Dota 2
7.35d Patch Matchmaking Changes: Hero Ban Rework and Dota + Pre-Match Matchmaker Analytics
https://steamcommunity.com/app/570/eventcomments/4286936717525598070
TLDR

The new matchmaking changes 2 things

Hero Ban Rework (less player agent aka player control)
Removed start of match hero ban phase to replace with stored ban preferences from match players account where each player can select max 4 heros
This features coddles players with small hero pool not to get targeted hero banned and allows 1/4 hero to get banned from the players stored ban preferences even if players forgets to press ban

New Dota Plus feature (more player agent aka player control)
Allow players to decide whether to play the match or requeue to wait better match based on matchmaking quality info
Matchmaking quality are based on factors such as
  • Region with server ping
  • Skill Ranges of All Players and Your Party
  • Behaviour Ranges of All Players and Your Party

This unintentionally or intentionally create new 2 player class based on f2p and paid dota plus
One player class with more player agent control for better matchmaking from paid Dota plus feature
The other remaining f2p player class with less player agent control for worse matchmaking feature

Rest are dota 2 dev yap on
Short reason why players cheat
Reason to make hero ban rework
Matchmaking que time vs Matchmaking quality

Quotations are the from the source
"
text
"



"
Over the last year or so, we've taken a number of visible actions against users of third-party cheats. As we investigate each cheat, we're primarily focused on understanding what they're doing and how we can track and stop it. But while we're doing that, we also ask ourselves why some cheaters feel compelled to use these tools in the first place. The most common explanation is "to get an unfair advantage", which obviously runs counter to the desires of the Dota community and the sense of competitiveness and fairness at its heart. Even so, sometimes there are still things we can learn, and use to improve the Dota experience for everyone (or at least everyone who hasn't been banned for cheating).
"

Literally what I and many other have said in this forum before
Dota 2 players cheat to get unfair advantage but why do dota 2 players need to do unfair advantage in the first place its because the players were forced to play in bad forced 50% matchmaking and it took 2013- 2024 to realize this

"
Pre-game hero bans are an example of this. Many cheats last year focused on gaining an advantage during the ten-second hero ban phase at the start of each game. We stepped back to look at the original goals of this phase — letting players express a preference for what heroes they didn't want to play against, but without creating scenarios where players with small hero pools get permanently locked out — looked at some data, and asked if there was a way we could better serve these goals while solving other problems at the same time.
"
This one is simple educate players to have more hero pool instead of <3 hero pool
Educate players to have 5-10 hero pool to focus and similarly its also the number of hero that get buffed each patch
Its very rare for entire hero pool of players to get banned with minimum of 5 hero pool if enemies did ban the 5 hero pool of single player then it gives advantages for the remaining 4 enemies and teammates so it makes no strategic sense unless exception of smurf player in the match

Dota 2 devs already have data to know players preference why not integrate that with the Dota plus stats paying subscription to get worse service yeap that's dota way

"
With today's update, we've removed the start-of-match ban phase and replaced it with ban preferences stored with your account. If you load the heroes tab, you can select the four heroes you don't want to see in your games. You're guaranteed when you join a matchmaking game that at least one of them will be banned. You can change your list of banned heroes whenever you want. (If you leave some ban slots empty, it's possible the empty slot will be selected as your "banned hero". In other words, there's no advantage to leaving slots empty.)

This new system addresses a number of problems the previous system had: you can't forget to ban; you don't have to learn that sometimes suggested bans are ignored by the game; you're not on a tight clock to make a stressful decision that, in the end, most players make the same way almost all the time. As an added bonus, it also makes targeted bans impossible, whether those bans are against known personalities or random players in a pub match for which you've looked up data.

