Problem: current matchmaking system of 2 buckets - level under 23 and level 23+ is not accurate in terms of SKILL based matchmaking because it's clearly EXPERIENCE based.
Going over level 23 don't suddenly improve bad players mechanical abilities, decision making, reaction times so they end up in lobbies impossible to win. On the other hand if stronger players would like to smash weak players all day bots wouldn't be such a hot topic.
Solution: ELO system
Pros:
1) most accurate way to matchmake people with the same skill (more competitive games etc)
2) equal opportunity for every player to win a lobby
3) possibility to build ranked mode out of it
Cons:
1) takes away possibility to fight against top players and learn that way
2) could make way to the top slower
3) backend implementation?
Some will say elo can't be applied to BR games because there is only 1 winner and 41 losers, but that's simply not true. Elo is about comparing players skill level to average player level and determine whether player should go higher in elo or lower, not about winning or loosing.
In a very simple case - in a lobby with 42 players an average would fall between 21st and 22nd, players who place below that get their elo lowered by -1 and players who place higher get their elo raised by -1.
In a real world ofc more complex case is needed - higher placement gets more points and you have to take an account for differences between middle place elo and lobbies average elo yada yada yada.
What about damage dealt? Kill count?
BR is about surviving and players placement isn't affected by how many ppl a player has killed or how much damage player has done and it's not relevant to elo.
Feel free to add to pros and cons and share your opinions.
I hope I'm speaking for those players who play a lot, but don't improve a lot in their skills (like me), but what do I know, maybe ppl like things the way they are. Pls comment.
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