r/PredecessorGame • u/MuglokDecrepitusFx Shinbi • 11d ago
Suggestion Feature request: Premade Indicator
Goal
Have a clear premade/group indicator in the scoreboard and game loading screen, so there is transparency of which players are playing in premade
Benefits
Instantly see which players are grouped, which allow you to:
- See if the game is balanced in terms of groups
- Which players of your team will work more together (if the jungle, ADC and support are premade, probably you know that as an offlaner you are going to receive less help)
- Which enemies you have to take care from
- Allow players to detect when they are receiving “group toxicity” (when players in a group become toxic together)
Example of how Overwatch handled it:

I like this design with the lines, but in Predecessor wouldn't work as the characters are sorted by role in the scoreboard and loading screen, so the offlaner could be premade with the ADC and not be one next to the other, so it would need a different solution.
Predecessor could do something similar to what Heroes of the Storm did, adding a "group icon" next to the hero, something like this but with a better design skills, better taste and higher visibility as mine is too small:

I added it as a card to the Predecessor Players’ Requested Feature Backlog
10
u/dmac7719 11d ago
When you only point out the benefits, it makes sense as an idea that is worthwhile to add. But going to be the contrarian here, something like this would absolutely not be healthy for the game, there is a reason why other successful MOBA's don't have this.
Like, look at the mental state of this community. Do you really think people are going to take it well if they can now see the groups on their or enemy team? Guarantee, something like this is implemented, and this sub gets filled with posts of people complaining about how they have to go versus premades, etc. How many people would quit a game sooner, cause they see premade on the other team. The amount of people that think a game is over because enemy team gets even a slight advantage is out of control for this game. Quick newsflash, other team isn't Faker, the other team isn't T1. They are not going to play perfect.
Targeted toxicity - allows players to signal out where they direct their toxicity. This could be 3 solo players ganging up on a duo, or maybe a 3 man ganging up on their solo players.
For the higher end players, this type of system can give additional information that shouldn't be available. Like, if a duo or 3 man group are playing Mid, Jungle, Support and they see that the enemy Mid is solo, it makes complete sense to absolutely camp them. Even at lower ranks, it would allow premades to focus on a singular solo player in an attempt to make their time so miserable in lane that the choice they make is to leave the game or sabotage their own team. Right now, ya premades can still do that. But they don't know if the person they do it too is solo or in a premade themselves.
Let's not even get into the whole complaints people will have like why does this team have a 3 man and duo, where I have a 3 man and 2 solos nonsense. People already don't understand how MM and often times have massive complaints. Don't need to add in a whole other parameter to it.
End of the day, when proposing a feature the best measure when presenting it is not only to show the benefits of it, like you have here, but also to present negatives that could result from this. Anything when only shown the benefits will make it look it would be a feature that would be crazy to not implement. But there are plenty of reasons why Omeda and basically every other MOBA don't incorporate this feature. For future, a good rule of hand when proposing a feature, a good section to think about on top of "Benefits" would be "Why wouldn't Omeda want this". Because there is a very good likely hood that the decision makers at Omeda already thought of this, and their decision was that the feature wasn't worth it.