Some game modes (ie., Captains Mode, Captains Draft, Ability Draft, Turbo) either didn't have a pre-game ban phase, or already had non-standard ban rules. These modes are unchanged.
"

At this point Dota 2 can remove the Strategy game tag for this game and from this point forwards League is more strategic than Dota 2 imo it already is starting from this year

Dota 2 devs has to be smoking the best crack in the world to make this change

The entire reason targeted ban exist is to ban the best winrate and hero from smurf player hero pool now the acc sellers and smurfs can dominate and ruin so many players matchmaking games seriously do dota 2 devs not have foresight to see this

Its give and take enemies can ban your team best hero and your team can ban enemies best hero that's how it evens out

This only pleases one crowd and type of playerbase the reddit playerbase who were complaining their hero getting banned due to dota plus overwolf third party application
These player base call it cheat but many other players call them anti smurf tool but these player base will soon complain more smurfs lol rinse repeat can't wait to see read the complaint posts

In cost benefit there's more negative cost in this decision than positive benefit

Seriously the only reason why Dota 2 devs do this is to save on server cost no other reasons

This ensures that the match end outcome becoming more predictable for the matchmaking and all down to probabilistic luck outcomes even more than previous system seriously this will make forced 50% algorithm outcomes even worse this ensures more control to systemic matchmaking rather than agent player decision

Important Part
"Dota Plus Pre-Match Matchmaker Analytics"

"
Millions of Dota players interact with the matchmaker every day and every single one has different priorities when looking for a game. Some prefer to get into a match as quickly as possible, and are willing to accept a higher skill variance in the game to save some time. Others want every match to be perfectly balanced, and are willing to wait longer for the best chance at the closest game. Other players care less about the skill level of the other players, and much more about their personality and behavior in-game.
"
It takes 2012- 2024 to notice this more than 10 year aka decade
Valve already have data for their player base

New comer zoomer reddit playerbase want to get into match quickly and don't care about balanced matchmaking or skill variances
Behaviour score ranges
Majority above 50% in 8k-12k
Minority below 10% in <8k
Generally has higher average behaviour score ranges due to less communication interactivity and desire to have conflict with teammates to improve in the game in short casual player base

Old traditional boomer WC3 Dota 1 playerbase want balanced strict game and willing to wait longer for best chance of good game
Behaviour score ranges
Majority above 50% in 4-8k
Minority below 10% in 0-4k and 8-12k
Generally has lower than average behaviour score ranges due to increased communication interactivity in pings and desire to have conflict with teammates to improve in the game the plain old toxic and hard core player base

"
We've long wanted to build features to let players find matches that better align with their individual preferences.
Early attempts ran into two main problems:
  • First, while players are good at describing their preferences to other people, they aren't necessarily good at describing their preferences as inputs to a complex, global matchmaking algorithm ("I value skill variance 13% higher than the average Dota player!"). How can we create tools that let players express their preferences naturally and directly?
  • Second, changes to the matchmaker affect all Dota players, so we tend toward caution.
    The matchmaker is always trying to strike a balance between individual player preferences and the health of Dota as a whole. (If matches of Dota are bad, whether because of wild skill gaps or poor player behavior, that's bad for Dota as a community. If every match is perfect, but takes three hours to form, that's bad, too.) New matchmaker features available to everyone at once risk breaking the matchmaker, and if we break the matchmaker, we break Dota. How can we ship new matchmaking features and learn how they work in practice while keeping risk to Dota as a whole low?
"
1st part is nonsense
Dota plus have all the stat data such as behaviour score, player winrate with x hero to determine player preferences and matchmaking already base matchmaking on other player variable stats
Change matchmaking algorithm to not have forced outcome based on player win/loss spree

2nd part is hiring competent developers especially developers who are not psychopaths
"strike balance between individual player preferences and the health of Dota as a whole."

