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Iratus_Despero's avatar
7 years ago

Ranked matchmaking / unranked performance based matchmaking

Want to buy both ranked play, and stat based matchmaking for non ranked play. This kinda stuff has been standard issue for a long time so it's mind boggling why games still launch without them. I get that the game's still basically in testing but if you wanna get better feedback the first thing we should do is start shuffling players together by skill level. Will there be smurfs? Sure, but you can handle that like others do and it'll be a minimal problem.

3 Replies

  • For some reason this seems controversial...

    I mean we don't know how many people are for or against it. But we know that there are people on both side of the arguments...

    One aspect that very few people talk about, perhaps because it would be entirely on Respawn call, is how matchmaker IMPLEMENTATION can affect the game.

    So I would like to take this opportunity to suggest an implementation that should

    - have little impact on wait time

    - and still group bad player with good player occasionally

    My algorithm suggestion:

    - game continuously measure player average weapon accuracy (or some other easy marker,... average damage per second firing, something like that)

    - for match making wait for X * 60 pending players, such as 300. This should increase wait times by at most X factor. Since they are quite short (like 5 seconds top) they will become a little bit slower, for example 5 * 5 =25 seconds, still short

    - sort player by newbie (level less than say 20) and then performance score (i.e. weapon accuracy for example)

    - splice resulting list evenly

    this is loosely match making.. since whoever is queuing are grouped together regardless of skill difference and maintain short wait time. yet better player will tend to player together.

    I believe this could be a good compromise...

  • I think that could definitely show some promise, as the challenge with a game like Apex that's so fast paced is keeping the matchmaking relatively fast paced. But what we don't really know yet is how the game pace may be affected if players were more rigidly grouped by skill level, but that's something that could easily be tested in a more formal ranked matchmaking system while keeping an open que system for players looking to just get thrown into whatever comes their way. 

    One good example though  for the non ranked matchmaking pairing up people by their hidden rankings based on performance would be league of legends general / unranked que, where even with the presence of smurf accounts, you can generally see yourself being grouped up against players of similar skill based on whatever metrics they decide to use for that.

    It's not an easy fix, but imo it's an important one to get working on quickly, as it's more difficult for inexperienced players to hone their skills and enjoy the game over time when they're constantly resetting their game every few minutes because they're being culled by those eclipsing them by leaps and bounds skill wise, hackers are another matter entirely that I know they're working hard to mitigate, but is always a challenge with free2play games.

  • CosmoHart's avatar
    CosmoHart
    7 years ago
    A well designed mm system will stretch and shrink player skill segments as the community grows in size and skill.

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