Overwatch 2 Developer Blog: Explaining matchmaker goals and plans, part 2

Its a proprietary algorithm, they will never show that. I get that people want to see it but they wont for corporate reasons.

I cant think of any games that show this, there might be some but not many big name games with millions of players.

I think those who played OW1 might know some of the metrics. To me it cannot be just KDR. I believe when we use to get cards after each game those metrics were the measuring factors of MMR. For example, Objective time, team kills, damage per game, healing per game, etc. But you are correct players would abuse the system once they figured it out.

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they said multiple times, explicitly, in the post your MMR is based on your wins and losses, and that there’s nothing like loser’s queues, forced losses, or whatever conspiracy theory is the flavour of the week. i suppose they could be lying, but the risks of such a strat would far outweigh whatever benefits people who believe these theories seem to think using them has for the company

overall, these changes sound positive. not sure 5/15 will address the frustrations of the ranked players, but removal of seasonal decay, t500 leaderboards updating every match and matching roles for better matchmaking predictability all sound great to me on paper.

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True, it likely is those metrics and maybe some additionals. I mean, all the stats typically shown on overbuff for example… but I can’t see those elements having changed. I think the system probably just depends more on your individual MMR now rather than SR. They probably figured it would result in more balanced play, which honestly I can’t decide if it is or not… the entire experience really doesn’t seem that different to me other than what “rank” someone currently is.

You can really feel their exasperation in that FAQ where they address the 50/50 thing across like three different questions. I imagine it must be how an astronomer feels when they’re confronted with a flat-earther.

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This should’ve been figured out 6 years ago.

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Often matches with a wide displayed skill tier difference still look very close when looking at the difference in MMR between the two teams. The partial rank reset at the beginning of the season may be exaggerating this by making it look like someone is lower than their actual rank. However, regardless of the seasonal reset, both skill tier and MMR can decay over time for players who are inactive for a considerable amount of time. Players who return may see dramatic shifts to their skill tiers as they resume playing regularly, and the game becomes more certain of that player’s current skill.

That’s a lot of words to say your ranking system is false and bad. Just fix it maybe?

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There was a similar post that the Apex Legends devs posted a few weeks back with almost the same FAQs addressed. These sorts of conspiracy theories follow every competitive ladder system. It’s just the nature of the beast.

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No one was able to, but they worked around the MMR by purchasing new accounts to smurf.

Now people can just make new accounts for free.

A: Ultimately, the only way you can increase your rating is to win more matches than you lose. Since we’re putting any given player on a random team with 9 random other players, with enough matches, that player’s contributions are the only constant factor throughout, so their rating should end up reflecting their skill.

Did they just pulled the “your are the only constant” on us?
Are you telling me I will preform the same no matter if I am in a team of OWL pros or bronze 5 players? What is this nonsense?

Also how are you going to explain the terrible stomps if your matchmaking is so good and perfect?

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That’s fine….but if someone is legitimately outperforming their “level”….it doesn’t matter because the team didn’t end up with the W

Like if I put in a (hypothetical) diamond level performance and everyone else only put out gold level overwatch….don’t you think that should be reflected in my MMR?

you don’t find this troubling?

MMR is SUPPOSED be a measure of YOUR ability/performance (which I still think is a comical effort but still)….

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No I read that well, that’s bollocks and johns to try and justify a system that’s garbage. You can have a great match and lose, and thus not be rewarded for great plays.
Seems like trash calculations to me.

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No, what they’re telling you is that, over the long haul, random is random and you’re going to end up on a team of people better than your rank as often as you’re going to end up on a team of people worse than your rank. So if you are better or worse than your rank you’ll rank up or down accordingly.

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If you’re consistently doing that you’ll win more games than you lose. Assuming you’re not playing a relatively small number of games, that is.

Not at all. If you deserve to climb you will if you actually play enough games because your winrate will end up quite a bit higher than 50%. If you still aren’t climbing after playing a lot of matches it’s probably time to consider that your impact isn’t as significant as you think.

The ultimate measure of which is winrate after a high number of matches. Everything else is meaningless.

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Show what? They literally said it’s simply based on winning and losing now and no stats are involved anymore. What’s the point of a hidden MMR then?

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I prefer a que for GG’s than I stomp or they stomp games for quicker que times.

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So you have just proven to me that the forced 50% winrate is actually a thing. Nice.

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The goal is to have players at a 50% win rate, they have stated this since OW1.

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Finally, a chance for Lara to show some signs of logical thinking…

We’ll get ‘em next time…

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