Currently, everyone knows that the Q times within the MMR system has become a holistic problem across just about every division. I’m here to describe the system the way I perceive it to be and open discussion for people to talk about new or better solutions to the MMR system to decrease the Q times and increase the competitiveness of games (closer scores). Players with large winning streaks and large losing streaks might be able to relate to the topic better that players close to a 50/50 win/loss.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Perceived Current Matchmaking System:
As of now, the system takes 5 players with similar MMR and places them againest 5 players that are just below/above that groups’ MMR. Unfortunately, this system of matching players together creates complete 1-sided matches because the player pool is way too low, causing the variance between skill levels measured by the respected players’ MMR to be too high. What this means is that because there are not as many players playing PvP, the game struggles to find 2 groups of 5 players with similiar MMR (hence the Q times), and when the match is made the MMRs of both teams are so far apart that the outcome of the game has nearly been predetermined by the grouping. However, this system would become optimized as the player pool size increases, decreasing the variance between MMR and skill level. This would in turn make the game score outcomes closer and players wouldn’t be as likely to be stuck in MMR heaven/hell. The current system simply doesn’t work in an environment where the player pool is too low, but becomes increasingly better as there are more players to pull from.
The stacked MMR is a problem in itself, but when you incorporate naturally long Q times, this discourages other players to play, decreasing the pool again, which increases the MMR variance (see the cycle?).
I do feel that the way I perceive the current system is justified in the fact at the top tier of play I continue to get the same teammates on my team and the games are so uneven, that I get closer games in unranked. In the same spectrum, I hear from players that continually lose 500-100(-).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Improved Matchmaking System (?)
My idea of a better system would be to create a matchmaking system that minimizes the biasness of the player pool and skill variance of players. A system that would ultimately decrease Q times and increase the competitiveness of games (closer scores). An improved system would be one that maybe prioritizes a player or a group of players that have had the longest Q times, find the remaining 9 players around that player’s MMR range and shuffle the 10 players into 2 teams of 5.
As an example the current numbers representative of MMR:
Current System Search: (1,7,5,12,8) & (-2,-5,-15,-1,-7)
Improved System Search(?): (-2,1,7,-5,-15,12,-1,8,-7,5)
The current system searches 2 strings of 5 characters in close proximity to each other while a better system searches for 10 players around the same MMR range and shuffles the teams into 2 teams, creating 2 teams that are more balanced. The teams could be randomized or they could have the same average MMR rating. If the improved system works the way I believe it should, the Q times should definitely be decreased as the system prioritizes those players to place into matches and increases the closeness of the game. In season 1 the system seemed worked a bit like this, but even if it didn’t, the player pool was much larger so that the average player’s win/loss was much near 50/50 since the skill variance between 2 teams were much less. This system was good but at the same time division climbing was based much more on how long you played, not how skilled you were as a player. Season 3 current system is much more based on skill than time played, but at the same time it’s not fun for the players who continue to lose in MMR hell.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
As of now I do understand that the player base has been dwindling since there is;
- long Q times
- lack of leaderboard rewards
- poor guild challenger rewards
- lack of pvp map content
- previous season imbalanced professions
- low player pools with high MMR variances, creating 1-sided matches
I do not think an improved matchmaking system would ultimately salvage PvP, but I definitely do believe it would decrease the rate at which players leave the game.