|This is sort of about the Random Queue discussion, only...||Write Reply|
|This is sort of about the Random Queue discussion, only it's a tangent and I don't want to derail the main thread.|
They say 'crime doesn't pay', but in the worst neighborhoods, the only way up and out is perceived to be crime. A little dealing, a little hustling, a bit here and a bit there, and soon you've got enough cash you can maybe escape. Of course, we all know street dealers have a very short life expectancy, but it's the unreasoning hope that keeps people going into the business. It's like buying lottery tickets or playing in high school or college sports; you know you won't win, but there's always that chance, and the little wins keep you going even when you're losing overall.
Every casino manager knows that.
The thing I like about the Random Queue is that it gives hope to a player in a hopeless position. This is important because, in a Standard game, unless you die early to a headshot, you're either going to be the player that wins or one of the many that doesn't. (Or, sure, you might team up.) Point is, most games go on for quite a while after everyone already knows they're over.
Lots of players have gotten a lot of grief over quitting from a doomed position; one of the best known was @Ville+Kauppinen in the Leo War. He drew so much ire that he left the game.
And yet: when a position is without hope, can we really blame someone for walking away?
There was a time not long ago when the cry was that droppers were spoiling the game, and a lot of effort was put into fixing that. I think a little hope, even if it's false hope, is a great help in that particular fight.
Having said that, I've got nothing against making the linear queue optional in Standard, which is why I'm posting this off to the side.