Dota 2 devs literally implying of forced 50% allowing low skilled playerbase to match with higher skilled playerbase after x loss spree for the sake sorry in dota 2 devs terms "health of Dota as whole" like many other players have said in the past before this is what makes players mad for matchmaking and reason players resort to cheating for

Dota devs admit their game is entirely dependent on matchmaking that's new even certain corporate defenders have no excuses now after dota 2 devs admital but devs don't have backbone to change its matchmaking in fundamental ways away from using Engagement Optimised Matchmaking in their code base

Fixing this requires fixing company issues first over technical issues since current devs took this long to realize this
Firing the old devs who worked on this bad matchmaking
Hiring new devs for matchmaking

"
Within the new experimental umbrella of Dota Labs, and initially limited to Dota Plus, we're shipping a first pass of a feature that Dota players have been asking us for forever: When you find a match in Dota, Dota Plus will present some information about how the matchmaker evaluated the match, like an estimate of skill range and player behavior scores. You'll have a chance to accept that match or requeue to wait for a match that's better for you and your current preferences.

We were careful when building this feature to make sure that any information we included would enable players to express individual preferences about what kinds of matches they prefer, but not grant a competitive advantage of any kind. The new dialog can tell you that the skill variance of players in a match is high or low, but not whether you and your team are on the high end or the low end.

Why is this a Dota Labs feature? The only way to know for sure how millions of Dota players are going to interact with a feature is to ship it, so that's what we're doing. We've done extensive modeling, but there's still real risk here: We may be wrong about how players will use this feature or how it will affect the overall matchmaking experience in Dota. We don't want to let those fears that we might be wrong stop us from doing something that may benefit millions of Dota players, so we're shipping this as an experiment. Shipping it inside Dota Plus limits access, and accordingly limits the risk to Dota as we learn about how everyone interacts with it. As with the other Dota Labs features, time and your feedback will tell whether it grows, or changes, or gets retired.
"

Good matchmaking feature that finally allow player agent control decision for the player for the first in the dota history is now locked behind Dota Plus so that evens it out

This is a small good change for once but this will not convince players not to cheat if matchmaking forced outcomes based on match win/loss sprees fix this engagement optimized bs matchmaking which will fix majority of reason for both negatives of toxicity and cheating since like dota 2 devs have said it " if matchmaker breaks Dota 2 breaks" and this is chance for Dota 2 to break, heal and build for better but as a caution history have proven countless times Dota 2 devs never change which is why players need to be cautious
< >
Showing 1-15 of 17 comments
Absche Mar 21, 2024 @ 11:06pm 
I always ask myself, is Dota2 forming its community or its community forming the game? For sure it‘s a community of individuals that miss more and more same minded players in the game. Or attracts the game players with the feeling that they are the only good person in the whole wide world!
Last edited by Absche; Mar 21, 2024 @ 11:07pm
jokxay Mar 22, 2024 @ 10:07am 
Originally posted by Absche:
I always ask myself, is Dota2 forming its community or its community forming the game? For sure it‘s a community of individuals that miss more and more same minded players in the game. Or attracts the game players with the feeling that they are the only good person in the whole wide world!

Dota is growing in a slow manner. And i do think the community and the dota team are kinda resonating each trying their own things and adjusting accordingly.

Love the update. Matchmaking is so much smarter and quicker. Kudos to all
I feel like this could be split into several threads
1. 2 classes in dota
2. Ban phase being important because of extreme unevenness in team skill. You only need to counter 1 player in practice but 5 in theory
3. How Valve is changing the game because they can't beat the hackers
4. Proof of account specific matchmaking. Those post game surveys can't guide match quality for ♥♥♥♥ btw
5. Skill variance in ranked outside of medal? What am I reading here? They can't unbaked that cake
Originally posted by ʍolɟ ǝɥʇ ǝsɹǝʌǝɹ:
I feel like this could be split into several threads
1. 2 classes in dota
2. Ban phase being important because of extreme unevenness in team skill. You only need to counter 1 player in practice but 5 in theory
3. How Valve is changing the game because they can't beat the hackers
4. Proof of account specific matchmaking. Those post game surveys can't guide match quality for ♥♥♥♥ btw
5. Skill variance in ranked outside of medal? What am I reading here? They can't unbaked that cake

