What Scott Mercer and Jeff Kaplan SAID about MMR

The debate about algorithmic handicapping/balance in Overwatch has been seething on this and other Blizzard forums for over five years, with no direct answer from any Activision/Blizzard representative. What few replies we have from the Overwatch team on the topic were made in the decommissioned Battlenet forum, though never in direct reply to Cuthbert, the most vocal critic of the system:
Hey MICROSOFT, MMR/Forced 50% is Wrong for Online Games - Competitive Discussion - Overwatch Forums (blizzard.com)

And lately I notice that the conversation is being dominated by fact-free hot takes from players, who make no reference to primary source information. The overall lack of comment from or reference to verifiable information has made discussion unproductive and toxic. To ameliorate this problem, I have made the following collection of Overwatch developer posts, directly excerpted from “The Old Overwatch Forums Developer Post Archives by WyomingMyst.” I can’t link to the full archive, but anyone can find it with Google.

I welcome players from both sides of the debate to read the words that have been said on record about Match Making Rating, a mechanism of algorithmic handicapping/balancing, by Overwatch’s Principal Game Designer Scott Mercer and Game Director Jeff Kaplan. From the Battlenet forum compendium by WyomingMyst, in no particular order and with some repetition:

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Skill Rating and Hidden MMR

Jeff Kaplan

Game Director

Jan 4, 2018

01/04/2018 02:31 PM - Posted by steelman

I’m a player who has only played less than 10 games in Diamond in all seasons. Whenever I play 4v4 Deathmatch, the enemy team always has Grand Masters. Is there any way to prevent this from happening?

MMR works very similarly to SR. There are some minor differences that make it feel worse though, when you just watch that number. For example, it’s possible to win a match and not gain any MMR. We make it so that if you win a match, you always gain SR – even if it’s just a little bit – to feel psychologically rewarding. But MMR’s entire goal is creating fair matches – which isn’t always fun to look at and certainly not “rewarding” for players looking for pats on the back or a sense of progression. So SR “chases” your MMR very closely, except in a rare case of severe SR decay at GM/Masters/Diamond level of play.

–

Jeff Kaplan

Game Director

Aug 23, 2017

Posted by Skrimiche

Wait… So if MMR is what decides who gets paired with who, then what is SR for? Just comp points and showing off?

That seems confusing…

SR closely chases your MMR up and down and is a more “digestible” number. With the exception of top players who have decayed, MMR and SR are closely linked…

–

Jeff Kaplan

Game Director

Aug 23, 2017

Posted by AnActualFrog

I’m guessing MMR is built off more than the player rank?

MMR works very similarly to SR. There are some minor differences that make it feel worse though, when you just watch that number. For example, it’s possible to win a match and not gain any MMR. We make it so that if you win a match, you always gain SR – even if it’s just a little bit – to feel psychologically rewarding. But MMR’s entire goal is creating fair matches – which isn’t always fun to look at and certainly not “rewarding” for players looking for pats on the back or a sense of progression. So SR “chases” your MMR very closely, except in a rare case of severe SR decay at GM/Masters/Diamond level of play.

–

Jeff Kaplan

Game Director

Aug 23, 2017

Skill Rating decays but your internal Matchmaking rating (the thing that determines who is matched against who – not SR) does not decay.

I’m not saying that you weren’t placed in an unfair match. I am just trying to clarify that if that did indeed happen, it wasn’t because of SR decay.

We have some changes to Season 6 that should help with some occurrences of mis-matches, especially in the top skill tiers. I can’t tell what tier you’re actually playing at because you posted on an alt account.

We posted a video yesterday that explains some changes that are coming that should help.

–

Jeff Kaplan

Game Director

Aug 23, 2017

Posted by Skrimiche

Wait… So if MMR is what decides who gets paired with who, then what is SR for? Just comp points and showing off?

That seems confusing…

SR closely chases your MMR up and down and is a more “digestible” number. With the exception of top players who have decayed, MMR and SR are closely linked…

Jeff Kaplan

Game Director

Aug 23, 2017

Posted by AnActualFrog

I’m guessing MMR is built off more than the player rank?

MMR works very similarly to SR. There are some minor differences that make it feel worse though, when you just watch that number. For example, it’s possible to win a match and not gain any MMR. We make it so that if you win a match, you always gain SR – even if it’s just a little bit – to feel psychologically rewarding. But MMR’s entire goal is creating fair matches – which isn’t always fun to look at and certainly not “rewarding” for players looking for pats on the back or a sense of progression. So SR “chases” your MMR very closely, except in a rare case of severe SR decay at GM/Masters/Diamond level of play.

–

Scott Mercer

Principal Designer

Mar 3, 2017

We’re pretty happy with how placements work right now, but we’re keeping an eye on them all the same. As we mentioned last season, we do lower your SR a bit initially but you also gain that SR back as you play. We’re trying to provide players with a positive initial experience of gaining SR at the beginning of a season without the matchmaking chaos of a more complete reset. It’s not perfect, but we like the results so far.

To clarify one thing, your initial MMR that we use to match you in placements isn’t simply based on the final result of the previous season. How you played in seasons before the prior one also factor into the calculations. Of course, how well you do in your placement matches also matters.

–

Scott Mercer

Principal Designer

Mar 3, 2017

Posted by Ungod

An example of what I was hoping for would maybe be, does the placement system put you against teams that you do have a significant chance of losing against, or even with, and then judge your performance?

We’re always trying to put you in fair matches that we think you have a 50% chance to win, and do it quickly so you’re playing Overwatch instead of staring at a queue timer. We never intentionally seek to put you in an unfair one.

I’ve seen comments like “I just won three games in a row, so the matchmaker put me in a bad stomp to get back to a 50% win rate”. It doesn’t do anything like that at all. It just keeps on trying to find fair matches. If you do win more than you lose, your SR will slowly go up. As that happens it’ll also put you up stronger opponents that match your new SR. That’s not so you lose, it’s to keep your matches fair.

There’s one other thing to remember, though. The results of a match that the matchmaker thought was perfectly fair don’t always result in a match that is hard fought every meter of the payload and you win by just holding them off from reaching the final checkpoint at 0:00 time remaining. Matches with teams of equal skill result in 3-0 stomps more than you think. Maybe an early fight snowballed out of control due to staggered spawns, maybe a player decided he was going to try to pickup a new hero that match, or perhaps your’s cat decided to play with your keyboard right before you used that Graviton Surge and it wildly missed its mark. We’re all human, and we don’t perform at the perfectly same level all the time. It’s one of the reasons competitive games are so much fun to play and watch.

–

Scott Mercer

Principal Designer

Mar 3, 2017

Posted by Verethragna

When exactly does the bonus SR end? It was at around 15 matches for me,(or 400 SR gain), so does it count matches, losses, or SR gain?

Thanks for the post btw.

It’s a bit fuzzy, but for most people it’s around 40-50 total matches played.

Scott Mercer

Principal Designer

Mar 3, 2017

Posted by CoffeeGirl

This is fantastic news, however the issue of trolls, leavers, and smurfs/derankers/throwers…has not been addressed. Would this be looked at in the future?

Oh, handling leaving is still high on our list of things to improve. It’s just a very, very difficult problem to solve in a way that the solutions don’t cause more problems than they solve, or that couldn’t be potentially exploited for SR gain. We have to be way more “mean” that we’d normally like to be to prevent exploits and discourage even worse behavior.

As Jeff mentioned back all the way back at Blizzcon, we’re still working to improve our player reporting to better identify and handle trolls and intentional throwers. Players intentionally deranking to misrepresent their skill (which does create unfair matches) is also definitely on our radar.

While I know a perfect Overwatch utopia of positive, communicative, teammates who’ll gladly play the tank or support when needed is a not completely realistic final goal, there’s still definitely room for a lot of improvement.

–

Scott Mercer

Principal Designer

Mar 3, 2017

Thanks for all the feedback about Season 4 of Competitive play and the changes we made. I wanted to first talk about how the distribution of skill rating looks across our competitive population. There’s always been a lot of speculation about this due to the lack of complete “official” data, and there are actually some very distinct differences between the perceived population based on third party sites and our complete data.

The data below is based on season 3 data (season 4 is too new), and the maximum (not current) skill rating of the player during the season. The values below are also rounded, so that’s why it doesn’t quite add up to 100%.

