Original Post — Direct link
MM is still so garbage. I play game after game and its just the worst people on ps4 on my team against all star teams every time... after 5 years this **** is ridiculous. Its fkin casual yet ubi is still rigging it instead of just making it random MM.
about 4 years ago - UbiShoreman - Direct link
Hey KillaAkuma, we are always taking feedback and collecting information about matchmaking balancing in our games, and appreciate that you took the time to share your experience!
about 4 years ago - UbiShoreman - Direct link
Originally Posted by The_.Riddler
1. Cheating. The programmers need to make a much more broad and concerted effort to seriously address cheating in this game rather than just playing Whack-A-Mole with user reports and hoping BattlEye takes care of the rest. The development team must take a far more holistic approach to cheating by incorporating every scrap of data on a player as part of a statistical analysis to detect and punish cheating, scripting, hacks, exploits, hardware abuses, and so forth. And they need to move to a hardware & global account based (with dual authentication of EVERY account required) ban system to prevent repeat offenders.

2. Smurfing. Far too easy for people to set up multiple accounts where Diamond/Platinum players are fiddling around in Level 0 new accounts. Ubisoft must move to a global account login system with required dual authentication. Moreover, they must also base a person's perforrmance for matching not simply on a low-pass MMR. They must account for the player's entire performance across ALL accounts and ALL gameplay modes. So if a person is a Platinum on one account, they are treated as a Platinum on ALL accounts the have. Period. No exceptions.

3. Matching. A lot of the problems here would be addressed by issue #2 ... but beyond that matching up teams needs a much better approach. All players on both teams need to be properly balanced, and Ubisoft needs to use far more data than they are currently using to match players.
Hi Riddler, allow me to address your concerns!

Our specialized team is definitely aware of the increase in cheater reports this season, and are working not only to address these reports but to also improve the current anti-cheat system. As we reported on our twitter here we are trying to get a full idea of the impact our work from home policy could have on future updates. We take these reports very seriously, and appreciate what reports the community as a whole as provided so far.

As far as smurfing is concerned, we have actually already implemented a 2 factor authentication system to play ranked. Due to privacy laws, we are limited in the scale of our ability to see and access players personal information in order to work through a player having multiple accounts. The concern there would be around false positives when people are just trying to have a LAN party, or have friends over on the same internet connection. As far as assessing across all game modes, Thunt and PvP have quite varying dynamics, combining the two could create either a false inflation or deflation of MMR, in which we have the same issue of imbalanced matchmaking. Whereas it is completely understandable to have frustrations around smurfing, the issue is a little more complex than it might appear at first glance.


We definitely appreciate your input on looking at matchmaking and properly balancing things out. Do you have any other suggestions as far as what datasets you think we should include while assessing player skill and MMR?
about 4 years ago - UbiShoreman - Direct link
Good point on the PC aspect Icey!

These are all good points to consider, and I (personally) really enjoy the idea of tracking based on aggression factors, and supplemented with a thorough explanation. Thank you for sharing the idea with us