I've tried to do it all at once in critical and truthful tone

Only very few dota 2 players noticed the change in dota 2 player class experience from better experience for paid dota plus user than f2p user essentially f2p players are guinea pigs to dota 2 devs experimental lab which I've been telling for many years now

Games are so ♥♥♥♥♥♥♥ hard with smurf hero pool getting through on my higher rank alt account lol obviously this would've happened any high skilled player knows this its only the casuals sorry newbies complaining about the players banning players with low hero pool less than 3-5 heroes

Valve Dota 2 devs reasoning is that if they can fix their dota 2 experience through matchmaking they can fix the root cause of cheating but how they did it will incite even more toxicity and cheating how ironic by locking the good feature behind paywall and having bad excuse of having experimental matchmaking feature will ruin their vision of forced 50% matchmaking for everyone
These devs got so mad at me that they decided to censor my steam profile name instead of being mad taking the criticism and improving upon them but nah I don't believe the devs have good in them being psychopathic human for more than a decade

This update essentially is a feel good message blue pill message announcement and features because if updates features aren't designed and tested properly it will backfire like the recent Dota 2 server security updates

Dota 2 arcade games still have vulnerability that leaks IP after the recent steam dota 2 server security update of VPN with VAC sigh I'm not gonna bother with valve they don't even pay security researchers for security and serious ♥♥♥♥

Dota could already calculate skill variances when Dota plus was announced it was open secret feature for competent players its how you use the data Dota plus displayed for the player account

I don't even understand this
Dota 2 devs are sitting on millions of big data for dota 2 player+skill+matchmaking after more than a decade and this is the system they come up with even LLM AI deep learning training is better than dota 2 devs
Rusty Shackleford Mar 22, 2024 @ 3:39pm 
Originally posted by 76561198122367077:
https://steamcommunity.com/app/570/eventcomments/4286936717525598070
TLDR

The new matchmaking changes 2 things

Hero Ban Rework (less player agent aka player control)
Removed start of match hero ban phase to replace with stored ban preferences from match players account where each player can select max 4 heros
This features coddles players with small hero pool not to get targeted hero banned and allows 1/4 hero to get banned from the players stored ban preferences even if players forgets to press ban

New Dota Plus feature (more player agent aka player control)
Allow players to decide whether to play the match or requeue to wait better match based on matchmaking quality info
Matchmaking quality are based on factors such as
  • Region with server ping
  • Skill Ranges of All Players and Your Party
  • Behaviour Ranges of All Players and Your Party

This unintentionally or intentionally create new 2 player class based on f2p and paid dota plus
One player class with more player agent control for better matchmaking from paid Dota plus feature
The other remaining f2p player class with less player agent control for worse matchmaking feature

Rest are dota 2 dev yap on
Short reason why players cheat
Reason to make hero ban rework
Matchmaking que time vs Matchmaking quality

Quotations are the from the source
"
text
"



"
Over the last year or so, we've taken a number of visible actions against users of third-party cheats. As we investigate each cheat, we're primarily focused on understanding what they're doing and how we can track and stop it. But while we're doing that, we also ask ourselves why some cheaters feel compelled to use these tools in the first place. The most common explanation is "to get an unfair advantage", which obviously runs counter to the desires of the Dota community and the sense of competitiveness and fairness at its heart. Even so, sometimes there are still things we can learn, and use to improve the Dota experience for everyone (or at least everyone who hasn't been banned for cheating).
"

Literally what I and many other have said in this forum before
Dota 2 players cheat to get unfair advantage but why do dota 2 players need to do unfair advantage in the first place its because the players were forced to play in bad forced 50% matchmaking and it took 2013- 2024 to realize this

