it's incredibly tin-foil to assume that the system intentionally created this match under the assumption that your teammates would quit as a means of manipulating you in some way.
you HAVE to know how nonsensical this post is. Like, what do you perceive could be the the corporate benefit of treating you this way?
I was joking when I say SBMM has become the scape goat for this games problems, but holy shit!
why is it hard to believe that people quit and disconnect and the bot fill is broken and the shitty progression system incentivizes quitting. We've got people in this thread detailing how they quit matches before they begin so they can finish challenges more quickly. And then we have nonsense posts like this.
I'm saying that like skill, they probably track "propensity to quit or idle" as one of the metrics to build matches, pairing people who don't quit and are skilled with people who do quit and who are lesser skilled.
I don't have a quitter problem in ranked, but I definitely do in Quick Play.
Could it just be the inherent nature of the modes and incentive systems contributing to the high frequency of quits? Yes, absolutely. And that's a big part of it.
I don't believe it's all just crash related however, though msybe that would be lumped into "quits" by default.
But my argument is that it -feels like- my QP teams more frequently have quitters, while enemy teams more commonly stick games out and/or are pre-made groups. And that I suspect they build teams in QP on not just pure skill as the only metric, but players likelihoods of playing and finishing matches too.
That the system tries to avoid building a squad of "four highly likely to quit/idle players", but it WILL build games with 1 to 2 players who are likely to quit/idle with 1 to 2 players super unlikely to quit ot idle. That a team that is half semi decent non-quitters + half bots that aren't backfilled is a "good enough" quality of match for mixed, average skill pre-mades for their algorithm. But neither a team of "all quitters" or a team of all "skilled, no quit" players are in the "just right" range for these situations.
Like teams of mixed skill to "average" the skill between games, it feels like it does this to "average" the quality of matches overall on a macro scale.
No squad is going to want to play against constant QP quitters & idlers across the entire enemy teams, so mm tries to average out player propensity to quit/idle.
I've had 3 disconnects and 0 quits in almost 400 total games played, but a metric fuckload of my QP matches are just like this: Ive got quitters/idlers, while the other team does not. And very, very rarely does it feel like it happens in reverse, where it's the enemy team plagued with quitters.
So as a semi-decent, non-quitting solo queuer, this game seems to feed me less skilled, and likely to outright quit players in QP commonly. Because it knows I increase team odds of success AND I don't quit. So it "balances the equation ".
It's just frustrating.
In my next 50 QP matches, I'm going to track how often I get quitters/idles versus the enemy team so I can corroborate with evidence how this shit feels intuitively.
It's shitty, because about the only playlist settings/mode wise that I can stomach is Ranked but I'm constantly around 50-60 ms ping and matches are super high intensity. So my only option for comparable games with actually tolerable ping is in QP, but my matches in there always just feel terrible in terms of "fairness" for being placed on a team. Like sure, the end statlines might be "close", but it's frequently because I have to put in 40-50% of the team effort to get to that "fair" end game team statline. And I frankly don't find it fun and it just makes me not want to play period.
EDIT: After typing this, went to Ranked and had my worst player quit. Looks like I just had my first quit! I'm not tolerating this shit anymore, sorry.