Most games tell you to get good by giving you a āGame Overā screen. MultiVersus, the newly re-released Warner Bros. crossover fighter, has something else in mind. What if players who lose too much got dumped into a different online queue that stopped them from playing against other humans? Thatās the solution MultiVersus seems to have gone with, and players arenāt thrilled about it.
Players have sporadically reported on the MultiVersus subreddit instances of getting paired up against bots after losing too many matches. But as more players are trying out the game, that criticism is starting to gain steam. Reddit user lionsnuggler69 says they spent āhoursā in bot jail unable to play against real people after doing team rounds with a friend who was new to MultiVersus
āThis has got to be the most patronizing thing I have ever experienced in a game,ā they wrote. āI have over 200 hours in the game. My main isnāt strong in the meta, but I love playing them. Unfortunately, this now means that I get robbed of the experience of playing with the community. I was such a fan of this game. I wanted to believe in it, despite everything. But this pity queue is absolutely unacceptable.ā
Some fans pointed out it may be a āmercy mechanicā so people can accomplish their in-game quests without having to beat real players, but said that didnāt make it feel any less āinsultingā to find yourself fighting bots after a rough night.
āThere should be an opt-out option in the settings,ā GooRedSpeakers wrote on Reddit. āI donāt mind losing 10 times in a row while learning a new fighter, but I hate having my time wasted on easy mode bots.ā
At the moment, the number of matches you have to lose before bots start showing up in the queue seems fairly low. Some players report facing bots after just two losses, even with an above-average win rate across the whole game. While MultiVersusā intentions may be good, it seems like the community isnāt thrilled with the implementation. Add it to the list of problems fans have had with the game since it re-launched in May, as the game has been subject to criticism around its online lag, balancing issues, and monetization
Weāve reached out to Player First for comment on the situation and will update the story if we hear back.