn’t feel that way when you’re in the game as a full solo team and lose against a team with a party in it.
We could add more rules to matchmaking to try to force more mirrored configuration, but there’s a cost there. More rules means it’s harder to make matches and it either increases the queue time or degrades the quality of the matches it can make in the amount of time it has.
BlizzTravis
Great questions, Simsala91. Let me see if I can shine some light on things.
So, MMR’s only use is for matchmaking. It’s purely intended as a reflection of skill that the system can use to try to ensure you’re always getting competitive matches. Once established, MMR doesn’t change quickly because, in general, skill doesn’t change quickly. Streaks happen, both lucky and unlucky ones, but a short streak doesn’t necessarily mean the player’s actual skill has changed much so we don’t want to suddenly start matching you against weaker or stronger players. If a streak continues, that speaks more to the skill change and MMR catches up, but it’s a relatively slow process.
That all said, there’s an “uncertainty” factor that goes along with MMR which is a kind of control that limits how fast MMR can adjust. When you’re first starting out or getting into a new game mode, the system doesn’t have a lot of historical data to use so your uncertainty is high and your MMR can move rapidly. As you play more games, a solid pattern emerges, the system gets more certain about your MMR rating, and the rate at which MMR can move slows down. One of the things we’re doing with each new competitive season is artificially increasing uncertainty so MMR is able to move more rapidly during placement games. That artificial boost decays over time, per normal, but it makes the early games in a season mean more to your MMR. There’s a balance we have to be careful with there, though. For every player who goes on a win streak early on, another one is on a loss streak and their MMRs are both moving more rapidly than normal.
Rank Points, on the other hand, are intended as a reward system. They’re loosely tied to MMR (which is where the personal adjustment you see comes into play) since we don’t want people to be in vastly different tiers than what they should be from a skill perspective, but Rank Points are free to move rapidly during streaks.
We have a lot of internal discussions about displaying MMR and the pros and cons there. There’s obviously a demand from the higher level players for it.
For the Diamond 3 cap, it’s because we wanted Master to be earned, not something you can just place directly into. During development, we didn’t have that cap in place and it felt really weird for people to get out of placement games directly into Master.
BlizzTravis
Nah, though thanks for offering. :)
We're well award of how important it is to the community and the game. Team League, in particular, is a much better experience with voice comms, IMO.
And yeah...its always a giant list of things that we need/want to do. Prioritizing it is one of the most challenging parts of the job.
BlizzTravis
Hey Spazzo965!
RE: Discord links in-game. It's unlikely to happen. As you note, links that lead to external sources, especially ones we don't control, open up "fun" security issues.
BlizzTravis
We have other awards in development to help highlight other facets of play. I don’t want to get into details since they could change, but if folks have ideas for awards they’d like to see, we’d love to hear them.
I’m a big proponent of positive reinforcement. Actively encouraging positive behavior can be really powerful. The challenge is finding a way to do that is meaningful enough that people actually use it without being gameable in a negative way. MVP is a small step in that direction.
BlizzTravis
Get enough upvotes and you'll see something along those lines. :)
BlizzTravis
For MVP:
Viewing your commendations: we’d like to get all the commendations you’ve earned visible in your profile. I don’t have a time frame for when you’ll see that, but it’s something we plan to do.
Tying rewards to commendations: we talked about that internally during development. We decided against it as we don’t want to put too much emphasis on the end of match rewards. There’s the potential that it could skew in-game behavior in a negative way if people play specifically to earn awards. MVP itself I’m not overly concerned about since the way it’s built, if you’re playing to get MVP, you’re playing to win, but the secondary awards are specific enough that I could see issues there.
It’s possible we revisit that in the future after the system has been live for a while and we’ve seen the impact, but right now we don’t have plans to add additional rewards there.
BlizzTravis
For MVP itself, the core formula was built to ensure each role has as equal representation as possible. Beyond that, though, the system is just looking for the most impactful player across the game. With the exception of a few heroes that are so different we had to do some special case work to account for them (such as TLV), we just let the heroes perform as they do and the results come out accordingly. If one hero is more effective than another against a particular comp or on a particular battlefield, the same would be true of MVP as well just by the nature of it.
For the other awards, those are more geared toward specific types of play so there’s less concern about ensuring every role has an equal chance at them. It was more about making sure there are enough rewards representing the roles.