Changes to matchmaking (1/26 patch)

Changes to matchmaking (1/26 patch)

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Posted by: Salamander.2504

Salamander.2504

In case anyone missed it:

Structured Player vs. Player

-Changed matchmaking to use games played per arena instead of rank. For example, matchmaking in Unranked Arena will consider total Unranked games played.
-Changed matchmaking to not consider rating deviation. Deviation is still used when updating ratings as part of the Glicko algorithm.
-Changed matchmaking to have a smaller fixed starting rating search range instead of using rating deviation.
-Changed matchmaking to use inflated party ratings when scoring potential rosters against each other. Inflated party rating is still used when collecting the initial roster list.
-Changed matchmaking to favor queue time less. This prevents other scoring factors from being obscured.
-Changed matchmaking to not favor rosters with unique professions and instead disfavor rosters with duplicate professions. This prevents other scoring factors from being obscured.
-Changed default rating to a lower value to account for the removal of deviation adjustments in matchmaking.
-Fixed a bug in matchmaking in which rosters could be skipped when forming teams.
-Fixed a bug in matchmaking in which guild teams were not properly favored to play against each other.
– Fixed a bug in Ranked Arena matches in which players who never connected show as amber division on the scoreboard.
-Fixed a bug in which players would unintentionally get dishonor.
-Forfeits are reenabled. Losing a game in which a teammate received dishonor will result in a forfeit. Players partied with the dishonorable player receive a desertion on loss, but they will not get dishonor.

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Posted by: Laserbolt.6731

Laserbolt.6731

I think this gives a glimpse into just how complex the matchmaking is, also, a small population makes it difficult.

Scrapper: “Frank from Research”

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Posted by: Evan Lesh

Evan Lesh

PvP Gameplay Programmer

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I’m happy all these changes are out now! I’m looking forward to watching all the graphs and charts and player perception change :P

Bluxgore (80 Warr), Xilz (80 Necro), Ivo (80 Eng)
Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)

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Posted by: XxsdgxX.8109

XxsdgxX.8109

I’m happy all these changes are out now! I’m looking forward to watching all the graphs and charts and player perception change :P

What basically we have been saying “Hey ummm we have no idea of what to do so lets overnerf random kitten, overbuff other and just see.”

Stella Truth Seeker

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Posted by: Salamander.2504

Salamander.2504

I’m happy all these changes are out now! I’m looking forward to watching all the graphs and charts and player perception change :P

Evan, is there any chance that the data can be shared with the playerbase on the forums at some point? It sounds really interesting for us bean counters…

Also, for the first point “Changed matchmaking to use games played per arena instead of rank. For example, matchmaking in Unranked Arena will consider total Unranked games played.”

I’m a little confused; I thought the total number of games was already used in the MMR?

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Posted by: Evan Lesh

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Evan Lesh

PvP Gameplay Programmer

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Also, for the first point “Changed matchmaking to use games played per arena instead of rank. For example, matchmaking in Unranked Arena will consider total Unranked games played.”

I’m a little confused; I thought the total number of games was already used in the MMR?

Games-played was not including in matchmaking scoring before. Rank was similar, but could have been gained in varying PvP environments (like custom arenas) and has a cap to it. Now, two players in unranked that both have 500 unranked games played will score better than a player with 500 and a player with 200.

Bluxgore (80 Warr), Xilz (80 Necro), Ivo (80 Eng)
Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)

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Posted by: Jourdelune.7456

Jourdelune.7456

= >>>>> -Changed matchmaking to use games played per arena instead of rank. For example, matchmaking in Unranked Arena will consider total Unranked games played.

Awesome!

It could be great to have a number of games / arena played with a class. So, Olrun can play Mesmer without going versus Caed and look bad (we all know thief destroy mesmer!!!). (summer 2015 real comparison)

Dal Aï Lhama (Tempest), Dal Lahu Akbar (DH), Lord Dhal of Dharma (Scrapper) 12k+ spvp games.
Former Team Captain of ggwp (ESL weekly), GLHF (AG), MIST[CORE] spvp alliance guild.
https://www.reddit.com/r/GuildWars2PvPTeams/

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Posted by: Teutos.8620

Teutos.8620

Now, two players in unranked that both have 500 unranked games played will score better than a player with 500 and a player with 200.

Can you please elaborate, why you taint your match making algorithm with other variables instead of only using your glicko2-based mmr?

From an outside perspective, it looks like you don’t trust your mmr, that it will provide us with good match ups. What else could be the reason to include games played?

Why should a player with 200 matches not play vs one with 2.000 when the MMR system rates them equally?

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

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Posted by: Jourdelune.7456

Jourdelune.7456

Now, two players in unranked that both have 500 unranked games played will score better than a player with 500 and a player with 200.

Can you please elaborate, why you taint your match making algorithm with other variables instead of only using your glicko2-based mmr?

From an outside perspective, it looks like you don’t trust your mmr, that it will provide us with good match ups. What else could be the reason to include games played?

Why should a player with 200 matches not play vs one with 2.000 when the MMR system rates them equally?

They need fallback parameter if they can’t find a perfect MMR match in the next minute.

I am fine to play with people who put thousands of games into sPVP like me. It’s frustrating to play with people with 500 or less games when we have 5k+ in it.

Dal Aï Lhama (Tempest), Dal Lahu Akbar (DH), Lord Dhal of Dharma (Scrapper) 12k+ spvp games.
Former Team Captain of ggwp (ESL weekly), GLHF (AG), MIST[CORE] spvp alliance guild.
https://www.reddit.com/r/GuildWars2PvPTeams/

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Posted by: Evan Lesh

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Evan Lesh

PvP Gameplay Programmer

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Now, two players in unranked that both have 500 unranked games played will score better than a player with 500 and a player with 200.