Bronze - 6%

Silver - 22%

Gold - 34%

Platinum - 23%

Diamond - 10%

Master - 3%

Grandmaster - <1%

Some interesting notes:

  • Median maximum skill rating is not 2500, it’s actually a little above 2300. So if you have a maximum skill rating of 2350, you have a higher SR than 50% of the population!

  • If you do a breakdown based upon the more volatile current skill rating, there’s even fewer players above 3000 SR than listed above. Only around 8% of the population was above 3000 SR for season 3 at any one time.

With this information in mind, let’s talk about skill decay. As mentioned in the competitive blog, only having to play 1 game per week didn’t make your current skill rating very accurate or meaningful. Current Skill Rating should reflect your skill rating as an active player. We also show your Season High Skill Rating in your profile, and that won’t change during a season due to inactivity decay. While you have to play 7 games in a week to avoid any decay, we wanted players to have flexibility within the week. Play in one long session on a weekend, or several smaller sessions during the week, as long as you play seven games it’s fine.

We felt like 3000 Skill Rating was a good breakpoint for the decay rules, as it was around 10% of the competitive population (see above). If you do decay, it only affects your current displayed skill rating. This decay does not affect the internal matchmaking rating we use, so we can still place you in fair matches. When you do come back and actively play matches, you’ll also typically gain more SR from a win until your displayed skill rating and internal matchmaking rating have again reached “equilibrium”.

If you’re curious about when you need to play a game to avoid decay, you can see that by looking on the on the right hand side of the information screen of the competitive play card.

Behind the scenes, we’re going to be making another change to our matchmaking that deserves its own discussion. The simple and primary goal of our matchmaker is creating fair matches. To do that, it evaluates potential matches by synthesizing an expected win %. The matchmaker is normally really good about creating matches with a win % that is close to 50%, but if the participants in the match are either at very high or very low SRs then it gets quite a bit more difficult. There simply aren’t many players at the extremes of SR to find. This is especially true in our lower population regions AND they’re playing at off peak times such as 04:00 in the morning AND the players queue in a large group. Normally in these situations, we wait to try and find a good match, but eventually compromises have to be made so the players in question don’t wait forever in queue.

Well, we’re not going to compromise as much anymore. The matchmaker will no longer create a match above a certain win percentage threshold, and we’re going to turn this new behavior on very soon. When we do, you could possibly wait a very long time or even not find a match at all in extreme cases. To find fair matches quickly, try to play during prime hours for your region. It also easier to match you if you’re solo or in a smaller group. In a future patch, when we think we can’t find a match based on the current matchmaking population then we’ll warn you that the wait might be a very long time. We didn’t want to overreact and create a strict rule such as “You can’t queue as a group above X Skill Rating.” There are some locations and times that can handle high skill groups and still find fair matches for them. We’ll start with this new threshold not being very aggressive, but we can adjust dynamically if needed. When we do add the UI, we’ll also make the check more aggressive.

Moving forward, we are currently looking at our win/loss streak bonuses and SR volatility, tuning and improving our expected win % calculations, and other elements of the matchmaking system. Competitive Play and Matchmaking are two systems that we’re constantly working to refine over time, and as always your feedback helps us tremendously. Keep it coming, and good luck in season 4!

–

Scott Mercer

Principal Designer

Mar 3, 2017

Thanks for all the feedback about Season 4 of Competitive play and the changes we made. I wanted to first talk about how the distribution of skill rating looks across our competitive population. There’s always been a lot of speculation about this due to the lack of complete “official” data, and there are actually some very distinct differences between the perceived population based on third party sites and our complete data.

The data below is based on season 3 data (season 4 is too new), and the maximum (not current) skill rating of the player during the season. The values below are also rounded, so that’s why it doesn’t quite add up to 100%.

Bronze - 6%

Silver - 22%

Gold - 34%

Platinum - 23%

Diamond - 10%

Master - 3%

Grandmaster - <1%

Some interesting notes:

  • Median maximum skill rating is not 2500, it’s actually a little above 2300. So if you have a maximum skill rating of 2350, you have a higher SR than 50% of the population!

  • If you do a breakdown based upon the more volatile current skill rating, there’s even fewer players above 3000 SR than listed above. Only around 8% of the population was above 3000 SR for season 3 at any one time.

With this information in mind, let’s talk about skill decay. As mentioned in the competitive blog, only having to play 1 game per week didn’t make your current skill rating very accurate or meaningful. Current Skill Rating should reflect your skill rating as an active player. We also show your Season High Skill Rating in your profile, and that won’t change during a season due to inactivity decay. While you have to play 7 games in a week to avoid any decay, we wanted players to have flexibility within the week. Play in one long session on a weekend, or several smaller sessions during the week, as long as you play seven games it’s fine.

We felt like 3000 Skill Rating was a good breakpoint for the decay rules, as it was around 10% of the competitive population (see above). If you do decay, it only affects your current displayed skill rating. This decay does not affect the internal matchmaking rating we use, so we can still place you in fair matches. When you do come back and actively play matches, you’ll also typically gain more SR from a win until your displayed skill rating and internal matchmaking rating have again reached “equilibrium”.

If you’re curious about when you need to play a game to avoid decay, you can see that by looking on the on the right hand side of the information screen of the competitive play card.

Behind the scenes, we’re going to be making another change to our matchmaking that deserves its own discussion. The simple and primary goal of our matchmaker is creating fair matches. To do that, it evaluates potential matches by synthesizing an expected win %. The matchmaker is normally really good about creating matches with a win % that is close to 50%, but if the participants in the match are either at very high or very low SRs then it gets quite a bit more difficult. There simply aren’t many players at the extremes of SR to find. This is especially true in our lower population regions AND they’re playing at off peak times such as 04:00 in the morning AND the players queue in a large group. Normally in these situations, we wait to try and find a good match, but eventually compromises have to be made so the players in question don’t wait forever in queue.

Well, we’re not going to compromise as much anymore. The matchmaker will no longer create a match above a certain win percentage threshold, and we’re going to turn this new behavior on very soon. When we do, you could possibly wait a very long time or even not find a match at all in extreme cases. To find fair matches quickly, try to play during prime hours for your region. It also easier to match you if you’re solo or in a smaller group. In a future patch, when we think we can’t find a match based on the current matchmaking population then we’ll warn you that the wait might be a very long time. We didn’t want to overreact and create a strict rule such as “You can’t queue as a group above X Skill Rating.” There are some locations and times that can handle high skill groups and still find fair matches for them. We’ll start with this new threshold not being very aggressive, but we can adjust dynamically if needed. When we do add the UI, we’ll also make the check more aggressive.

Moving forward, we are currently looking at our win/loss streak bonuses and SR volatility, tuning and improving our expected win % calculations, and other elements of the matchmaking system. Competitive Play and Matchmaking are two systems that we’re constantly working to refine over time, and as always your feedback helps us tremendously. Keep it coming, and good luck in season 4!

Ungod

Player

Mar 3, 2017

Great stuff and thank you very much for the post. Is there any chance that (next season) we’ll see some changes to the placement matches? A lot of people are very confused on how they work, and I know complete transparency isn’t possible, but some ideas would be nice. I know the idea is to place people lower than what they belong and have them climb up, but placing people drastically below where their last season left off just to face a frustrating climb is almost as bad as dropping from a high elo. Just some more info on the though process and how it works would be helpful.

–

Scott Mercer

Principal Designer

Mar 3, 2017

We’re pretty happy with how placements work right now, but we’re keeping an eye on them all the same. As we mentioned last season, we do lower your SR a bit initially but you also gain that SR back as you play. We’re trying to provide players with a positive initial experience of gaining SR at the beginning of a season without the matchmaking chaos of a more complete reset. It’s not perfect, but we like the results so far.

To clarify one thing, your initial MMR that we use to match you in placements isn’t simply based on the final result of the previous season. How you played in seasons before the prior one also factor into the calculations. Of course, how well you do in your placement matches also matters.

–

Scott Mercer

Principal Designer

Mar 3, 2017

Posted by Ungod

An example of what I was hoping for would maybe be, does the placement system put you against teams that you do have a significant chance of losing against, or even with, and then judge your performance?

We’re always trying to put you in fair matches that we think you have a 50% chance to win, and do it quickly so you’re playing Overwatch instead of staring at a queue timer. We never intentionally seek to put you in an unfair one.

