What Happened To Match Making?
I’ve been experiencing this same exact issue but rather than use myself as an example “as I am not really known within the tournament level community” I’ll use the example of cash tournament level players assuming they have a high MMR and also in assumption of how MMR works? I don’t know it’s never really been explained well but here is the problem that I notice or at least what I think is happening:
~ High MMR player solo ques
~ During this time frame, no other high MMR players are going in to ques
~ During this time frame, many average MMRs and low MMRs are going in to ques
~ 5 average level MMRs are put in to a party and qued against the high MMR
~ The server attempts to balance this by placing 4 low MMRs with the high MMR
~ Problem occurs
If the above is true with how the MMR system works it must be noted that this system is great in theory “mathematically with rated balancing” but it is poor in execution because Guild Wars 2 is not a game designed for a single elite player to be able to pull an entire team of novice players against a team of at least seasoned players. The team of average MMR seasoned players are going to win every combat against the novice players on every node that the elite is not at “which he can only be at one node at any given time” and the average MMR seasoned players will have a much better understanding of conquest dynamic than the 4 novice players paired with the elite MMR. All of this just equates to a situation where even if the elite high MMR player stands on a point, holds it the entire match and farms opponents back to back for 15 minutes, it still won’t be enough point value to make up for the other two nodes that are being dominated by the average MMRs stepping all over the novice MMRs.
Do not misunderstand this post! It isn’t about complaining over losing matches. This is about being placed in matches that are no fun for anyone and how it is bad for the community. It is one thing to lose a match but it is another to be massacred. Even if you are the one doing the massacring, you often feel bad for the novice MMRs because you know that a right good massacre is the fastest way to make people leave and never want to try the pvp ever again.
I have no idea what can be done to help fix this as a-net has never really went in to fine detail about how MMR works. For all I know, this current system is the best we have to work with but I can say this: Most players “including myself” would rather wait in a que longer for the chance to be put with and against similar MMRs than have fast ques that are seriously imbalanced.
(edited by Trevor Boyer.6524)
Match making is probably gonna be stupidly RNG no matter what because the people that you get will be random.
I mean look at LoL, people at diamond still making bronze mistakes.
Schwahrheit, #1 Fuhrer NA, Just your everyday typical rager
Match making is joke, I sit 5min in que and then 1 game win 500 to 25, second loose 500 to 100. Balanced ?
i got matched with this uplevel engi today with no guild tag. She ran around the map and did not once attacked, just died and never went to a capture point.
Match making is hosed due to the new players who bought the game for 10 bucks over the PAX weekend. A week or two and it’ll be better. Not good mind you, but better.
Legend S1-S3 with 100% solo queue 100% conquest
Filthy casual, 6k sPvP games
Match making is hosed due to the new players who bought the game for 10 bucks over the PAX weekend. A week or two and it’ll be better. Not good mind you, but better.
The system is obviously flawed. New players should never be paired with or against rank 80s unless there is literally no other option. The experience is bad for everyone.
During the weekend all the new players should have been matched together. Instead, it was a complete train wreck. Full rank 80 premades destroying rag-tag groups of randomly ranked PUGs.
I wonder if they’ll change anything tomorrow with the patch.
I have noticed that recently the Q’s have not been as long to get randoms vs. premade. I could just be perceiving things wrong though.
Two things that would help a lot:
- ~ There should be a hard cap high and low, that prevents high MMRs from ever being paired with or against low MMRs. I’m sure it is safe to assume that a rabbit who has only ever played 3 games will not be able to keep up with an elite MMR range so there is no reason for a rabbit to ever need to go against or run with elite MMRs until he is ready to do so. This not only creates problems for the high MMR having bad teams but it also creates a problem where if the rabbit catches a win or two with an elite MMR team, his MMR gets jacked up to a proportion where he cannot keep up and goes on a losing streak for some time, making him consider quitting the pvp scene entirely. Long story short ~ Elite MMRs should never be placed with novice MMRs and novice MMRs should never be placed with elites. The system should recognize and hard ban this from happening to prevent the above problematic scenarios.
- ~ MMR should not be based on your account-wide progress but rather based on your progress per profession played. I’ve seen scenarios where a player obtains high MMR with a certain given class and then begins trying to play a different class but is being placed in the same brackets of MMR as he did playing his first main class. This creates two problems: (A) He may understand the new class he is playing but he has yet to master it and is struggling on his high MMR teams with the new class when he should be playing in mid range MMRs. (B) The high range MMR teams get a player in their MMR range that is unable to keep up on the class he is playing. Ultimately, if MMR were based on class played rather than account-wide, it would be a far better gauge of MMR when players are swapping between classes and would help eliminate many of the problems listed in this thread.