I am aware of your thread since you like to artificially keep it alive.
That seems unlikely to me. I have played my fair share of games in all skill brackets (except for bronze) and have never noticed a difference in matchmaking in the metal and shiny ranks. If you have a source on that, id like to see it.
First, let’s establish some definitions. I do agree that there is ‘handicapping’ in the sense that the matchmaker evaluates the performance of a player’s past few games and searches for 11 other people to create a game with a predicted outcome of about 50%.
This premise has several implications.
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A player that has been overperforming in his past few games may be matched with people that haven’t been playing that well to create a match with a predicted outcome of 50%
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A player that has been overperforming in his past few games may be matched against another player who has been overperforming in their past few matches to create a match with a predicted outcome of 50%
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A player who has been underperforming in his past few matches may be matched with players who have been playing well to create a match with a predicted outcome of 50%
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A player who has been underperforming in his past few matches may be matched against other players who havent been playing well to create a match with a predicted outcome of 50%
Scenario 1 and 2 cause frustration among your cult since you consider this kind of matching to be against the spirit of competiveness. Honestly, i don’t think you are entirely off base here, though you fail to consider the bigger picture.
Scenario 3 and 4 are mostly glossed over by most of you (consider this to be the rest of the picture).
Now, these scenarios, in turn, have implications on each players game experience. For instance, they try to eliminate (or at least highly reduce) the chance of stomps since they are no fun for any of the parties involved. Fair/close games release dopamine and makes you keep playing.
The obvious downside to this, and this is what you are also talking about, is that the MMR attempts to iron out human inconsistency caused by external factors (sleep, food, etc.) which results in less ladder mobility. Mind you, in either direction. To combat this and rank up (or down), a player has to be consistently out(/under)performing his peers, and that’s generally just a pretty hard thing to pull off.
Ultimately, the goal of any competitive game is providing close games to its audience. Healthy games result in rewards and gratification for the players and player retention and profit for the company. In the end, we can only speculate how much boils down to player retention and how much to providing the players a fair matchmaker.