a template which breaks WZ rules.
The Rigged Games and Lotteries Rules (https://www.warzone.com/wiki/Rules#Rigged_Games_and_Lotteries
) around lotteries applies to games, not templates. Technically, the QM system- rather than the template- violates the rules by not putting "Lottery" in the title.
Regardless, the intent of that rule seems to be to allow users to filter out lottery games (e.g., on Open Games). Functionally, they're still able to do that because they get notified when they unlock the lottery template (it's named "duel lotto 1.0," which should be pretty clear to everyone).
Imo, the issue surrounding that template is only symptomatic of poor design in Quickmatch itself. I hope Quickmatch's design gets some attention in the near future- Dirk's issue has been around since the dawn of QM, the voting system is basically set up to disappoint most everyone (although the handpicked templates somehow manage to be even worse), unexpected behavior results from newly-unlocked templates being checked-on by default (and not being able to uncheck them in the unlock notification pop-up), and of course the rating system leads to overwhelmingly low-quality matchups for most everyone as well as the inflation problem.
QM is in a weird spot where it really needs some attention and effort but probably wouldn't make sense to prioritize because it won't move many needles and has already generally succeeded in terms of becoming the main way people play multi-player Warlight. Realistically, we'll just have to put up with the bad parts of QM the same way we've put up with a half-implemented Clan management system, etc.
1: poor UI/UX design when a player goes to QM the very first time- the "Invite me to multi-day games" checkbox toggled on by default is incredibly easy to miss amidst the noise of so much of that page being highlighted + having pop-ups that first-timers just want to mindlessly click through so they can actually play a game
2: strat players think it's supposed to cater to casuals; casuals think it's supposed to cater to strat players. In truth it caters to neither. Imo the way QM handles templates is unnecessarily eccentric and hampers the experience because for the average player almost every unlock is worthless.
ETA: I don't agree with nonolet's harshness toward Fizzer in the post below. In no way do I intend to suggest Fizzer doesn't care about the community or CBA'd to attend to its needs. While I agree that the ideal long-term fix is for the game/community to grow beyond a dependence on Fizzer, I think the issue here is more structural than personal- the solo-dev indie model is a double-edged sword that both built an excellent core to this game and has been stifling it ever since then.
Edited 11/29/2021 10:16:40