"
Pre-game hero bans are an example of this. Many cheats last year focused on gaining an advantage during the ten-second hero ban phase at the start of each game. We stepped back to look at the original goals of this phase — letting players express a preference for what heroes they didn't want to play against, but without creating scenarios where players with small hero pools get permanently locked out — looked at some data, and asked if there was a way we could better serve these goals while solving other problems at the same time.
"
This one is simple educate players to have more hero pool instead of <3 hero pool
Educate players to have 5-10 hero pool to focus and similarly its also the number of hero that get buffed each patch
Its very rare for entire hero pool of players to get banned with minimum of 5 hero pool if enemies did ban the 5 hero pool of single player then it gives advantages for the remaining 4 enemies and teammates so it makes no strategic sense unless exception of smurf player in the match

Dota 2 devs already have data to know players preference why not integrate that with the Dota plus stats paying subscription to get worse service yeap that's dota way

"
With today's update, we've removed the start-of-match ban phase and replaced it with ban preferences stored with your account. If you load the heroes tab, you can select the four heroes you don't want to see in your games. You're guaranteed when you join a matchmaking game that at least one of them will be banned. You can change your list of banned heroes whenever you want. (If you leave some ban slots empty, it's possible the empty slot will be selected as your "banned hero". In other words, there's no advantage to leaving slots empty.)

This new system addresses a number of problems the previous system had: you can't forget to ban; you don't have to learn that sometimes suggested bans are ignored by the game; you're not on a tight clock to make a stressful decision that, in the end, most players make the same way almost all the time. As an added bonus, it also makes targeted bans impossible, whether those bans are against known personalities or random players in a pub match for which you've looked up data.

Some game modes (ie., Captains Mode, Captains Draft, Ability Draft, Turbo) either didn't have a pre-game ban phase, or already had non-standard ban rules. These modes are unchanged.
"

At this point Dota 2 can remove the Strategy game tag for this game and from this point forwards League is more strategic than Dota 2 imo it already is starting from this year

Dota 2 devs has to be smoking the best crack in the world to make this change

The entire reason targeted ban exist is to ban the best winrate and hero from smurf player hero pool now the acc sellers and smurfs can dominate and ruin so many players matchmaking games seriously do dota 2 devs not have foresight to see this

Its give and take enemies can ban your team best hero and your team can ban enemies best hero that's how it evens out

This only pleases one crowd and type of playerbase the reddit playerbase who were complaining their hero getting banned due to dota plus overwolf third party application
These player base call it cheat but many other players call them anti smurf tool but these player base will soon complain more smurfs lol rinse repeat can't wait to see read the complaint posts

In cost benefit there's more negative cost in this decision than positive benefit

Seriously the only reason why Dota 2 devs do this is to save on server cost no other reasons

This ensures that the match end outcome becoming more predictable for the matchmaking and all down to probabilistic luck outcomes even more than previous system seriously this will make forced 50% algorithm outcomes even worse this ensures more control to systemic matchmaking rather than agent player decision

Important Part
"Dota Plus Pre-Match Matchmaker Analytics"

"
Millions of Dota players interact with the matchmaker every day and every single one has different priorities when looking for a game. Some prefer to get into a match as quickly as possible, and are willing to accept a higher skill variance in the game to save some time. Others want every match to be perfectly balanced, and are willing to wait longer for the best chance at the closest game. Other players care less about the skill level of the other players, and much more about their personality and behavior in-game.
"
It takes 2012- 2024 to notice this more than 10 year aka decade
Valve already have data for their player base

New comer zoomer reddit playerbase want to get into match quickly and don't care about balanced matchmaking or skill variances
Behaviour score ranges
Majority above 50% in 8k-12k
Minority below 10% in <8k
Generally has higher average behaviour score ranges due to less communication interactivity and desire to have conflict with teammates to improve in the game in short casual player base

Old traditional boomer WC3 Dota 1 playerbase want balanced strict game and willing to wait longer for best chance of good game
Behaviour score ranges
Majority above 50% in 4-8k
Minority below 10% in 0-4k and 8-12k
Generally has lower than average behaviour score ranges due to increased communication interactivity in pings and desire to have conflict with teammates to improve in the game the plain old toxic and hard core player base

