People can say that matching isn’t “forced” because
- The people that try to declare otherwise lack proof to back their assertion.
- What they use for “proof” isn’t anything of the sort.
- The examples demonstrated are more likely to convince people that it isn’t forced because of the logic loops and shenanigans exerted to try to make the claim.
It’s like listening to a kid lying for the ‘first’ time; kids learn from imitation, so they imitate aspects of saying things that aren’t true, but generally lack experience (and observation) to add in aspects of truthful elements into what they say. The more they’re pressed for details, the less consistent and coherent their narrative becomes.
The typical slew of “forced” conspiracy rants tend to
- Lack experience with matching in other games (that will see the exact same sort of complaints due to design flaws of using mmr)
- Fixate only on a specific matches for their example, and not look at match histories that would ‘explain’ how the matching got to that point.
- Have to rely on extreme examples to try to assert their case, rather than Occam’s Razor simpler takes.
- Not research other topics tor reinforce their claims; if they want to ignore evidence, then they’re not going to concern themselves with precedent, refutation, alternate explanations, or anything else.
Part of the biggest issue is that people associate matchmaking with “skill”; MMR does not convey skill. There is a correlation that players with more “skill” will have a higher mmr than those that don’t, but without any actual tests, demonstrative hurdles, or direct demands to have specific levels of skill to attain specific levels of mmr, a system based on wins and loses does not indicate “skill”.
The system doesn’t match who it magically predicts is tilted, it doesn’t know who knows how to play a tank that anchors for their team. it doesn’t know if someone is 600x better on one hero compared to another; it’s simply a prediction based on averages.
“Averages” is another bloated term that people don’t really understand. Did you know the ‘average’ person is average at what they do? Yet the ‘average’ person is also more likely to think themselves better than average. And even then, what sort of ‘average’ is any of that?
Mean, median and mode are all “averages” that can take the same data set and come out with different responses. People may mention how the game ‘averages’ mmr to project a “fair” match (“fair” meaning it predicts that either side has the same “chance” to win) However, as soon as people think a match is ‘rigged’ they tend to not try and thus not hold themselves up to the weight of their mmr.
The game doesn’t know if someone got carried, if someone else played for them (boosted account) if they normally stack (and aren’t now) it doesn’t know if a side incidentally won via winions (because both sides were bad and wouldn’t end the game) it doesn’t know if someone ate their wheaties (breakfast of champions) or had spinach (popeye powers) who is high, drunk, detoxed, depressed, in withdrawal, not wearing their glasses/contacts, who hasn’t changed their diapers, constipated, has noisy neighbors, a distracting pet, who decide to troll a given match, having back pains, dental pains, gastrointestinal complications, an ingrown toenail, scruffy whiskers, post waxing pains, controlled by earwigs, pod people, etc etc etc
Player performance widely varies from one game, hero, team, to the next and it’s soooo much easier to just blame a projected pattern prediction than to notice any of the above influences that demonstrate people can be less than stellar at any given thing they do, but still expected to be praised for what effort they mustard in a grey poupon commercial.
Until game systems exact specific mechanical skills to align with particular ranks, “matchmakers” are flawed from the onset, but they can’t be rigged by the means people generally try to incite as the realization of those details would simple allow the matching to be better than it is.