I’ve seen comments like “I just won three games in a row, so the matchmaker put me in a bad stomp to get back to a 50% win rate”. It doesn’t do anything like that at all. It just keeps on trying to find fair matches. If you do win more than you lose, your SR will slowly go up. As that happens it’ll also put you up stronger opponents that match your new SR. That’s not so you lose, it’s to keep your matches fair.

There’s one other thing to remember, though. The results of a match that the matchmaker thought was perfectly fair don’t always result in a match that is hard fought every meter of the payload and you win by just holding them off from reaching the final checkpoint at 0:00 time remaining. Matches with teams of equal skill result in 3-0 stomps more than you think. Maybe an early fight snowballed out of control due to staggered spawns, maybe a player decided he was going to try to pickup a new hero that match, or perhaps your’s cat decided to play with your keyboard right before you used that Graviton Surge and it wildly missed its mark. We’re all human, and we don’t perform at the perfectly same level all the time. It’s one of the reasons competitive games are so much fun to play and watch.

–

Scott Mercer

Principal Designer

Mar 3, 2017

Posted by Verethragna

When exactly does the bonus SR end? It was at around 15 matches for me,(or 400 SR gain), so does it count matches, losses, or SR gain?

Thanks for the post btw.

It’s a bit fuzzy, but for most people it’s around 40-50 total matches played.

Scott Mercer

Principal Designer

Mar 3, 2017

Posted by CoffeeGirl

This is fantastic news, however the issue of trolls, leavers, and smurfs/derankers/throwers…has not been addressed. Would this be looked at in the future?

Oh, handling leaving is still high on our list of things to improve. It’s just a very, very difficult problem to solve in a way that the solutions don’t cause more problems than they solve, or that couldn’t be potentially exploited for SR gain. We have to be way more “mean” that we’d normally like to be to prevent exploits and discourage even worse behavior.

As Jeff mentioned back all the way back at Blizzcon, we’re still working to improve our player reporting to better identify and handle trolls and intentional throwers. Players intentionally deranking to misrepresent their skill (which does create unfair matches) is also definitely on our radar.

While I know a perfect Overwatch utopia of positive, communicative, teammates who’ll gladly play the tank or support when needed is a not completely realistic final goal, there’s still definitely room for a lot of improvement.

Thanks for the well written post on your matchmaking experiences, I’ll try to explain some of what’s going on.

The system does in fact try to place equal sized groups on opposite teams whenever possible. Your report for game 2 where both 3 player groups were on the same team definitely seems like something that shouldn’t happen based on the rules we’ve setup, so I’ll look into it further.

We do need to do a better job of not placing players into “unwinnable” matches. When the matchmaker creates a match, it determines the % chance for each team to win based on the match it made. The VAST majority of matches are usually near to 50% (especially if you’re a player closer to median skill rating and you’re not in a group), but I’ve definitely seen logs of matches where that’s really not the case and my eyebrows raise.

The unfortunate truth is that there is not always a “perfect” match for you, especially at very high (and very low!) skill ratings where there’s fewer players of similar skill. Then you throw in the desire to match groups vs. groups, with everybody having low latency, and doing ALL of this as fast as possible even though it’s the 3AM offpeak… it can get tough. We’ve tried different tunings with regards to wait times, and the improvements were unfortunately modest as we increased the time to wait. Still, this is an area we’re always looking to improve and tune better.

Fortunately, when we do put you in a match that we know isn’t a 50/50, we adjust your SR gain or loss based on your calculated change of winning. So if you did get placed into a match with only a 20% chance to win and then you lose, you shouldn’t lose much SR.

For matchmaking groups, there’s actually two separate issues that we try to solve. The first issue is “How do we handle groups formed of players with different MMRs?”. With season 2 we prevented players of REALLY disparate Skill Rating from grouping, but there’s still some variance we need to handle. Over time we’ve tested different models to try and see what’s best and are now using what tested most accurately. (Hint: it’s not simply averaging the MMRs)

The other issue is how do we model the synergistic effects of players being together in a group. As you noted, they have access to voice chat. Now here’s where things get interesting. This “massive” advantage actually differs based upon the skill rating of the group members. Based upon the data we’ve seen groups of low to mid SR players don’t see that much improvement to their win %. Higher SR players do see more notable improvements, but it’s not as huge as you might think. Still, we do take this into account when we predict the win% for each team. Regardless of how the data looks, we do know there’s a perception of a large advantage for groups. That’s one of the reasons why we explicitly try to match similar sized groups together.

So then why do points for losses and wins seem so random? Well, the amount of MMR (and SR) you go up or down isn’t simply a matter of whether you won or lost, and what was your predicted chance of winning. There’s a couple of other things at work. One is the matchmaker’s confidence in what your MMR should be. Play a lot of games, it gets more certain. Don’t play Overwatch for a while, it gets less certain. You go on a large win or loss streak, it gets less certain. The more certain the matchmaker is about your MMR, the less your MMR will change in either direction based on a win or loss.

As a minor factor, we also do evaluate how well you played the heroes you used in a match. The comparison is largely based on historical data of people playing a specific hero (not medals, not pure damage done), and we’ve done a lot of work to this system based on the community’s feedback. In fact, I’ve seen some people indicate that they don’t think we’re doing this anymore. We still are. While it’s a minor factor compared to wins/losses (The best way to increase your SR is still to play together and win as a team!), doing so does help us determine your skill more accurately and faster.

So take all that into account, the SR gain/loss after any single match can be a bit more “noisy” that it seems it should, but we’re asking it to look at a lot of different factors to do the best job it can creating fair matches for you.

As an aside to all of this…

“Fair” matches doesn’t always mean that every Ilios match goes 3-2 and 100-99 on the final point, or each team gets the payload to the end in overtime on Dorado, etc. Sometimes when two evenly matches teams play, the result can be one-sided. It just means that at that single moment in time the enemy team played better. It’s not always the matchmaker’s, your’s, or your team’s(!!!) fault that you got stomped.

–

Scott Mercer

Principal Designer

Oct 19, 2016

Posted by Light

Based on what you said, it sounds like the more you play the more certain the system is on where you should be. However, over time I hope to improve. Will the system thinking that I am where I should be have a negative result on me climbing in the future (via lower amount of SR gain from wins)?

Not in the long term. Something to remember is that when uncertainty decreases you also won’t lose as much SR when you do lose a match.

–

Scott Mercer

Principal Designer

Oct 20, 2016

Posted by Sciron

Posted by Nessuno

The effect of win/loss streaks seems to be the biggest culprit in the noise, and adds a lot of unnecessary randomness.

Whether or not your wins are strung together will have a huge impact on your “season high”, which determines both your end of season reward and your displayed tier level.

Posted by stephofni

the other two inputs into certainty make plenty of sense but it’s silly for the game to think because i’ve won 4 in a row, maybe i’m not the same player i’ve been for well over 200 games. or because i’ve lost 4, i might be a much worse player than i was yesterday on that +4 streak. someone’s skill changes, it’s going to reflect in their winrate. let it imo. trying to hurry that process along is just making a mess out of the median ranks.

These things. Seems streaks only serve to undo the system’s attempts to remain accurate.

We’ve actually done some tuning since launch so it takes several more wins or losses in a row to trigger full expansion of the uncertainty due to streaks. It’s been tricky to tune. We don’t want to have your SR seesawing wildly due to natural variance in wins and losses, but but we do want it to be meaningful enough so if someone’s MMR is incorrect (a new account, someone trying to smurf, etc.) we get them to their “proper” MMR quickly so they’re playing against the players who they should be playing.

–

Scott Mercer

Principal Designer

Oct 20, 2016

Posted by HimeSama

Here is my question: How can a mathematical equation be “uncertain”.

I know you can’t let us into the heads of your devs or reveal proprietary code, but I’m just curious. Not attacking or anything. Perhaps understanding how the system works will help people not get so frustrated when the MMR/SR system is taking a big one on their day.

The principle of “uncertainty” is in reference to measuring a player’s skill. Skill fluctuates, that’s just a given. You have good days and bad days. Your MMR is never supposed to cement at a fixed value. It’s supposed to ebb and flow. Uncertainty just measures how much it ebbs and flows. It’s not the calculation that’s uncertain, it’s the measurement of confidence in your past results shaping the system’s current impression of your skill.

