I know it matches teams of five, but do we know how much they can easily tweak the matchmaking? There was a lot of great community input on queue ideas, maybe we can have a good convo about matchmaking technicalities!
There has been TONS of talk regarding matchmaking. Do a search for “matchmaking” and the topics will roll in.
Most particularly, the current method of finding five, making a team, then finding five for the other team. Many people (I don’t want to speak for all people - or any for that matter, so “I”) would love to see the match making find 10 people, then sort them out based on ELO between the two teams so you have a more grounded base.
This is not my idea, as I stated, there are many topics on match making (no idea how to link them as I only use the forum on mobile), but I do agree with it.
Or maybe I’m not understanding what you mean by “technicalities”, in which case I apologize.
Cheers.
Like how Jythri was getting into the inner workings of queues, buckets and weights and all that. I was wondering if we’ve heard the actual nuts and bolts of what can be flexed with their system, not “MM is bad” or “I’d like 10” is just surface talk, I was wondering if the devs had delved into the workings with us.
Gotcha. I must have missed that from Jythri.
The devs have not got into the workings so far as I know (I could have missed that too), but I would be curious myself. I can’t say I’d expect them to share that many details though, considering ELO is even hidden, but hey, no harm in asking!
They have explained that they do have an MMR and the values they use to adjust what the MM tries to pair you with. The post is older and the values could possibly have changed. He also mentioned recently that they are able to adjust what maps appear in what “Buckets” and that they can change the priority of the maps. Could you explain what other details you are looking for?
[quote=“abobcolypse, post:2, topic:1545993”]
Most particularly, the current method of finding five, making a team, then finding five for the other team. Many people (I don’t want to speak for all people - or any for that matter, so “I”) would love to see the match making find 10 people, then sort them out based on ELO between the two teams so you have a more grounded base.
[/quote]Ideally you also factor group sizes, because a premade is inherently more coordinated than puggers and thus has an advantage beyond their individual ELOs.
For example, in Mechwarrior Online, part of the matchmaking is based on total team weight- the game will try to balance the weight of both teams when putting them together. However, when queuing as a group, your total weight allowance as that group shrinks the more of you there are, to compensate.
I’m wondering if they will have a frank and open discussion about matchmaking the way they have with the queue system this week.