I don't think improving Solo Q is possible
I come to the conclusion that no matter how many tools and survival tips you give solo q players, it will not help. You're making it easier for SWF to track progress though. I guess that's good?
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It will help. If icons appeared for certain perks like Deliverance, or if they removed the bubbles for Kindred or at least let you see the aura through it - that would be amazing. There are several perks that need to be shown when a survivor has it equipped so other survivors can move more efficiently in solo q. Nothing will ever beat comms but survivors should be able to see each other builds in lobbies too.
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Making it so people can't instantly give up would be a good start.
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Were you around before the first wave of survivor icons were given to solo queue? The change in behavior and efficiency was huge. Previously you often had all 3 players come to an unhook, or everyone assumed everyone else was doing it. Now icons make it relatively clear that one player is doing the unhook while the others are occupied - and if the player going for the unhook gets intercepted and chased, another player has the information necessary to stop what they're doing and start unhooking.
Gen progress allows solos to time Adrenaline, and it also gets players to stop working on barely-started gens and move to exit gates for quickest possible exit gate 99ing. Exit gate icons allow players to guess whether a gate has been completed, or if both gates are good to go. The chase icon tells you if you're safe or whether you should be watching for the killer.
Information does improve solo gameplay. Sure, you can't deal with sandbaggers, ragequitters, and baby players, but claiming all of this is pointless is just blatantly false. And there is plenty more information I would like to see added to solo queue, such as anti-camp meter progress and Head On locker auras.
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no
played like 7 games this morning and died each game. Each game I had stupid teammates doing stupid teammate things like getting hit in basement and then running AWAY instead of trading with 0 hooks, me being the only person working on a gen, DCs/giving up where it's not yet warranted, etc.
I've been playing killer a lot more recently and it's actually funny because I'm not the best so I won't say that gens 'fly' so much as my chases take a bit longer than I'd like but my the survivors in my killer games seem to understand to do gens, when to trade, how to pull off saves and ultimately just how to work as a team despite not being SWFs. It's such a contrast to my solo q experience and I can't understand why I can't queue up with these type of survivors when I play, I get the most potato teammates 9/10 games.
I don't know how you could improve solo q anymore, the improvement has to be in the mmr system at this point. Bad players will just be bad players and you can't fix stupid
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The biggest problem with solo queue by far is matchmaking. The SBMM system simply does not function. I have around 2,200 hours and as a solo queue survivor I will get matched with great survivors with thousands of hours one match and then get matched with brand new players who have no clue what they are doing the next. I've seen <50 hour players in my lobbies more times than I can count, and I don't think I lose enough to be bottom basement MMR. When I have competent, experienced teammates, solo queue is usually quite fun and competitive. The real awful solo queue experience that everyone talks about really only occurs when I have terrible teammates.
The first thing that needs to happen is scrapping the "escapes = skill" and "kills = skill" method for calculating MMR. Just use the friggin' emblem system - that alone would be a huge improvement. 2nd thing is to allow players to choose longer queue times for better matchmaking accuracy. I would be totally fine with 2-3x longer queue times if it guaranteed players at my same skill level.
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Yes, it will help, but for people, who already pay attention to the game. I stopped take Kindred in soloq long time ago, you know why? It's pointless sometimes, I still see two people run to me on hook or nobody run to me at all, even when they all can see each other.
I support soloq improvements, but OP is right, since most players are really awful at this game, it won't help in bigger picture. It will help me, just good survivor, who constantly pay attention and think about further steps, but it won't help to my teammates: Sable, who gave up first hook against Pig on strongest map against m1 killers, Jeff, who missed 3 skill checks in a row with 3k hours, Mikaela, who take off Victor asap and drink from fountains against Plague in the middle of the map, while everyone is injured, and Ash, who let go on hook against Bubba camping him in endgame and magically turn 1k into 3k for killer. There is nothing in a world what can help these people. Literally n-o-t-h-i-n-g.2 -
Completely agree with every word. I better sit in a lobby for 5-10 minutes and play 1 good and competitive match than find 3 matches, where survivor barely understand what they are doing. Because no matter how much people crying here that "soloq is unplayable", it's really fun experience with good teammates. Get 4 man out against good 3 gen Singularity in soloq is what I will remember for years.
Literally on monday had 4 escape in a row in soloq, after which I got lobby with 100-400 hours survivors. There is no logic at all in it.1 -
Bacause it is almost impossible to balance a game for new/bad players and veteran/good players at the same time.
Maybe if matchmaking works 100% correct and new killers would only play against new survs - but as we know it does not. And i guess it can never.
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In theory, it is possible. You would simply need to integrate voice comms into the game. However, many solo Q survivors would simply not use them. Many others would abuse it to troll or insult others, further alienating the rest and making them not use it. And most people who play the game are against voice comms being integrated into it, so…
Thus, buffing solo Q implies introducing other types of mechanics that will never be on par with the tools that SWF has access to simply because they are on comms. For starters making Kindred basekit (the seeing auras of all survivors part, not the killer aura part). The soon to be added info in the survivor HUD is also a great step. I would add being able to see your teammates' perks in the lobby.