Let’s say I play a match against you and we’re both brand new players. We both start at the seed value of 2500. You beat me. My rating drops to 2450 and yours increases to 2550. Is 2550 an accurate representation of your true potential? Probably not. It’s going to require more games – more data points – to determine whether that current rating is accurate. If you keep winning and winning and winning, the confidence in whether you are really 2550 is very low. If you keep losing and losing and losing, then you getting to 2550 in the first place may have been a fluke, so the confidence in whether you are really 2550 in that scenario is also very low. If you happen to go 50/50 by playing against other 2550 opponents, then confidence will be a bit higher that that’s roughly the range you should be at (depending on how consistent you are), so it makes sense to reduce the volatility a bit and reduce your rating change, since we have sufficient data to conclude that you actually belong there.

–

Scott Mercer

Principal Designer

Oct 20, 2016

Posted by D4G

As much as I love the post explaining match making something definitely needs improving.

matchmaking

This happened at 11:47am PST today and the 6 man said that they waited 6mins. When the average match takes 15 to 20 mins to complete 6 mins is way too short. I get it that it sucks for a 6 man to wait for a match but a match like this doesn’t help anyone and is a waste of both teams times.

Yeah, that’s a situation we’d definitely like to improve. The core problem is that there might not be a fair match for that 6 player group in your screenshot, not just after 6 minutes but after 15, 30, or 60. I know that people say that they’re willing to wait longer, but there are also practical limits to that patience. We’ve been erring more on the side of people at least playing the game instead of sitting in queue. Those 6 player stacks sometimes lose, too.

–

Jeff Kaplan

Game Director

Jul 6, 2016

07/06/2016 11:55 AM - Posted by Psiwolf

What was the reasoning behind punishing the winning team when someone leaves the game?

Skill Rating is very closely tied to your MMR. When we calculate MMR adjustment we look at things like was it a mis-match. The effect of someone leaving a match is different depending on when it happens. If it happens at the very end of a match it has very little relevance to MMR and thus Skill Rating. When it happens at the beginning of a match, it has a larger effect. Because no one sees MMR and MMR is not viewed as a “reward”, it’s fine that MMR works that way. MMR exists to create the best possible matches. But once we translated MMR into Skill Rating, it did not feel good. Also, in Quick Play, we backfill. So very few matches were completed with this sort of mis-match situation occuring.

So this was really a new issue caused by Skill Rating being derived from MMR (a non-player facing number) as well as no backfilling in competitive play. Hope that makes sense.

–

Jeff Kaplan

Game Director

Jun 30, 2016

Good feedback, WeaponsGrade. We’ll continue to make tweaks for next season. We do show you your career high and season high ranks, like you mention, but currently they are displayed in the rank up screen. Perhaps we can show that in more places.

Your first suggestion is a little tricky because Skill Rating is directly correlated to your matchmaking rating. To accomplish never going down in rank after ranking up, that would mean that Skill Rating would have to be separated from your MMR. This is possible but if we’re not careful it can be inflationary. Inflationary systems worked when we had 1 month seasons because we could reset before the negative side effects would set in. We’ll talk about it and see if there are some options out there for next season that might feel better.

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Scott Mercer

Principal Designer

Mar 3, 2017

We’re pretty happy with how placements work right now, but we’re keeping an eye on them all the same. As we mentioned last season, we do lower your SR a bit initially but you also gain that SR back as you play. We’re trying to provide players with a positive initial experience of gaining SR at the beginning of a season without the matchmaking chaos of a more complete reset. It’s not perfect, but we like the results so far.

To clarify one thing, your initial MMR that we use to match you in placements isn’t simply based on the final result of the previous season. How you played in seasons before the prior one also factor into the calculations. Of course, how well you do in your placement matches also matters.

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Scott Mercer

Principal Designer

Mar 3, 2017

Posted by Ungod

An example of what I was hoping for would maybe be, does the placement system put you against teams that you do have a significant chance of losing against, or even with, and then judge your performance?

We’re always trying to put you in fair matches that we think you have a 50% chance to win, and do it quickly so you’re playing Overwatch instead of staring at a queue timer. We never intentionally seek to put you in an unfair one.

I’ve seen comments like “I just won three games in a row, so the matchmaker put me in a bad stomp to get back to a 50% win rate”. It doesn’t do anything like that at all. It just keeps on trying to find fair matches. If you do win more than you lose, your SR will slowly go up. As that happens it’ll also put you up stronger opponents that match your new SR. That’s not so you lose, it’s to keep your matches fair.

There’s one other thing to remember, though. The results of a match that the matchmaker thought was perfectly fair don’t always result in a match that is hard fought every meter of the payload and you win by just holding them off from reaching the final checkpoint at 0:00 time remaining. Matches with teams of equal skill result in 3-0 stomps more than you think. Maybe an early fight snowballed out of control due to staggered spawns, maybe a player decided he was going to try to pickup a new hero that match, or perhaps your’s cat decided to play with your keyboard right before you used that Graviton Surge and it wildly missed its mark. We’re all human, and we don’t perform at the perfectly same level all the time. It’s one of the reasons competitive games are so much fun to play and watch.

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Scott Mercer

Principal Designer

Mar 3, 2017

Posted by Verethragna

When exactly does the bonus SR end? It was at around 15 matches for me,(or 400 SR gain), so does it count matches, losses, or SR gain?

Thanks for the post btw.

It’s a bit fuzzy, but for most people it’s around 40-50 total matches played.

Scott Mercer

Principal Designer

Mar 3, 2017

Posted by CoffeeGirl

This is fantastic news, however the issue of trolls, leavers, and smurfs/derankers/throwers…has not been addressed. Would this be looked at in the future?

Oh, handling leaving is still high on our list of things to improve. It’s just a very, very difficult problem to solve in a way that the solutions don’t cause more problems than they solve, or that couldn’t be potentially exploited for SR gain. We have to be way more “mean” that we’d normally like to be to prevent exploits and discourage even worse behavior.

As Jeff mentioned back all the way back at Blizzcon, we’re still working to improve our player reporting to better identify and handle trolls and intentional throwers. Players intentionally deranking to misrepresent their skill (which does create unfair matches) is also definitely on our radar.

While I know a perfect Overwatch utopia of positive, communicative, teammates who’ll gladly play the tank or support when needed is a not completely realistic final goal, there’s still definitely room for a lot of improvement.

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Scott Mercer

Principal Designer

Mar 3, 2017

Thanks for all the feedback about Season 4 of Competitive play and the changes we made. I wanted to first talk about how the distribution of skill rating looks across our competitive population. There’s always been a lot of speculation about this due to the lack of complete “official” data, and there are actually some very distinct differences between the perceived population based on third party sites and our complete data.

The data below is based on season 3 data (season 4 is too new), and the maximum (not current) skill rating of the player during the season. The values below are also rounded, so that’s why it doesn’t quite add up to 100%.

Bronze - 6%

Silver - 22%

Gold - 34%

Platinum - 23%

Diamond - 10%

Master - 3%

Grandmaster - <1%

Some interesting notes:

  • Median maximum skill rating is not 2500, it’s actually a little above 2300. So if you have a maximum skill rating of 2350, you have a higher SR than 50% of the population!

  • If you do a breakdown based upon the more volatile current skill rating, there’s even fewer players above 3000 SR than listed above. Only around 8% of the population was above 3000 SR for season 3 at any one time.

With this information in mind, let’s talk about skill decay. As mentioned in the competitive blog, only having to play 1 game per week didn’t make your current skill rating very accurate or meaningful. Current Skill Rating should reflect your skill rating as an active player. We also show your Season High Skill Rating in your profile, and that won’t change during a season due to inactivity decay. While you have to play 7 games in a week to avoid any decay, we wanted players to have flexibility within the week. Play in one long session on a weekend, or several smaller sessions during the week, as long as you play seven games it’s fine.

We felt like 3000 Skill Rating was a good breakpoint for the decay rules, as it was around 10% of the competitive population (see above). If you do decay, it only affects your current displayed skill rating. This decay does not affect the internal matchmaking rating we use, so we can still place you in fair matches. When you do come back and actively play matches, you’ll also typically gain more SR from a win until your displayed skill rating and internal matchmaking rating have again reached “equilibrium”.

If you’re curious about when you need to play a game to avoid decay, you can see that by looking on the on the right hand side of the information screen of the competitive play card.

