Seems like a pipe dream… can’t be a simple fix…
Yea, I know. But what if…
Looking at ANET’s own description of how matchmaking works gave me an idea. As you read it think of each task as what it most likely is, a method call. If you go to www.guildwars2.com and click on the big PvP graphic you get sent to a Feb 18 post about it. Pay special attention to the bolded and underlined part in this quote:
“…matchmaking in PvP during season two will now be based primarily on your current division placement and a predetermined “pip range” that extends from that spot. We’ll search for other players that fall within your pip range (which can extend outside of your division depending on where you’re currently placed) and pair you up with teammates who have a similar skill level to your own. We’ll then find you opponents within that same pip range and pair them against you, regardless of their skill level.”
As you go on win/loss streaks I can’t imagine that your skill level wouldn’t change, it has to. So you get paired with people who are in the same boat, then get matched with another team in your same pip range but their skill level is never factored into the equation.
Could this be fixed by altering the number of similar players selected and then splitting them? Right now the system makes teams of 5 who have similar skill levels and then pairs them another group of 5 with any skill level… but what if the system instead made a team of 10 people with similar skill levels and then split them into two 5 man groups? Since the 10 individuals were chosen to have similar skill levels then the teams would have to have reasonably similar skill levels by design. IE:
- Now the system finds 5 people who are in your same pip range and skill level. Change that to 10. It should be a simple change to one line in one method.
- Instead of trying to use some complicated matching method to find another group within a similar pip range the system could simply split the already matched 10 people into two groups. The person with the best skill level going to red, the second best to blue, the third to red… etc.
- Queued groups would, of course, need to be handled as whole units. Their skill levels are already weighted when being matched against solo people so that would predetermine which team gets the group and which gets the solos with higher skills but this is already being done so there is no need to reinvent that wheel. Just assign the group to red team and then assign the higher skilled solos to the other team (as is already being done) and then divvy up the balance of the single queued people the same way as described above.
It’s a thought… Maybe one that could be easier to implement than rewriting the entire matchmaking system.
Maybe….