Edit: English
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Survivors should have aura on each other as basekit and the game should balance around it
there's no way to address the communication gap of premades otherwise
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There’s a few things they can do to improve SoloQ:
- Decrease the bleed-out timer by 50%.
- Implement a mandatory secondary objective for Survivors and reduce tunneling by either making it much harder for the Killer to target the recently unhooked. They could implement teleporting hooks and making the Survivor invisible and have their collision removed so they can get away unnoticed and the Killer will be forced to go after the unhooker. This can be deactivated (or not) after 4 gens are completed, depending on what the secondary objective will be and how long it takes to accomplish.
- Implement a chat wheel that lets Survivors indicate their intention - “I’m going for the save”, “Don’t come”, “Hurry”, “Come to me” and whatever else they think will be useful.
- They can have MMR pool all the serial DCers and 1st hook quitters into their own matchmaking pool. They’ll have to play 10 games without quitting to get back into the regular pool.
- Introduction of dances because I want them.
4 - Decrease the bleed-out timer by 50%.
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I don't have a strong opinion about solo queue adjustments because it's hard to balance, but I would also like dances.
When a lute comes out, my dances should be better than spinning in circles :)
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I have always believed the true power of SWF is midigating the rng aspect of who you get on your team.
You know you're more likely to get picked, up or unhooked before second stage. You know they'll come back for you if they can, and much less likely to sandbag. You know if they're trying for adept or various challenges. And most importantly, over time you learn their tendencies as well as their strengths & weaknesses.
There's no way any of that can be really replicated in solo queue, and imo is far more impactful than the comms are.
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This is true. Some people on cross play who I've never spoken a word to IRL or online will invite me for matches. I bring them a cobbler and we try hard for each other. I know if there's a chance for a save, they go for it and so do I, but nobody's doing dumb plays.
It's something special to know your teammates aren't going to run at your hook with the killer behind them :)
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There being the root of the problem. Survivors that want to play matched with survivors that don't.
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Just had a team mate said ttv guy God forbid i wanna smth other then generators, these are the type of players i get daily on my solqo teams
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Isn't it obvious?
How would you rely on teammates without knowing perks they are using, their knowledge level?
Even with terrible matchmaking. Solo will forever be miserable compared to SWF.0 -
There is a very simple change to improve SoloQ. Unfortunately, whilst it is simple to suggest it, it's not likely due to how people are.
It's just stop being a wuss. Some just give up and screw the game for everyone. Even as Killer, when one person kills themself on hook I just feel it's a shute game.
As it currently stands, SoloQ has all the tools I need to succeed. It's amazing how many games we have had where there is no SWF, yet all four just get it. Heck, even if I'm with a new player I am just glad when they fight on. That's how people learn and get better, but unfortunately there are weak people who just cannot deal with facing the fact they aren't good, rather than accept it and get better.
It's attitude at the end of the day. People with a bad one are the wusses
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Solo play is only as strong as its intended success rate allows it to be, which is currently around 40%. If solo survivor success rates increase beyond what the devs aim for, it could disrupt the balance they intend. The fact is, a team of four random players with no communication trying to coordinate is inherently difficult, and the intended “balance” benefits from this difficulty. Expecting those strangers to play perfectly with no mistakes in that kind of setting is both unrealistic and unreasonable.
The idea that solo play ‘can’t’ be improved is misguided. People held that belief before updates like the HUD changes and anti-tunnel perks, yet those improvements happened, and they were needed and improved the game. This also isn’t a one-sided misbelief; a few years ago killers themselves were very unhappy with the game and wanted improvements. Just because they had tools and perks at their disposal to help their games doesn’t change the reality that they still needed adjustments, they weren’t having fun and the game was changed as a result. Killers are now enjoying their role again, which is a good thing.
Survivors wanting improvements are just as valid, especially when talking about Solo as it is the majority of the survivor playerbase, while SWF is the minority. Dismissing survivor struggles by claiming ‘everything they need, they already have’ feels undermining and counterproductive. Killers once advocated for changes despite others telling them to simply ‘git gud skill issue,’ and now the game is in a healthier place because those issues were addressed. It’s only fair to consider survivor frustrations as well.
Improvements can always be made, as the game is always evolving. Both “sides” deserve a fun gaming experience.0 -
i second this but in a more polite way. it's understandable people have become frustrated with the way the game is played, but a lot of the issues stems from people showing an unwillingness to learn or adapt. their form of adaptation is to try and get the game to change for them when it's not supposed to be like that.
i would say that most losses people encounter as survivor are due to the flaws of the team or someone causing the game to become lopsided by not wanting to play. it's difficult to balance a game that depends on a team of 4 against 1, but the team of 4 is instead a team of 2 or even 1.
sadly it's not in people's best interest to consider other players when doing what they do.0