Behind the scenes, we’re going to be making another change to our matchmaking that deserves its own discussion. The simple and primary goal of our matchmaker is creating fair matches. To do that, it evaluates potential matches by synthesizing an expected win %. The matchmaker is normally really good about creating matches with a win % that is close to 50%, but if the participants in the match are either at very high or very low SRs then it gets quite a bit more difficult. There simply aren’t many players at the extremes of SR to find. This is especially true in our lower population regions AND they’re playing at off peak times such as 04:00 in the morning AND the players queue in a large group. Normally in these situations, we wait to try and find a good match, but eventually compromises have to be made so the players in question don’t wait forever in queue.

Well, we’re not going to compromise as much anymore. The matchmaker will no longer create a match above a certain win percentage threshold, and we’re going to turn this new behavior on very soon. When we do, you could possibly wait a very long time or even not find a match at all in extreme cases. To find fair matches quickly, try to play during prime hours for your region. It also easier to match you if you’re solo or in a smaller group. In a future patch, when we think we can’t find a match based on the current matchmaking population then we’ll warn you that the wait might be a very long time. We didn’t want to overreact and create a strict rule such as “You can’t queue as a group above X Skill Rating.” There are some locations and times that can handle high skill groups and still find fair matches for them. We’ll start with this new threshold not being very aggressive, but we can adjust dynamically if needed. When we do add the UI, we’ll also make the check more aggressive.

Moving forward, we are currently looking at our win/loss streak bonuses and SR volatility, tuning and improving our expected win % calculations, and other elements of the matchmaking system. Competitive Play and Matchmaking are two systems that we’re constantly working to refine over time, and as always your feedback helps us tremendously. Keep it coming, and good luck in season 4!

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Scott Mercer

Principal Designer

Oct 25, 2016

Right now on the PTR, we’re starting to test out changes for Season 3 of Competitive Play. While there’s one big change to Season 3, there are also some behind-the-scenes adjustments to how we’re calculating Skill Rating and Skill Tier placement that I wanted to discuss with everyone.

The largest visible change to Competitive Play will be to the off-season between Season 2 and Season 3. Based on community feedback, we’re going to shorten the off-season downtime to just one week, with Season 2 ending at 00:00 UTC on November 24, and Season 3 beginning on December 1. Additionally, during the off-season, we’ll display an in-game countdown to when the next season begins.

Before explaining the changes to Skill Rating and Skill Tiers, let me explain some of the goals for matchmaking in Competitive Play. First and foremost, we always want to provide the fairest matches that we can. Fair matches of skill between the teams provide the greatest chance for you to have fun in Overwatch. At the same time, we’d also like every new competitive season to feel like a fresh start. These two goals end up being somewhat contradictory. If we completely reset everyone’s Skill Rating (SR) at the start of a new season, then players of all skill levels would end up playing against each other and having poor quality matches until the system could reevaluate each player’s skill. Because of this, we don’t fully reset your SR when a new season begins, and instead use your SR from the previous season as a starting point.

Another area of Competitive Play we’re trying to improve for Season 2 is how we distribute everybody into their Skill Tiers (Bronze, Silver, Gold, Platinum, etc.) based on their SR. When Season 2 started, we had WAY more players in Gold and Platinum than we initially intended, and way fewer in Bronze and Silver. This was the result of how we calculated your initial SR for Season 2. We tried to partially reset player SR at the start of Season 2, but the results were not as we expected. Instead, below-average players started Season 2 at a higher SR than they should have been given their performance in Season 1. This meant that as they played in Season 2, their SR would often drop to a lower value, which didn’t feel great. It also meant that there was a much wider variation of skill in the Gold and Platinum tiers than we wanted. This is something we want to avoid in Season 3.

As a result, we’re testing a different way of determining your starting SR for Season 3 on the PTR. We’re leaning more towards trying to keep things fair rather than giving everyone a fresh start. We’re also going to initially tune your SR to be slightly lower to start. In turn, fewer players should start the season having their Skill Rating drastically drop despite having close to even wins and losses.

This change will mean that some players will not start in the same tier for Season 3 that they were placed in for Season 2, and that your SR gains from winning will be a little higher at the beginning of the season. After you play enough matches, however, your SR gains and losses will go back to normal.

We’ll be looking closely at the results of players placement on PTR and see if our goals are being met, and might make further adjustments during this testing cycle that might require a reset of placement matches. If that’s the case, we’re try to provide advanced notice whenever possible.

In the meantime, we really appreciate your feedback, and thanks for everyone who is helping us test on PTR!

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Scott Mercer

Principal Designer

Oct 25, 2016

Posted by Taionyr

My biggest complaint is that the imbalanced S2 ranking will be the starting point for the changed S3. I don’t really see how that makes sense.

The matchmaking system is actually pretty resilient and it naturally improves match quality as more matches are played. Even now the current SR curve for the entire population is much healthier than the beginning of the season, and it will be even better by the time the season ends.

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Scott Mercer

Principal Designer

Oct 19, 2016

Thanks for the well written post on your matchmaking experiences, I’ll try to explain some of what’s going on.

The system does in fact try to place equal sized groups on opposite teams whenever possible. Your report for game 2 where both 3 player groups were on the same team definitely seems like something that shouldn’t happen based on the rules we’ve setup, so I’ll look into it further.

We do need to do a better job of not placing players into “unwinnable” matches. When the matchmaker creates a match, it determines the % chance for each team to win based on the match it made. The VAST majority of matches are usually near to 50% (especially if you’re a player closer to median skill rating and you’re not in a group), but I’ve definitely seen logs of matches where that’s really not the case and my eyebrows raise.

The unfortunate truth is that there is not always a “perfect” match for you, especially at very high (and very low!) skill ratings where there’s fewer players of similar skill. Then you throw in the desire to match groups vs. groups, with everybody having low latency, and doing ALL of this as fast as possible even though it’s the 3AM offpeak… it can get tough. We’ve tried different tunings with regards to wait times, and the improvements were unfortunately modest as we increased the time to wait. Still, this is an area we’re always looking to improve and tune better.

Fortunately, when we do put you in a match that we know isn’t a 50/50, we adjust your SR gain or loss based on your calculated change of winning. So if you did get placed into a match with only a 20% chance to win and then you lose, you shouldn’t lose much SR.

For matchmaking groups, there’s actually two separate issues that we try to solve. The first issue is “How do we handle groups formed of players with different MMRs?”. With season 2 we prevented players of REALLY disparate Skill Rating from grouping, but there’s still some variance we need to handle. Over time we’ve tested different models to try and see what’s best and are now using what tested most accurately. (Hint: it’s not simply averaging the MMRs)

The other issue is how do we model the synergistic effects of players being together in a group. As you noted, they have access to voice chat. Now here’s where things get interesting. This “massive” advantage actually differs based upon the skill rating of the group members. Based upon the data we’ve seen groups of low to mid SR players don’t see that much improvement to their win %. Higher SR players do see more notable improvements, but it’s not as huge as you might think. Still, we do take this into account when we predict the win% for each team. Regardless of how the data looks, we do know there’s a perception of a large advantage for groups. That’s one of the reasons why we explicitly try to match similar sized groups together.

So then why do points for losses and wins seem so random? Well, the amount of MMR (and SR) you go up or down isn’t simply a matter of whether you won or lost, and what was your predicted chance of winning. There’s a couple of other things at work. One is the matchmaker’s confidence in what your MMR should be. Play a lot of games, it gets more certain. Don’t play Overwatch for a while, it gets less certain. You go on a large win or loss streak, it gets less certain. The more certain the matchmaker is about your MMR, the less your MMR will change in either direction based on a win or loss.

As a minor factor, we also do evaluate how well you played the heroes you used in a match. The comparison is largely based on historical data of people playing a specific hero (not medals, not pure damage done), and we’ve done a lot of work to this system based on the community’s feedback. In fact, I’ve seen some people indicate that they don’t think we’re doing this anymore. We still are. While it’s a minor factor compared to wins/losses (The best way to increase your SR is still to play together and win as a team!), doing so does help us determine your skill more accurately and faster.

So take all that into account, the SR gain/loss after any single match can be a bit more “noisy” that it seems it should, but we’re asking it to look at a lot of different factors to do the best job it can creating fair matches for you.

As an aside to all of this…

“Fair” matches doesn’t always mean that every Ilios match goes 3-2 and 100-99 on the final point, or each team gets the payload to the end in overtime on Dorado, etc. Sometimes when two evenly matches teams play, the result can be one-sided. It just means that at that single moment in time the enemy team played better. It’s not always the matchmaker’s, your’s, or your team’s(!!!) fault that you got stomped.

