Forum Discussion
Making a matchmaking system based in K/D, wins, top 3 placings, survival time would be wrong.
If you want to make matchmaking system based on skill you should factor in Accuracy, as this is the primary factor that separates good and bad players.
Imagine you have a pool of 600 players divided into 10 skill levels of 60 players each.
Take the low 60 players and put them into a game. And you will still end up with a winner, 3 x top 3’s. A bunch of long survivors and at least 57 death. That means that the top fragger could have 5-8 kills, but that does not make him a high skilled player. He just won that game among his fellow low level players.
If you went into details of his play you would probably notice that he missed 4/5 bullets fired. Maybe 3 or 4 of the kills were “finishers” where his team gave most of the damage.
@KoichiroDK wrote:
In regards to matchmaking.
Making a matchmaking system based in K/D, wins, top 3 placings, survival time would be wrong.
If you want to make matchmaking system based on skill you should factor in Accuracy, as this is the primary factor that separates good and bad players.
Imagine you have a pool of 600 players divided into 10 skill levels of 60 players each.
Take the low 60 players and put them into a game. And you will still end up with a winner, 3 x top 3’s. A bunch of long survivors and at least 57 death. That means that the top fragger could have 5-8 kills, but that does not make him a high skilled player. He just won that game among his fellow low level players.
If you went into details of his play you would probably notice that he missed 4/5 bullets fired. Maybe 3 or 4 of the kills were “finishers” where his team gave most of the damage.
I strongly disagree. Accuracy like any other stat can be padded and meaningless. For example, how many shots fired would need to be accounted for.
And you can have the best accuracy in the world but be a terrible BR Bot. All aim no brains. I don't want a guy with good accuracy on my team that has no teamplay and no wins.
- 6 years ago
@RichAC wrote:
@KoichiroDK wrote:
In regards to matchmaking.
Making a matchmaking system based in K/D, wins, top 3 placings, survival time would be wrong.
If you want to make matchmaking system based on skill you should factor in Accuracy, as this is the primary factor that separates good and bad players.
Imagine you have a pool of 600 players divided into 10 skill levels of 60 players each.
Take the low 60 players and put them into a game. And you will still end up with a winner, 3 x top 3’s. A bunch of long survivors and at least 57 death. That means that the top fragger could have 5-8 kills, but that does not make him a high skilled player. He just won that game among his fellow low level players.
If you went into details of his play you would probably notice that he missed 4/5 bullets fired. Maybe 3 or 4 of the kills were “finishers” where his team gave most of the damage.I strongly disagree. Accuracy like any other stat can be padded and meaningless. For example, how many shots fired would need to be accounted for.
And you can have the best accuracy in the world but be a terrible BR Bot. All aim no brains. I don't want a guy with good accuracy on my team that has no teamplay and no wins.Accuracy implies number of shots fired. I am just saying that you can’t rely solely on wins, K/D etc, since I could have a K/D of 1.7 playing against players at my skill level, but 0.4 against those I am playing against now.
I think it would be near impossible to implement a feature that registers players ability to teamwork.
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