"
We've long wanted to build features to let players find matches that better align with their individual preferences.
Early attempts ran into two main problems:
  • First, while players are good at describing their preferences to other people, they aren't necessarily good at describing their preferences as inputs to a complex, global matchmaking algorithm ("I value skill variance 13% higher than the average Dota player!"). How can we create tools that let players express their preferences naturally and directly?
  • Second, changes to the matchmaker affect all Dota players, so we tend toward caution.
    The matchmaker is always trying to strike a balance between individual player preferences and the health of Dota as a whole. (If matches of Dota are bad, whether because of wild skill gaps or poor player behavior, that's bad for Dota as a community. If every match is perfect, but takes three hours to form, that's bad, too.) New matchmaker features available to everyone at once risk breaking the matchmaker, and if we break the matchmaker, we break Dota. How can we ship new matchmaking features and learn how they work in practice while keeping risk to Dota as a whole low?
"
1st part is nonsense
Dota plus have all the stat data such as behaviour score, player winrate with x hero to determine player preferences and matchmaking already base matchmaking on other player variable stats
Change matchmaking algorithm to not have forced outcome based on player win/loss spree

2nd part is hiring competent developers especially developers who are not psychopaths
"strike balance between individual player preferences and the health of Dota as a whole."

Dota 2 devs literally implying of forced 50% allowing low skilled playerbase to match with higher skilled playerbase after x loss spree for the sake sorry in dota 2 devs terms "health of Dota as whole" like many other players have said in the past before this is what makes players mad for matchmaking and reason players resort to cheating for

Dota devs admit their game is entirely dependent on matchmaking that's new even certain corporate defenders have no excuses now after dota 2 devs admital but devs don't have backbone to change its matchmaking in fundamental ways away from using Engagement Optimised Matchmaking in their code base

Fixing this requires fixing company issues first over technical issues since current devs took this long to realize this
Firing the old devs who worked on this bad matchmaking
Hiring new devs for matchmaking

"
Within the new experimental umbrella of Dota Labs, and initially limited to Dota Plus, we're shipping a first pass of a feature that Dota players have been asking us for forever: When you find a match in Dota, Dota Plus will present some information about how the matchmaker evaluated the match, like an estimate of skill range and player behavior scores. You'll have a chance to accept that match or requeue to wait for a match that's better for you and your current preferences.

We were careful when building this feature to make sure that any information we included would enable players to express individual preferences about what kinds of matches they prefer, but not grant a competitive advantage of any kind. The new dialog can tell you that the skill variance of players in a match is high or low, but not whether you and your team are on the high end or the low end.

Why is this a Dota Labs feature? The only way to know for sure how millions of Dota players are going to interact with a feature is to ship it, so that's what we're doing. We've done extensive modeling, but there's still real risk here: We may be wrong about how players will use this feature or how it will affect the overall matchmaking experience in Dota. We don't want to let those fears that we might be wrong stop us from doing something that may benefit millions of Dota players, so we're shipping this as an experiment. Shipping it inside Dota Plus limits access, and accordingly limits the risk to Dota as we learn about how everyone interacts with it. As with the other Dota Labs features, time and your feedback will tell whether it grows, or changes, or gets retired.
"

Good matchmaking feature that finally allow player agent control decision for the player for the first in the dota history is now locked behind Dota Plus so that evens it out