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Scott Mercer

Principal Designer

Oct 19, 2016

Posted by Light

Based on what you said, it sounds like the more you play the more certain the system is on where you should be. However, over time I hope to improve. Will the system thinking that I am where I should be have a negative result on me climbing in the future (via lower amount of SR gain from wins)?

Not in the long term. Something to remember is that when uncertainty decreases you also won’t lose as much SR when you do lose a match.

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Scott Mercer

Principal Designer

Oct 20, 2016

Posted by Sciron

Posted by Nessuno

The effect of win/loss streaks seems to be the biggest culprit in the noise, and adds a lot of unnecessary randomness.

Whether or not your wins are strung together will have a huge impact on your “season high”, which determines both your end of season reward and your displayed tier level.

Posted by stephofni

the other two inputs into certainty make plenty of sense but it’s silly for the game to think because i’ve won 4 in a row, maybe i’m not the same player i’ve been for well over 200 games. or because i’ve lost 4, i might be a much worse player than i was yesterday on that +4 streak. someone’s skill changes, it’s going to reflect in their winrate. let it imo. trying to hurry that process along is just making a mess out of the median ranks.

These things. Seems streaks only serve to undo the system’s attempts to remain accurate.

We’ve actually done some tuning since launch so it takes several more wins or losses in a row to trigger full expansion of the uncertainty due to streaks. It’s been tricky to tune. We don’t want to have your SR seesawing wildly due to natural variance in wins and losses, but but we do want it to be meaningful enough so if someone’s MMR is incorrect (a new account, someone trying to smurf, etc.) we get them to their “proper” MMR quickly so they’re playing against the players who they should be playing.

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Scott Mercer

Principal Designer

Oct 20, 2016

Posted by HimeSama

Here is my question: How can a mathematical equation be “uncertain”.

I know you can’t let us into the heads of your devs or reveal proprietary code, but I’m just curious. Not attacking or anything. Perhaps understanding how the system works will help people not get so frustrated when the MMR/SR system is taking a big one on their day.

The principle of “uncertainty” is in reference to measuring a player’s skill. Skill fluctuates, that’s just a given. You have good days and bad days. Your MMR is never supposed to cement at a fixed value. It’s supposed to ebb and flow. Uncertainty just measures how much it ebbs and flows. It’s not the calculation that’s uncertain, it’s the measurement of confidence in your past results shaping the system’s current impression of your skill.

Let’s say I play a match against you and we’re both brand new players. We both start at the seed value of 2500. You beat me. My rating drops to 2450 and yours increases to 2550. Is 2550 an accurate representation of your true potential? Probably not. It’s going to require more games – more data points – to determine whether that current rating is accurate. If you keep winning and winning and winning, the confidence in whether you are really 2550 is very low. If you keep losing and losing and losing, then you getting to 2550 in the first place may have been a fluke, so the confidence in whether you are really 2550 in that scenario is also very low. If you happen to go 50/50 by playing against other 2550 opponents, then confidence will be a bit higher that that’s roughly the range you should be at (depending on how consistent you are), so it makes sense to reduce the volatility a bit and reduce your rating change, since we have sufficient data to conclude that you actually belong there.

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Scott Mercer

Principal Designer

Oct 20, 2016

Posted by D4G

As much as I love the post explaining match making something definitely needs improving.

matchmaking

This happened at 11:47am PST today and the 6 man said that they waited 6mins. When the average match takes 15 to 20 mins to complete 6 mins is way too short. I get it that it sucks for a 6 man to wait for a match but a match like this doesn’t help anyone and is a waste of both teams times.

Yeah, that’s a situation we’d definitely like to improve. The core problem is that there might not be a fair match for that 6 player group in your screenshot, not just after 6 minutes but after 15, 30, or 60. I know that people say that they’re willing to wait longer, but there are also practical limits to that patience. We’ve been erring more on the side of people at least playing the game instead of sitting in queue. Those 6 player stacks sometimes lose, too.

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Jeff Kaplan

Game Director

Jun 8, 2017

Quick Play and Competitive have separate internal matchmaking ratings. Sometimes Competitive players play off heroes for practice in Quick Play causing their matchmaking rating to be lower in Quick Play than it is in Competitive. Also, in Competitive, we will force very highly skilled players to wait much longer than we do in Quick Play.

This is good feedback, though. We’ll continue to look into issues like this and see if there are improvements to made.

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Jeff Kaplan

Game Director

May 22, 2017

There are a few reasons you might be experiencing slow matchmaking. If you are very highly skilled, it will take the matchmaker a longer time to find you a match because it is looking for other highly skilled players to match you with. If you’re playing in off-peak hours in a smaller region it can cause slow downs. If you’re playing a less popular game mode, it can take longer.

Without more information about your particular situation, it’s difficult for us to deduce why you’re having a hard time finding a match.

I’m looking at the average queue times across all regions and all platforms right now and every one of them is below 60 seconds. The longest queue times I am seeing are on console in Competitive Play, but even those are averaging less than 60 seconds.

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Jeff Kaplan

Game Director

Jan 30, 2017

Posted by Valmek

I’m level 158 low Master Rank on my main account. I started a new account to see if I actually deserve to be in Master because I don’t think so.

Well upon playing with this Fresh Level 1 account it takes me 10x as long to find a match. I get that maybe Blizzard is trying to make it more fair towards lower people and group them up but I’d rather not wait 5-10min + on a Quick Match or Arcade Queue. I’ve tried each one and they all take at least 5 minutes to get into a game.

I’m not complaining that the queue sucks and will match me against better players. I’m complaining because it takes too damn long to find a single match. That shouldn’t happen. Sometimes I’ll be in queue for 15 minutes and not a single one.

Apologies that you are experiencing longer than normal queue times. You pretty much deduced what the problem is. Our matchmaking system narrows in on your skill level quickly. So even though you have a “new” account, it’s very obvious to us that you are a high-skill player. We also do some things to lessen the frequency that “new” players get matched against experienced players. A lot of our truly new players will complain if they see players higher level than they are (account level, not SR). So at the very lowest levels, we try to match you in a pool of “new” players. But there are extremely few “new” players who are Master skill players so matches are going to take you a long time until you level up some.

One way to help this situation would be for you to group with non-low level players who are also of your skill level. This will pull you out of the new player pool more quickly.

I know this situation seems non-ideal for you. But the silver lining here is it shows that our matchmaking system is working and doing its best to prevent brand new players from getting matched against high skill players on alternate accounts.

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Jeff Kaplan

Game Director

Sep 29, 2016

Posted by Ruwin

I am here to inquire about the specifics of the matchmaking algorithm. I have noticed as a Top 500 player that the teammates assigned to me are widely varying in skill (anywhere from SR 46 to Top 500). The variance in skill among my teammates creates for unpredictable and often non-competitive games. I would like to know why this happens, if at all possible.

For instance, in League of Legends you would never see a team with 4 challenger players and a bronze player to offset the difference in MMR. I understand that would increase queue times but I believe I am in the majority when I say that I would prefer to wait longer for better games. I think the system may be too concerned with finding a game quickly over finding a “good” match.

While I can appreciate dynamic queue for different party sizes, can the disparity in ranks among teammates be attributed entirely to that?

Any insight you may be able to offer on the intricacies of the matchmaking system would be greatly appreciated.

Hi Ruwin,

Can you please clarify a little bit? Were you actually matched with a Bronze player or were you simply citing that as an example from League of Legends? Also, it’s more helpful if you refer to Season 2 skill ratings as Season 1 skill ratings do not map 1 to 1 with Season 2. The other thing that would be helpful is to know if grouping was involved in any way.

Top 500 players are the hardest players for us to matchmake. They are obviously the most skilled players at the game and there is not a large pool of players for them to play against. Because we matchmake aggressively to get you a good ping, this further reduces the pool of players we have to match you with. There are oftentimes not 5 other Top 500 players in your part of the world sitting in the queue in Competitive Play at the same time as you.

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Jeff Kaplan

Game Director

Aug 15, 2016

Posted by SamuraiDog

So competitive season two is going to have a maximum difference of 500 points to duo queue with a friend (skill will be rated 0 - 5000 in season 2). I really hope this allows me to continue to play with friends. I currently am a 43 and play with a 52 all the time (my son in fact), and am guessing this will fall outside the 500 skill point difference.

I’m hoping this is not going to be the case, but I don’t have a good sense of how 500 points translates to current skill rank.

