HiRezAjax

HiRezAjax



10 Aug

Comment

Originally posted by stormdraggy

Can you explain then why despite being in the most common mmr bracket I am repeatedly being placed with other solo queue players against the same 4 and 5 man premades that have significantly higher mmr across the board and just stomp over the opposition due to the horrid mismatch the system created? I experience this on both ends, feeling as if my performance has no bearing on the game's outcome; as the party matched with or against me was put in a position to win from the start by setting them loose on an iceberg with free clubs to bludgeon the seals with. It's so bad that if I'm lucky enough to get slotted in with a 4 man I could just afk farm all game and still win easily due to the mismatch.

This is not a confirmation bias: I have reviewed my match history constantly, and nearly every blowout win or loss has been the result of all solo queue or at most a single duo going against a 4 or 5 man premade with higher skill rating, and said party on the winning end. On the ...

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I cannot explain that. It sounds like an insanely rare scenario based on our current rules. Everything you described is quite unlikely based on my current knowledge of the system and based on reviewing our stats.

There used to be special case rules, but many of these have been removed and we have seen significantly improved matchmaking data after their removal.

  • There is no "MMR boosting" for parties - party MMR is averaged and paired against the most close MMR players

  • There is no "party vs party" rule - Parties are matched against the most close players in MMR, with no regard for their party size

  • There is no "avoid repeats" rule - you can meet the same opponents multiple times in a row if the player pool MMR doesnt change enough

All of these rules being removed has improved the system, although i might assume you would disagree. Special case rules tend to create more player base segmentation, effectively ...

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Comment

Originally posted by Avernuscion

Part of me is wondering whether ranked should be solo queue but then have an "elite conquest" with picks and bans, that way ranked would be your "best matchmaking experience" but then you could practise with friends in the elite part without too much difficulty (or radically, have an extra league for just that like how we have Duel etc)

Casual conquest would therefore be sort of "anything goes" with an easier pickup rate, did toy with the idea once that Casual conquest could then be made to not record wins/losses just to get people to jump into it without fretting too much about winning or losing to pick up the game and then move on from there if they're serious enough

We did consider this, but have decided it is not a good idea. We have no desire to split the player base into any more distinct groups, it will only hurt all matchmaking considerably more than it helps.

Comment

Originally posted by stormdraggy

Simple solution: don't match players below x time played with players above y time played unless they are partied together; in which case that's their problem.

Absolutely not a simple solution. Or youre saying: "this is a simple solution, but one i suspect might not work?"

Youre now splitting the entire playerbase into 2 entirely different queues pretty much, likely to hurt the overall matchmaking much worse than the occasional "fresh 1500 player with veteran 1500s"

You need something that adapts for both MMR and Play Time in a more flexible way that can scale for years of matches and tens or hundreds of thousands of players. Setting one distinct "time wall" is not going to do that.