When matchmaker only has what is left of this playerbase then ofc games ends up being onesided hence the beliefe of 50% force winrate is real
If this game had million of players then matchmaking would not be a problem.
When matchmaker only has what is left of this playerbase then ofc games ends up being onesided hence the beliefe of 50% force winrate is real
If this game had million of players then matchmaking would not be a problem.
Itâs been so for years and I havenât noticed my record change by even a single % for better or worse as a result. Sure, you end up having to play some horrible matches in the off hours but that is mainly a problem of player availability.
even when they had enough players MM was still bad what was the excuse for not fixing it then?
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when people ask for a âfixâ to matchmaking, theyâre looking at the wrong issue, so the âfixâ they keep hoping to get is never going to happen. Should you happen to look at other games that have âbetterâ matching, or more players, or longer years in the field, youâre going to find verbatim complaints in other games, even of different genre.
Thereâs a few key things that come up, time and again, that people donât know, donât want to know, and magically expect anyone else to âfixâ because⌠raisins.
1: the premise of âequally skilledâ is quantitively improbable and functionally a redherring. âEqually skilledâ at what? A 4000 mmr healer vs a 4000 mmr ranged dps? The metrics of what rates x-hero main or role main or whatever arenât some 1 to 1 ratio of influence. One person might be a better solo player, another might be better at getting others to cooperate with them; the range and scope of different âskillsâ generally donât meet at some magic âequalâ for people to easily identify.
2: Lanchesterâs Law of Warfare demonstrates how small differences lead to sweeping victories. People donât know how to see where the small breakpoint start adding up, so they look for some outside other that âforcesâ things to be imbalanced in the wrong ways.
Matches are only to 1. If people watch high-end gameplay, matches are played out as a best-of series. Even against people of âequal skillâ at high-end gameplay, blowout matches still happen, and the series is played as a best-of because ârealâ games do have blowout victories. Players can be âequally skilledâ at the game but not âequally skilledâ at their own meta. But since people already have âthis is overâ syndrome as is, theyâre not going to do better should the matching actually try to do a best-of series to allows players to meta-against each other.
Movies/anime/etc depict âmastersâ of "equal skillâ needing forever a day to resolve their fights. These âepicâ fights take longer and longer as a means to sell hype when, functionally, it only takes that long because neither âmasterâ is actually playing at their skill level; they perpetually âunderestimateâ the other and intentionally draw things out. The very basis that people use for their expectation for âcloseâ games (or being âequally skilledâ) is based on a dramatic gimmick that often indicates people have to actively choose to be âequalâ by handicapping themselves, or that it wasnât âequalâ from the onset, and the âmasteriesâ are effectively incompetent, or rather, overly limited by the authorâs knowledge.
That same effect pretty much applies to the entirety of the playerbase: they donât know how to have their âpowerlevelâ magically make them better at the game, and the consequences of small shifts in how they play lead to bigger gaps on the other team. Once thereâs a particular turn or "obvious conclusionâ they stop applying the âskillâ thatâs supposed to be the weight of the mmr, and it makes the make come off as one-sided.
Thatâs why, time and again, players blame the âmatchmakerâ and if itâs some omnipotent infallible potential and magically ignore that free will is an actual thing. A system to calculate probability to âwinâ is fundamentally frustrated by the ability for people to choose to lose.
So, for more effective purposes and the simplest tl;dr: matching is never going to be âfixedâ; or rather itâll take âinfinity yearsâ to âfixâ. People that keep asking that indicate how much they donât know, which really curbs their ability to have âfair matchesâ because they keep relying on some magically third party that doesnât exist.
Itâs funny that people imagine some sort of âfairâ matching for âequalâ skill when the reality of life is that it isnât âfairâ, and mankind isnât going to actually fix that. People can accept something as âfair enoughâ, or realize the shortcomings they keep faulting as something else as areas they themselves didnât apply more control over the situation (ie, their âskillâ) or they could finally realize the dilemma they keep creating: the âfairâ match they expect would required âforced fairnessâ, but thatâs the very thing they keep trying to blame.
So the âfixâ people claim they want would actually have to exist, but since it doesnât, they blame it anyway and remain oblivious on how matching âworksâ.
Until people realize the wonderful conundrum of what they expect, and learn to do otherwise, there isnât a âfixâ to be had with matching making. Matching is a sorting tool to impose superficial metrics on unreliable variables. But so long as people have any thing else to blame, theyâll keep ignoring the issue.
Play aram and see for yourself. Your teammate can be a level 2 noob or it can be Fan himself. At night it can even be an AI (Veteran AI).
There is no kind of matchmaking in ARAM whatsoever. Whoever joins first is thrown into a match.
You also donât get more difficult games by winning more, or very bad games and teammates after losing a lot.
You can view profiles in ARAM score screens by /w:ing a player. A lot of ARAM players donât even play anything except AI. I wonder if they know ARAM enemies are human?