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@aisthebestletter Pretty much. In essence it's designed to try and hold onto the most volatile of player, the casual. It's a marketing thing. The most volatile player is the casual one, the one that needs instant gratification, or they move on to something else. By tailoring their experience, you can effectively increase how long they play the game for, and thusly, how likely they are to keep spending money on the game. You feed them exciting / engaging / easy wins or matches, they're more likely to spend money through positive reinforcement.
Its why the current gaming industry is so pathetic in my eyes. Halo 3, Battlefield 3, the original Star Wars Battlefront 2, early CoD, etc. etc. all multiplayer games that had no SBMM, and yet all still great. Pushing out inspired creations with no regards for player statistics, profit margins, player-counts, etc. etc. Quality experiences that made the player want to keep playing not through hidden metrics or modified matchmaking, but through pushing forward a quality experience that made the player WANT to keep playing, regardless of whether they won or lost. Even then, if you as a level 50 in BF3 got trashed by some Colonel Level 500, you were free to quit the match and move to a different server.
Current gaming industry is just another milking machine with every developer / publisher asking the same question of, "How do we keep players interested and playing the game that doesn't involve creating a quality experience that will last the ages?" "How many corners can we cut while pricing microtransactions as high as they can be?" "How can we implement a battle pass?" "How many gimmicks can we implement that keep player retention numbers high?". The bar is so low people cheer at a developer saying there won't be microtransactions in X title. There are gems out there, but they are few and far between, and the relentless grime of over-monetized nonsense really makes the industry as a whole look pretty pallid in comparison.
- DarthValtrex5 years agoHero (Retired)
@pastaclownI'm not sure how you would implement SBMM in a game like BFV. I guess it depends on the mode, but still a difficult thing to do.
I think SBMM is good idea and required to some degree, it's just what degree is the question.
I'm never going to be a predator level player, I might pull off some plays and rounds in which I perform like one. But I'm not consistent enough for the top tier lobbies whether it be ranked or PUBS.
How ever I completely understand the complaints against it.
SBMM has been around for a while.. I remember battle chess games I would play in the early 2000's had it. I held one of the top spots on the ladder for about 6-7 months. I was constantly playing the same people over and over and over because we were the best of the best. In this particular game it worked well.- 5 years ago
@DarthValtrex that's the thing though, is why would you need to implement SBMM into something like BFV, where you can drop in and drop out as you please and there's literally 0 repercussion for doing so. If you're getting stomped and you don't want to deal with it, you just move to a different server.
For Apex, there shouldn't be SBMM simply by account that there's no real quantifier for skill (and by extension no ranked) that's consistent enough to numerically evaluate. You can't go by wins because if you sit in a corner and hide for 15 minutes and third party the last squad, does that make you a skilled player? You can't go by kills because if you get one match with 15 kills, and then lose the next 14 without killing anyone (averaging out to 1 kill a match) does that make you a skilled player? Can't go by average accuracy because that's already an amalgamation of all the used weapons into one statistic. So now the SBMM has to create a chimera using multiple different statistics (most likely win-rate, K/D, average damage, total play-time, accuracy rating, etc. etc.) and then match you up to "similarly skilled" players. Which means it's most likely constantly guessing, which is most likely why the SBMM feels so crappy and inconsistent.
There's also the mentality and average skill of the actual player-base of the game. People see Predator / Diamond / Master trails and they just give up. A very, very big portion of the Apex player base are so far below average skill it makes RDD's auto-aim look like skilled play. It's why I like the Dark-Souls treatment in terms of difficulty. You either get better (to a certain extent), learn how to play, or you die over and over. Simple as that. Sure it's not the most inclusive of stances, but the alternative is a majority being rewarded for complacency and mediocrity, while people who go about getting good are punished by no longer being able to kick back and relax.
- 5 years ago
@pastaclownThe removal of the SBMM will only lead to the less skilled players to quit. So you will end with the same situation or perhaps even worst.
- 5 years ago@pastaclown Halo 3, Battlefield 3, the original Star Wars Battlefront 2, early CoD, etc. etc. all multiplayer games that had no SBMM
Lol, Halo 3 had SBMM that it adopted from Halo 2, it's why the lvl 1 to 50 system existed in the first place. OG Battlefront 2 only had a server selector, CoD didn't bother with one until CoD 4 which took inspiration for Halo 2 and I never played Battlefield 3 so I can't comment.
In fact, SBMM existed solely to solve the problem that static servers at the time had. The large difference in player experience and skill levels.
If anyone remembers there were servers that you straight avoided because of the people that usually hung around there as you couldn't touch them.
And it worked! Halo 2 proved it as the system would find players of similar ELO. This would then go onto inspire the terrible teamwin system that matched you with players based on your latest match results eventually leading to massive losing/winning streaks.
But then the slimmy turds over at Activision got ideas of manipulating matchmaking to push microtransactions and it only went downhill from there.
Shame really...
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