We’ll see how everyone feels about the numbers we picked once everyone has placed on the PTR (it will be up soon – this week). If we were too restrictive, we can loosen up a little. There are costs and benefits to both directions so this is a tricky number to get right. Too loose and we get the boosting/matchmaking issues we have now. Too tight and people cannot play with their friends…

We’ll keep a close eye on our tuning here.

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Jeff Kaplan

Game Director

Jun 20, 2016

Great post, ExcaliburZ. Allow me to share some of my personal thoughts on matchmaking…

We’ve been following all of the discussion around matchmaking. When topics get discussed in the community (and often among game developers) we tend to talk about things in very black/white or right/wrong terms. But most important decisions you make as a game developer are difficult trade-off decisions with no perfect answer.

The goal of the matchmaking is to make it so that you as a player do not have to find 11 other people to play with. You can click a Play button, and the system finds other players for you. That’s the basics. The reality is, the matchmaker is extremely complex in what it is trying to do. It does way more than I am going to mention in this post so while I am going to offer some information here, I am leaving some things out (not all intentionally – it’s just a really complex system).

At a most basic level, the matchmaker is trying to put you with 11 other people. But it doesn’t just randomly select 11 people. It takes into account a number of factors (more than I am going to list and not necessarily prioritized).

The first factor is time. The matchmaker will try to find you match quickly and not force you to wait too long. A very common thing that happens is that a player will become dissatisfied with a match and say “I don’t care how long you make me wait. I’d rather wait 20 minutes and have a good match than get matchmade into a match like you just put me into.” What we’ve seen is that when the time crosses a certain threshold, players begin to complain about it taking too long to find a match. It sounds good… waiting for that perfect match. But when the reality of waiting too long comes down on most people, they end up vocalizing their discontent on the forums. Also, there is an unrealistic expectation that if a player waits longer for a match, the “better” the match will be. The concept of “better” when it comes to matchmaking is a really hard one to define.

If I were to summarize match results into 5 broad buckets it would be these:

My team won. We beat the other team by a long shot.

My team barely won.

My team barely lost.

My team lost. We lost by a long shot. It wasn’t even close

It was a broken match somehow. Maybe someone disconnected,

was screwing around or we played with fewer than 12 people.

(of course there are more cases than this – I am overly simplifying here)

Most players will say that they want a match to be either type 2 or type 3 as I described above. Those sound even. Barely win or barely lose. But I believe when psychology comes into play, most players actually expect type 1 or type 2 to be the result. Even an amazingly close type 3 match can turn into a highly negative experience for a lot of players. And if you keep “barely losing” it’s not a very fun night. Winning is fun and good. Losing is less fun than winning.

So waiting a really long time to lose by a long shot is obviously not good. But waiting a really long time to barely lose is also a negative experience. And if we assume that your chances of winning are 50%, that means that even waiting a really long time for a “better” match means that you’re going to wait a really long time to probably lose half the time… If your expectation was that you were going to wait a really long time for an awesome match where you either 1) Won by a long shot or 2) Barely won… but still won nonetheless, your expectations for what the system can or should do are in the wrong place. We do not generate bots to take losses so you can win more than 50% of the time. Those are real people losing on the other end of every loss you take.

A second factor we take into account is ping. We’re matchmaking people all over the world and we want to match people to the closest servers for the best play experience. In our second stress test, we had other things prioritized over ping-based matchmaking such as skill and time. For those of you who participated in that stress test, you’ll remember how terrible the game performance was on the first day as well as how “lit up” the forums were demanding that players be given an option of server choice. So now we prioritize ping for players. Some players live in challenging parts of the world when it comes to high speed data connections (I’m looking at you, Andes mountain range…) so it’s not perfect for everyone. But largely, most people get a really decent connection to our game servers. Matching players with wildly disparate pings also results in a higher frequency of undesirable side effects such as “getting shot behind walls”. Of course if you live in Houston, Texas and group with your buddy in Geneva, Switzerland, you’re now introducing uncertainty to our system that’s harder for us to deal with… but we allow it.

Which brings us to the next factor that we match on: grouping. The majority of our matches are comprised of either all solo players or solo players and players grouped with one other person. However, the system does try to match groups of equal sizes together first and foremost. As the time people wait grows, we expand the search to try to find others for them to play with. This means that occasionally we will match groups with players who are not grouped or in a group size that is smaller than their own. Like I mentioned, this is exceedingly rare but can happen. And that match is only made when players have crossed a waiting threshold that we deem too long. For most group matches a group of 6 is placed against another group of 6.

Groups are a big challenge in our matchmaking system. You can group with people of wildly varying skill and ping and we allow you to. It’s pretty unlikely that there is another group in the queue that exactly mirrors the unique circumstances that you have set up (pings, skills etc.). We want you to group. We feel that it’s the best way to play the game. So we try to avoid things that discourage grouping and we want to continually improve the social systems so that you’ll find it easier and easier to group with people you have chosen to play with. Playing with people you choose to play with is going to be more reliably fun than playing with people we choose for you. I once used the analogy of hanging out with people on a Saturday night. If you were to go out with five of your friends it would probably be a better time than if we tried to find 5 random people for you to go out with, no matter how smart we were in our selection process…

Anyway, this leads me to matchmaking rating. This rating is the most important thing that we try to match on. Basically this rating means “how good are you?” Commonly, you’ll hear this referred to as Matchmaking Rating or MMR. MMR is derived differently in different games. Overwatch borrows a lot of knowledge from other games but also does a lot of things unique to Overwatch. As each player plays games, their matchmaking rating goes up or down depending on if they win or lose. The system is extremely complicated and there is a lot more going on here than I am going to spell out. So please don’t take this as the comprehensive guide to how MMR is calculated in Overwatch. There is definitely a lot more going on under the hood.

In Overwatch, whether your MMR goes up or down is contingent on winning or losing. But there are a number of factors that determine how much that rating goes up or down. For example, what map you’re playing on and whether you were attacking or defending is factored in. We know the win rates on attack/defend on all of the maps and we normalize accordingly. Not all wins and losses are equal. We also look at your individual performance on each of the heroes you played during the match. Everyone has better and worse heroes and we have tons of data showing us what performance levels should be like on those heroes. We also look at your opponents and whether or not their matchmaking rating is higher or lower than yours. These are just a few of the things that are considered when determining how your skill should go up or down. At no point in MMR calculations do we look at your win/loss ratio and win/loss ratio is never used to determine who to match you with or against. We are not trying to drive your win/loss percentage toward a certain number (although the fact that so many people are at 50% win rates makes us extremely happy). All the system does when it comes to matching on skill is attempt to match you with people of a similar number.

The system is of course deeper than this. There are penalties and handicaps added for things like not playing for a while or playing in groups of varying sizes. We also do special things for brand new players to (hopefully) keep them away from the general population. Players will often mistakenly look at player level and accuse the matchmaker of making unfair matches. One thing that I have mentioned before is that we were evaluating your skill during closed beta, open beta and the second stress test weekend. If you played in any of these (over 10 million players did), we had already determined a skill rating for you (most likely). This means that it’s not uncommon to see a level 1 matchmade against much higher level players. In most of these cases, the Level 1 is a skilled player who played during the phases I mentioned but did not immediately play at launch.

There are many factors that are beyond our control that add noise to the matchmaking system.

Leavers are extremely disruptive

Players vary wildly in their skill with different heroes. We have no clue which of the 21 heroes you are going to play during a match

Groups form with wild variance in skill levels and ping. Contrary to popular belief there is not a “perfect match” for your unique snowflake group

Sometimes your little brother plays on your account

Sometimes the cat walks in front of the screen

Sometimes your wireless mouse runs out of batteries. (Why do you use a wireless mouse btw?)

Sometimes a highly skilled player buys a new copy of OW to “start fresh” on a new account

Sometimes you have internet problems

Sometimes you play drunk or tired… or both

That first game of the night…

…that last game of the night

“Life”

So this brings me to some thoughts I’ve been having about Overwatch. While this whole post has been mostly my personal thoughts – this next part is “especially” my thoughts and not reflective of the team or the company’s POV.