This is a small good change for once but this will not convince players not to cheat if matchmaking forced outcomes based on match win/loss sprees fix this engagement optimized bs matchmaking which will fix majority of reason for both negatives of toxicity and cheating since like dota 2 devs have said it " if matchmaker breaks Dota 2 breaks" and this is chance for Dota 2 to break, heal and build for better but as a caution history have proven countless times Dota 2 devs never change which is why players need to be cautious
Can you post a source for your claims?
klein Mar 22, 2024 @ 3:56pm 
The best thing they made was the p2w queue. Now if I get "disruptive" low bs players, I skip the queue until it's all green "good/great". Toxic low bs players can play with themselves
Pyro Penguin Mar 22, 2024 @ 4:00pm 
Letting people pay money to dodge games is the dumbest update they have ever done. All players wanted was for the matchmaker to prioritize things like mmr and language even if it meant increasing queue time. A simple checkbox for that would have been more than enough, but now you get to be sent back into matchmaking over and over because people can avoid the match without penalty.
klein Mar 22, 2024 @ 4:21pm 
Originally posted by Pyro Penguin:
Letting people pay money to dodge games is the dumbest update they have ever done. All players wanted was for the matchmaker to prioritize things like mmr and language even if it meant increasing queue time. A simple checkbox for that would have been more than enough, but now you get to be sent back into matchmaking over and over because people can avoid the match without penalty.
They are testing the system for dota+ right now. When the experiment is done they will release it to everyone else.

It's only players with low bs that are affected. Obviously people will dodge if they get yellow/red popups. I only accept games when it's all green. I tried accepting a yellow/red queue and it was a very toxic experience. Never again.
Pyro Penguin Mar 22, 2024 @ 4:33pm 
Originally posted by FORGONDOR:
Originally posted by Pyro Penguin:
Letting people pay money to dodge games is the dumbest update they have ever done. All players wanted was for the matchmaker to prioritize things like mmr and language even if it meant increasing queue time. A simple checkbox for that would have been more than enough, but now you get to be sent back into matchmaking over and over because people can avoid the match without penalty.
They are testing the system for dota+ right now. When the experiment is done they will release it to everyone else.

It's only players with low bs that are affected. Obviously people will dodge if they get yellow/red popups. I only accept games when it's all green. I tried accepting a yellow/red queue and it was a very toxic experience. Never again.
hopefully before that they realize what a dumb idea it is, they at least need to put a limit on how many games you can dodge
Originally posted by FORGONDOR:
The best thing they made was the p2w queue. Now if I get "disruptive" low bs players, I skip the queue until it's all green "good/great". Toxic low bs players can play with themselves

last time i check, we get penalt for queue and not accept the match.
Originally posted by Pyro Penguin:
Originally posted by FORGONDOR:
They are testing the system for dota+ right now. When the experiment is done they will release it to everyone else.

It's only players with low bs that are affected. Obviously people will dodge if they get yellow/red popups. I only accept games when it's all green. I tried accepting a yellow/red queue and it was a very toxic experience. Never again.
hopefully before that they realize what a dumb idea it is, they at least need to put a limit on how many games you can dodge
Why? So toxic players aren't forever queued. If that's they problem, they created it for themselves with their behavior, and I see it as an absolute win.

They are also getting a new data point to collect, how intolerable players are actually towards toxic behavior.
klein Mar 22, 2024 @ 4:53pm 
Originally posted by Pyro Penguin:
Originally posted by FORGONDOR:
They are testing the system for dota+ right now. When the experiment is done they will release it to everyone else.

It's only players with low bs that are affected. Obviously people will dodge if they get yellow/red popups. I only accept games when it's all green. I tried accepting a yellow/red queue and it was a very toxic experience. Never again.
hopefully before that they realize what a dumb idea it is, they at least need to put a limit on how many games you can dodge
They are collecting data right now. Like fx how many times you have to dodge to get a perfect queue popup. Obviously after the experiment they will put a cooldown on queue skip.
Rusty Shackleford Mar 22, 2024 @ 4:54pm 
First match all green; "Perfect". Probably the most competitive match I've played in recent memory. It was worth the $5. We'll see what happens over the weekend.
I wonder what an all red match is like. Jk I don't want to know
Never gonna read that. I am happy for you though, or sorry for what happened to you
< >
Showing 1-15 of 17 comments
Per page: 1530 50

Date Posted: Mar 21, 2024 @ 5:33pm
Posts: 17