Can you please elaborate, why you taint your match making algorithm with other variables instead of only using your glicko2-based mmr?

From an outside perspective, it looks like you don’t trust your mmr, that it will provide us with good match ups. What else could be the reason to include games played?

Why should a player with 200 matches not play vs one with 2.000 when the MMR system rates them equally?

It keeps new players without an accurate rating from playing with experienced players who have similar, but accurate ratings. We could use rating deviation as a scoring parameter for this purpose, but it not as fine-grained as games played. This effect has a configurable limit so that the difference in games played don’t matter past a certain point.

Bluxgore (80 Warr), Xilz (80 Necro), Ivo (80 Eng)
Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)

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Posted by: Exciton.8942

Exciton.8942

Now, two players in unranked that both have 500 unranked games played will score better than a player with 500 and a player with 200.

Can you please elaborate, why you taint your match making algorithm with other variables instead of only using your glicko2-based mmr?

From an outside perspective, it looks like you don’t trust your mmr, that it will provide us with good match ups. What else could be the reason to include games played?

Why should a player with 200 matches not play vs one with 2.000 when the MMR system rates them equally?

It keeps new players without an accurate rating from playing with experienced players who have similar, but accurate ratings. We could use rating deviation as a scoring parameter for this purpose, but it not as fine-grained as games played. This effect has a configurable limit so that the difference in games played don’t matter past a certain point.

What about having a rating deviation dependent on No. of game played?
As you explained, the no. of games played affect accuracy of ratings, not the actual value of ratings.

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Posted by: Cake.4920

Cake.4920

It keeps new players without an accurate rating from playing with experienced players who have similar, but accurate ratings.

If the ratings are accurate, why keep these players from playing against each other?

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Posted by: reapex.8546

reapex.8546

Forfeits are reenabled. Losing a game in which a teammate received dishonor will result in a forfeit. Players partied with the dishonorable player receive a desertion on loss, but they will not get dishonor.

Could you or anyone explain this part to me? It sounds like, if we’re in a match with a player that gets dishonor “during the match” and we lose…that player will get “desertion” but they will not get dishonor. I know dishonor stops people from entering a match but what does “desertion” do to the player?

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Posted by: lloydst.6985

lloydst.6985

Forfeits are reenabled. Losing a game in which a teammate received dishonor will result in a forfeit. Players partied with the dishonorable player receive a desertion on loss, but they will not get dishonor.

Could you or anyone explain this part to me? It sounds like, if we’re in a match with a player that gets dishonor “during the match” and we lose…that player will get “desertion” but they will not get dishonor. I know dishonor stops people from entering a match but what does “desertion” do to the player?

Sounds like a tag (like have one desertion (when it happens again get dishonor)) at least that how i hope it works i am just hopeing the dont mistake DC’s again for leaving even though it would be a weak spot for exploiters

roaming/havoc commander of FTF

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Posted by: Evan Lesh

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Evan Lesh

PvP Gameplay Programmer

Forfeits are reenabled. Losing a game in which a teammate received dishonor will result in a forfeit. Players partied with the dishonorable player receive a desertion on loss, but they will not get dishonor.

Could you or anyone explain this part to me? It sounds like, if we’re in a match with a player that gets dishonor “during the match” and we lose…that player will get “desertion” but they will not get dishonor. I know dishonor stops people from entering a match but what does “desertion” do to the player?

In this case the desertion flag just means you’ll get a defeat on your record instead of a forfeit which prevents league progression loss. This prevents party members from disconnecting to save their friends from losing points.

Bluxgore (80 Warr), Xilz (80 Necro), Ivo (80 Eng)
Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)

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Posted by: Spooko.5436

Spooko.5436

matchmaking is now more broken than ever

i imagine some dev fat fingered somewhere in the code

never has it been this bad

never

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

thanks evan for the updates and explanation!

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Posted by: baroi.3264

baroi.3264

The matchmaking seems to work well for me today. When I was playing solo.. I played vs or together with many people that I know they’re experienced or oldschool players, in all matchs.

Subdrop

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Posted by: Salamander.2504

Salamander.2504

To clarify, the new feature of people being grouped together on a team of similar MMR is for ranked only? Or is it also active for unranked?

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Posted by: Chris.6089

Chris.6089

wow this matchmaking is worse than before

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Posted by: Darknicrofia.2604

Darknicrofia.2604

played 10 games in unranked solo que

went up against 3-man PZ 3 times
went up against 2-3 man Mist Initiative 3 times

seems legit.

Darknicrofia Sage – Bad Gerdian, Merciless Legend, Platinum NA Solo Que

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Posted by: reapex.8546

reapex.8546

Forfeits are reenabled. Losing a game in which a teammate received dishonor will result in a forfeit. Players partied with the dishonorable player receive a desertion on loss, but they will not get dishonor.

Could you or anyone explain this part to me? It sounds like, if we’re in a match with a player that gets dishonor “during the match” and we lose…that player will get “desertion” but they will not get dishonor. I know dishonor stops people from entering a match but what does “desertion” do to the player?

In this case the desertion flag just means you’ll get a defeat on your record instead of a forfeit which prevents league progression loss. This prevents party members from disconnecting to save their friends from losing points.

Thank you for the information

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Posted by: rwolf.9571

rwolf.9571

Yeah matchmaking seems broken as ever, for unranked at least. Keep fighting legendary players (can tell by the wings) against my team that are new, or have no idea what they are doing.