Hello friends, my mission on this thread is to clearly expose and explain why seemingly lopsided matches have been plaguing players these last 2 seasons.
Rather that offer speculation about why certain decisions were made, I will be very deliberate about what the actual issues are and offer some suggestions as to how to fix them for future seasons.
Problem 1: No Pip Regression in Low Divisions. This is actually at the core of why matchmaking seems so bad. Here’s why:
There are currently players that can make it to Ruby (and beyond) winning a very high percentage of their games—they are either very skilled or getting carried, the how doesn’t matter here.
On the other hand, there are people that are getting into Sapphire for free simply by spamming games, even if they have a 25% win rate. Some of those players (though, not all) can eventually make it into Ruby, again with embarrassingly low win-rates. This is due to the fact that once you cross a tier in Sapphire, you can lose an unlimited amount of games but only need to gain 5 pips to cross the next threshold.
Now, it is my understanding, that the matchmaking algorithm currently tries to match you with plays within ~15 pips of you and then looks at MMR. In a system where every division is mostly populated by similarly skilled players, this would be perfectly fine. But this is not the case.
When you mix these two very different kinds of players in the same matches, bad things are bound to happen!
—DETAILS BELOW. Skip to next marker if not interested—
I’ll exaggerate here, as I don’t have access to data, but Ruby tier 1 & 2 host players ranging from 33% (speculation) to 100% (factual). This is a HUGE issue. To see this, we craft the following:
Let’s say the average 10 players in Ruby have the following MMR spread (from -50 to +50):
{ -25, -43, -8, -13, +2, +14, -30, -11, -17, +39 } Case 1
I have picked these numbers as 70% are C players, 20% are B players, 10% are A players.
Now, this isn’t always the case as A players are actually much more rare than 10% of the population, so you may actually more commonly see this spread:
{ -25, -43, -8, -13, +2, +14, -30, -11, -17, +15 } Case 2A good match for Case 1 is to split the teams into:
{ -43, -30, -25, +14, +39 } vs { -17, -13, -11, -8, +2}
with average MMRs being: (-9) vs (-9.4).
(There might be a better match, but I didn’t spend to much time thinking about this)In this case, we’ll very likely see Team 1 win, as their A player will probably be able to 1v2 and created good opportunities for his team to take advantage of—which is necessary, because they probably wouldn’t win an even fight.
What happens when the A player isn’t there? Case 2:
{-43, -30, -13, +14, +15 } vs { -25, -17, -11, -8, +2 }
with average MMRs being: (-11.4) vs (-11.8).Despite the fact that Team 1 is favored to win here, their top 2 players aren’t that much better than Team 2’s top 2 players. Furthermore, Team 1’s bottom 2 players will probably be double capping every node and keyboard turning.
This is the type of game where Team 2 lucked out as they’re sort of similarly matched, but Team 1 is all over the place. It really isn’t fair to the top 2 players of Team 1 that they got matched up with players that (quite frankly) should not be in their division.
As you can imagine Case 1 games are actually pretty rare, with most games being Case 2 games.
This is what’s happening in all these Ruby games that then has people convinced that Ruby is inescapable!
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Even certain “good” players will have a very hard time in Ruby tier 1 & 2. Not because they’re bad, but just because they’re not good enough to carry the kind of players that shouldn’t be in that division.
Solution: All that being said, my suggestion to fix this is simply add pip/tier regression to every division.
Bonus Suggestions:
- Sufficiently large lose streaks should drop a player down 1 division.
- Ending a losing streak should not award an extra pip.
Problem 2: No rewards for any division except Legend.
A huge reason of why people get upset that they can’t get out of Ruby, is because the only division that shows that you did something worthwhile in PvP is Legend.
Although each player might have a sense of pride and accomplishment for making Diamond (and for some people Ruby) after a PvP season, they’ll have nothing to show for it because there’s nothing worth obtaining unless you made Legend. .
And please don’t tell me that the vendor backpieces are the nice eye-candy for the lower divisions, because I don’t think I will ever see willingly display that on their character.
Solution: We need something that is pretty, that isn’t embarrassing to display on our characters, that shows our accomplishments at the end of the season.
It doesn’t have to be something unique every season, it can be something as simple as a cape colored with a scheme according to the division you achieved that season, which when combined with other copies of itself in the mystic toilet, produces a cape of the same color scheme with a nice silver/gold trim.
Examples:
- If I reach Ruby during Season 1, I obtain a Ruby themed cape. If I reach Ruby during Season 2, I obtain another Ruby themed cape, which I can combine with my first one to create a Ruby themed cape with silver trimming.
- If I reach Sapphire during Season 1, and Ruby during Season 2: I get a Sapphire cape, and a Ruby cape, but they cannot be combined.
- If I collected 2 silved trimmed capes of the same PvP tier, they can be combined to get a gold trimmed cape of that tier. (Ie. If you get Legend all 4 seasons, combine all your capes to get a nice gold trimmed Legend cape).
I realize this post is a bit long, but I think it highlights some issues which are paramount to fixing matchmaking.
To re-iterate, I think the current matchmaking algorithm would work perfectly, if there was pip/tier regression in every division.
The system is almost in working order, it’s just a matter of making these small changes for the future seasons, so that PvP may be more enjoyable.
Thanks for reading,
Ac
(edited by Acandis.3250)