For better or for worse, we focused the design of the game on winning or losing as a team. OW is not a game where you ignore the map objectives and then look at your K/D ratio to determine how good you are. We want you to focus on winning or losing and as a result you do focus on winning or losing. We tried to make it so that losing isn’t the end of the world, but to a lot of people they expect to win far much more than they lose. I sometimes wonder if we were able to clone you 11 times and then put you in a match with and against yourself, would you be happy with the outcome? Even if you lost? Out of the 5 types of matches I described above, it is my belief that you would still experience types 1-4. Are those “stomps” still not acceptable? Because they will happen…

And I believe OW is strange game in that regard. I spend a lot of time studying the matches that I am in because I am very focused on matchmaking. I’ve been in so many Control Point maps where my team got destroyed on the first point, the enemy team got destroyed on the second point and then we play the third point to a 99%/99% overtime. If you judged any of those single points on their own merits you could say you have two stomps (one in your favor, one against you) and one close match. Same players…no change in matchmaking. Or take a match that I was just in on Route 66, for example. My team was on attack and could barely push out past the train cars. Two members of our team swapped heroes and we proceeded to march the payload all the way to the end of the map practically uncontested. The match went from a stomp in one direction to a stomp in the other direction.

So while it is possible for a mismatch to result in a stomp, not every stomp is a mismatch. If every time a team dominates another team it is viewed as “the matchmaker is broken”, the problem we have is with perception and expectations. Look across all pro sports. Even matches happen every night. Stomps happen every night. It’s a reality of any competitive game. Does that make being on the receiving end sting any less – probably not.

We are constantly improving the matchmaker. We learn more each day. We have one of our best engineers and best designers full time dedicated to the system. Many of those “silent” patches that go out during the week are adjustments to the system. For example, we recently realized that “Avoid this player” was wreaking havoc on matchmaking. One of the best Widowmaker players in the world complained to us about long queue times. We looked into it and found that hundreds of other players had avoided him (he’s a nice guy – they avoided him because they did not want to play against him, not because of misbehavior). The end result was that it took him an extremely long time to find a match. The worst part was, by the time he finally got a match, he had been waiting so long that the system had “opened up” to lower skill players. Now one of the best Widowmaker players was facing off against players at a lower skill level. As a result, we’ve disabled the Avoid system (the UI will go away in an upcoming patch). The system was designed with the best intent. But the results were pretty disastrous.

We will always be working on our matchmaking system. We’re listening to feedback, we’re playing the game a ton ourselves and we’re looking at hard data to inform our decisions. This post wasn’t my way of saying everything is fine. I just wanted to share some of my thoughts as someone who has been evaluating the system itself very closely as well as monitoring the feedback. I want to put it out there that there is a lot of room for improvement but also suggest that there are forces in play that cause some fair matches to sway lopsided due to forces out of our control. The game is as much (if not more) art than it is science. We’ll keep working to make it better!

–

Jeff Kaplan

Game Director

Jun 17, 2016

Posted by Hirokx

Blizzard,

I’m starting to get tired of entering games and immediately seeing the word “Defeat” go across my screen. Isn’t there a way that you can prevent people from entering games in the last 3-5 seconds of a match. This should work even through overtime since overtime lasts longer than 3-5 seconds.

Just a thought. Not sure if anyone else feels the similar.

Thank you :slight_smile:

We’ll look into making some improvements. We want this to be better. Something to consider in the meantime: We only know if a match is “about to be lost” if the defending team is winning and time is about to run out. Also, each person’s loading times are very different. Some of our players can take 1+ minute to even load into a game. Please don’t take this as me saying everything is fine. We definitely want to improve the experience. I am just trying to give some insight to the fact that it’s not a black and white problem.

Also, ultimately, we want to make players realize that when you backfill into a match, there should be no downside – meaning you should take no loss and gain a bunch of “free” exp.

There’s no backfilling in Competitive Play.

–

Jeff Kaplan

Game Director

Jun 13, 2016

Posted by Ender

This thread is full of misinformation.

The game does its best to make each individual game a 50/50 win chance. Over time that means the vast majority of players end up with a 50% win rate.

Nothing more, nothing less. It isn’t changing damage numbers or purposely putting you in bad games to make you win or lose. There are players who sit at 55%+ and 45%- win rates and they aren’t constantly getting placed in lopsided games.

This is correct. There has been an unfortunate trend of people believing that we somehow force you to lose, which couldn’t be further from the truth.

–

Jeff Kaplan

Game Director

Jun 13, 2016

Level does not reflect player skill, only time investment. We tracked player skill through closed beta as well as during the open beta. It’s very possible to have an extremely high skill Level 1 player (and if they played closed or open beta, we know about their skill level).

–

Jeff Kaplan

Game Director

May 24, 2016

There is no assistance to win or lose. This is misinformation.

We match based on skill, ping and group size.

The only thing we do is detect when one team has been repeatedly losing and is outmatched and then we disband those matches.

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Great post! Always good to have the developers “official” statements on record for reference.

:+1:

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Thanks for keeping us posted Cuthbert :+1:

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I know you’re cuthbert. That’s great and all, but you understand this doesn’t prove “algorithmic handicapping”. It’s describing an MMR system that adjusts based on your personal skill. AKA how it works in almost every single competitive FPS game. And SR decay doesn’t exist anymore, meaning a lot of these changes internally are also likely changed. This is almost 5 years old information.

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Also, nice job posting THE EXACT SAME Dev Update YouTube video twice.

  • Very gamer
  • That GM brain at work

Correct….

Also, I’d be more impressed if he’d simply linked the quotes from WyomingMysts actual archive post rather than copy/pasting and leaving it open to adulteration

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Didn’t read, enjoys comp.

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Gigachad energy for real

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I for one also agree with this.

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This guy is so obsessed with mmr is ridiculous. Its not perfect but its much better than having nothing

MMr is RIGHT for online gaming. try destiny 2 if you dont like it, watch how the top players group up and smash everyone all day with nothing to stop them. its a pve game that doesnt really care about pvp

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This is such a weird post. None of this information is new. And this is what we’ve been trying to tell you all along. Does this mean you are going to stop calling it “algorithmic handicapping” now that you have read the very many statements that describe what it actually is, instead: a way of making fair matches.

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I have fixed this, thank you for the constructive feedback. There are probably some other duplicate posts because of the layout of WyomingMyst’s compendium, I just copy/pasted and did some light formatting.

What do you agree with? The original post is only quoted passages and a summary of facts related to the debate. Have you read my post about algorithmic handicapping being wrong?

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A good read. I found it particularly interesting that players near the head of the bell curve (who should have an otherwise greater than 50% chance of winning their match) are affected by matchmaking in a way that they wouldn’t be if their skill was closer to the mean. This lends support to players who complain that they’re better than the lobby, and are regularly playing matches that blunt their skill. We don’t know to what degree these players are put into “fuzzy” matches to reduce queue times.

Second point, given the incredible number of reasons a team could lose a match, a player looking to neutralize those reasons must either A) grind skill to an uncommonly high level relative to their peers (which explains why even getting out of a low rank seems inordinately difficult) or B) play an incredible number of games to actualize their advantage over the lobby.

Seems the smart and efficient choice for people who value their time while being hell-bent on competitive gaming is gravitating toward single player competitive games: chess, fighting games, etc.

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Wait… You actually read this? :smiley: I’m sorry you went through that, must have been a tough experience haha.

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These are statements that have been made over years. If one had a decent grounding in how matchmaking algorithms work, these statements were non-controversial when they were originally made.

They continue to be non-controversial to folks more familiar with the concepts, but it is always possible to misread non-controversial statements when one has a vested interest in doing so.

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I dont have much of an understanding at all, but even with my limited understanding, I can recognise this discussion is an entire waste of time and an unhealthy obsession for some people.

Mmhmm.

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Not so sure about that one…

I’ve experienced the mid match rigging myself…

:pouting_cat: :-1:

If you actually wish to understand this, these sorts of comments are the best to think through:

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He’s right that stomps do happen in proper matchmaking. It’s the fake “fairness” that the system strives for that is the issue.

A truly fair matchmaker that would ship matches based on random around range would result in more stomps but greater competitive integrity…

I think he needs to have a word with Scott Mercer… The only person who truly understands the backend of the system… They were probably pressured by the higher ups at Activision blizzard to implement the current engagement based matchmaking even if they didn’t want to…

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If the best players in the game group up, they should smash everyone and there should be nothing to stop them. In overwatch the best players grouping would cause the matchmaker to place awful teammates on their team in order to make it “fair.” That’s not fair, that’s called equity and it’s garbage and literally at the root of why people hate communism.

yeah, I went deep on that one

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Do you think the best players would be happy stomping 100% of their games? Also wtf does communism have to do with OW matchmaking LMAO

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