Improving Matchmaking for Ranked and Pubs (Huge)
I am writing this in response to the current matchmaking system as clearly explained in detail in APEX LEGENDS MATCHMAKING UPDATE blog by Respawn. I will try my best to write this thread as objectively as possible to improve the matchmaking, to make Apex enjoyable for players of all skill levels.
As stated in the blog, it is impossible to have a perfect matchmaking system due to many factors (limited number of online players, finding the perfect tradeoff between queuing time and skill difference, finding the relevant parameters and the exact weight for each of those parameters to measure overall skill rating of solo/duo/trio premade team).
However, there are a couple of things mentioned in the blog that IMO worsen the playing experience for players of all skill levels and therefore should be changed:
- As mentioned in the blog,
"Apex Legends matching algorithm currently uses HIGHEST for Pubs and Ranked. It offers the best protection against matchmaking exploits with new players and smurfs, while safeguarding competitive integrity. It renders cases where high-ranking players might try to find lower rank players to get into easier matches useless—and helps make “boosting” less prevalent."
The current matchmaking is using the HIGHEST skill rating of any of the players in a team. This matchmaking system has pro and con which IMO the con outweigh the pro.
- Pro:
1. Mitigate boosting/badge hunting
2. Mitigate smurfs trying to get into easy matches to have fun
- Con:
1. The exact opposite of Pros point [2]. Mitigating smurfs trying to get into easy matches to have fun by putting high-skill rating players in low-rank lobbies will only make the real players of that low-rank suffer every match. The following is the explanation.
Solo queuing smurfs will be stuck at low ranks for a very long time, possibly forever if they want to, e.g. a team with 1 master smurf + 2 real golds will be matched against 3 masters. The solo queue master smurfs will therefore stuck at Gold, or probably have their RP increase but very slowly; this will hold the solo queue master smurf in the Gold lobby for a very long time. The 2 real gold players will have a very bad playing experience every match because they will always face players all of whom have much higher skill ratings than them.
Even consider the least worst scenario where 1 Master smurf + 2 real Golds are matched against another 1 Master smurf + 2 real Golds. Since it is BR, most of the master smurfs will stay in the Gold rank for a very long time. In fact, I can be considered as the 1 master smurf in my current rank. I am currently Gold, but since I spent at least 50% of my playtime in firing range and LTM, my mechanic is similar to Masters KDR 2 (even slightly better). In every of my solo queue ranked match from Bronze to Gold, I usually get paired with 2 real gold players with much lower skill rating than me (3-digit legend kills, 5-digit legend damage) and unsurprisingly, the opponents are mostly ex-Masters and Diamonds (4-digit legend kills, 6-digit legend damage). That is why, IMO, SBMM should not be implemented in Ranked as it will ruin the playing experience of the vast majority of the players.
Instead of SBMM, I suppose Ranked matchmaking to implement the followings:
1. Rank-only-based matchmaking, i.e. players should be matched randomly, only based on their rank. Players should only be matched against others with 5 sub-ranks above or below, i.e. Plat 1 players should only be matched against Gold 1 - Diamond 1. Masters players should be matched against Diamond 5 - Masters and rarely matched against Predators. Predators are matched against Predators and rarely matched against Masters.
2. 20-kill and 4k damage badges should only be available from Plat 5 and Pubs. Obtaining the 20-kill and/or 4k damage badge will result in an instant 5 sub-rank promotion, e.g. If a Plat 5 player obtains a 20-kill, they should be immediately promoted to Diamond 5. If a Diamond player obtains a 20-kill and/or 4k damage badge, they should immediately promoted to Masters. This is because players who can obtain 20-kill and/or 4k damage badges in Platinum are definitely Masters players. This is also to mitigate badge hunting by increasing the difficulty of the opponents. In pubs, however, there should be a special SBMM which I will explain below.
3. To prevent intentional ranking down, to get to a lower rank, for badge hunting, any players that have already obtained a 20-kill badge and/or 4k damage badge could have more forgivable placement point system (less negative, more positive) when they are playing in any rank below Masters.
4. When a player is dealing damage/kills 1.5x or more than each of their teammates, there MUST be an additional bonus RP. Constantly doing this MUST increase the bonus RP even more because it indicates that the player doesn't belong to their current rank. This will help converge the player to their actual rank much faster and prevent high-skill rating players from ratting in low-rank lobbies. Conversely, the other teammates with significantly low damage and kills should only receive very little RP. This is to prevent promoting less skilful players to high-rank lobbies. - From my and many players' experience, including the pro players, solo/duo queuing always results in a worse playing experience compared to trio queuing. By right, solo/duo/trio queuing should all result in similar playing experiences (damage dealt, kills, placement). Therefore ideally a trio-premade team should only be matched against a trio-premade team, however, it is mentioned in the blog that it is very difficult and unlikely,
"However, in reality, it is very difficult and unlikely to get 60 players of similar skill and of equal premade sizes into a match, so it is inevitable that we mix premade sizes."
Hence, to compensate for mixing premade sizes for ranked matchmaking, I suppose to match based on the total RP of the team with the following rules:
1. For trio premade team: Each member's RP is to be multiplied by 1.5 (or some learnable number)
2. For duo premade team: Each member's RP is to be multiplied by 1.25 (or some learnable number)
3. For the solo premade team: Use the original RP (control variable)
For Pubs, referring to my point [1] explanation above,
"Mitigating smurfs trying to get into easy matches to have fun by putting high skill rating players in low-rank lobbies will only make the real players of that low-rank suffer every match"
Highest skill rating matchmaking should not be used, instead, Total weighted skill rating should be used to ensure an enjoyable playing experience for every player of all skill levels. This weight may be of a predetermined value and might be improved over time. Trio and duo-premade teams should have higher skill rating multipliers to compensate for solo premade teams.
It is also very apparent that players often get teammates with skill ratings much higher/lower than theirs, i.e. very loose skill rating, hence, from my experience and observation, when calculating skill ratings, I suppose the total weighted of the following parameters to be considered (From the most relevant to least relevant):
Lifetime KDR > Lifetime average damage dealt > KDR over last 50 matches > Average damage over last 50 matches > Legend total kills > Legend total damages
It is important to note that legend total kills and damages could be important parameters as they affect players psychologically, e.g. when a player with only a few hundred legend kills sees that they are eliminated by someone with 3k+ legend kills and/or 1M+ legend damages, it might lead to dissatisfaction with the matchmaking system and proceeds to log off. Repeated occurrences might lead to players quitting the game.
This is also true for new players. Unless the skill rating system confidently determines that the new player is a smurf, when calculating skill rating for new players under Level 100, Level > lifetime kills > lifetime average damage might be the more appropriate parameters, as satisfaction and attracting the new players to keep playing the game is the main focus.
Feel free to reach out for more feedback