Originally posted by griddle1234
Firstly thank you for the detailed response to the above poster.
- Grabs 10 players whose rank and MMR are close enough to each other.
This in principle is good but I do find it hard to believe that's its a tight criteria. There are games where I've seen such huge disparity in skill level. This must be a lot looser than the 2nd point.
- Makes sure it can assign each player to a team and role such that the total MMR between the two teams is within an allowed MMR gap and role preferences work.
This is far easier to achieve and what I suspect is creating the 50/50 games which is obviously the aim. This is fair for a fun gaming experience but not fair from a ranked progression system.
You are basically saying that regardless of your skill/MMR level you will find it the same difficulty to win games and rank up.
I think the more point 1 works the more point 2 fe...
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Yeah, you've pretty much hit on the major tricky design pivots when it comes to matchmaking and ranking.
If we focus on matchmaking, then players get closer to 50/50 games when some feel like they deserve a higher win rate. To compensate for this, we try and make sure higher MMR players get extra Ranked Fortitude or LP to help them climb even if their win% stays near 50%.
If we don't focus on matchmaking, then it's possible to just let people climb, but then you run into the problem you brought up which is it results in a lot more players getting into matches they can't win or into matches where they feel like they aren't good enough to even play the game. In my experience, this type of experience leads to a larger negative impact than when good players have to lose half their matches.
But, yeah, you have touched on exactly the types of topics we have to balance.
EDIT: To your comment about tight criteria, you are right. Rank is the only hard thres...
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