Forum Discussion
Also, I forgot to mention - how is it that some players can end a season with 1000+ wins? If they are truly that good they should be in pro-tier lobbies tbh. Think about it, do you see any pro players just steam roll high tier lobbies like that where 1 team wipes out the whole lobby? NO. Good players in the same lobby can't wipe each other out like that, it only happens when high tier players are being matched with the normal folk. And looking at those numbers it means it's happening a lot for them.
Heck, I spectated players with 600 wins on 1 character mid season. 60 000 kills on 1 legend. Yet they play against folks like me who is nowhere near those numbers even when talking lifetime stats into account. People, although few, have spoken out and admitted on these very forums that a 1000 wins per season is nothing for them. So how do they repeatedly end up in these easy lobbies while the rest of us, God forbid has one good game and get punished for it for the next 12 games?
I'll be fair and say it doesn't happen every match where the skill gap is this wide, but it's happening nonetheless. And for most games the skill gap is still just plain unfair.
This matchmaking has been created to achieve specific goals. One of the most important one is "engagement" (read "exploit addictive behaviors").
That's why these lobbies are created not for us (regular players) but for people that put insane number of hours into the game (and this translates to spending more money).
Read this: "EOMM: An Engagement Optimized Matchmaking Framework"
http://web.cs.ucla.edu/~yzsun/papers/WWW17Chen_EOMM
Quote from introduction:
"
In this paper, we propose an Engagement Optimized Matchmaking (EOMM) framework that maximizes overall player engagement. We prove that equal-skill based matchmaking is a special case of EOMM on a highly simplified assumption that rarely holds in reality. Our simulation on real data from a popular game made
by Electronic Arts,Inc. (EA) supports our theoretical results, showing significant improvement in enhancing player engagement compared to existing matchmaking methods.
"