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6dsw67Th's avatar
6dsw67Th
New Novice
2 days ago

bf6 player balance

Battlefield 6 Player Balance

Battlefield 6 should give players two clear matchmaking choices: an open mode where every skill level can play together, and a competitive mode where players are matched with others who perform at roughly the same level.

Competitive matchmaking should consider kill-death ratio, win-loss ratio, recent performance, score per minute, objective participation, accuracy, assists, revives, resupplies, vehicle performance, and how effectively someone plays their chosen role. Battlefield is not a game where skill can be measured by kills alone. A medic, support player, vehicle operator, or objective-focused player may contribute enormously without having the highest K/D ratio.

However, K/D should still be one of the strongest measurements. If I have approximately a 1.0 K/D ratio, competitive matchmaking should generally place me with players between about 0.8 and 1.1—not players with ratios dramatically above or below mine. The system should then use the other statistics to determine where within that skill range I truly belong.

Win-loss ratio should also matter, but it should not determine everything because one person cannot completely control the outcome of a large Battlefield match. It should be considered alongside individual performance and teamwork. The game should analyze the overall way a player performs and assign them a reasonable skill rating based on multiple forms of evidence.

This would create two genuinely different experiences:

  • Open matchmaking for players who want faster searches, mixed skill levels, greater variety, or the ability to play casually with anybody.
  • Competitive matchmaking for players who want balanced teams and opponents generally near their own demonstrated skill level.

Players should be allowed to choose. Nobody should be forced into strict skill-based matchmaking, but nobody should be forced into wildly unbalanced matches either.

A competitive match should test how well you aim, position yourself, capture objectives, support your squad, operate vehicles, and respond under pressure. It should not be decided before it begins because one team was given far more experienced players.

Battlefield 6 has the potential to analyze much more than a player’s K/D ratio. If it combines those measurements intelligently—and allows people to choose between open and competitive matchmaking—it could create fair competition without taking freedom away from casual players.

5 Replies

  • warriorjoy's avatar
    warriorjoy
    Rising Vanguard
    20 hours ago

    Back to persistent servers and the ability to look at the servers available 

  • I understand the argument that Battlefield is objective-based and that win/loss ratio should matter, but I don't think that makes K/D unimportant. In fact, K/D is one of the most useful measurements for identifying large differences in individual combat skill.

    If I'm roughly a 1.0 K/D player and I'm repeatedly fighting players with 3.0, 4.0, or higher K/D ratios, those players are demonstrably killing opponents several times more efficiently than I am. Regardless of whether Battlefield is primarily about objectives, I still have to physically fight those players in order to capture or defend those objectives. If the skill difference becomes extreme enough, the objective game itself becomes harder to participate in because I'm spending significantly more time dying and respawning.

    Win/loss ratio also has a major weakness as an individual skill measurement: Battlefield is a large-team game. I can play extremely well and still lose because of what dozens of other players on my team do. Likewise, someone can have a high win rate without personally being an exceptionally strong player. K/D isn't perfect either, because someone can protect their K/D while ignoring objectives, but it measures something that win/loss doesn't measure very well: how dangerous that individual player actually is when you encounter them.

    I wouldn't suggest matchmaking exclusively by K/D. The game should look at several things—K/D, win/loss, objective score, score per minute, recent performance, and possibly other statistics. But K/D should have meaningful weight when the system is determining individual skill.

    And I don't think this requires extremely strict skill-based matchmaking. Nobody is saying a 4.0 K/D player can never share a lobby with a 1.0 K/D player. The goal should simply be to prevent the extremes from happening constantly.

    For example, if the player population allows it, someone around a 1.0 K/D should generally encounter people somewhere reasonably around their ability instead of routinely being used as fodder for 3.0–4.0 K/D players. And if those very strong players have to be in the same lobby because the population is small, then distribute them between the teams as evenly as possible.

    That actually addresses the declining-player-count argument rather than conflicting with it. You don't have to make matchmaking so restrictive that queues take forever. You can loosen the acceptable skill range when necessary to fill the server, while still having the system prioritize the closest reasonable matches first and balance the teams afterward.

    The point isn't to guarantee everybody a 50% win rate or protect players from ever facing someone better than them. You should face better players—that's part of getting better at the game. The problem is when the difference becomes so enormous and so frequent that an average player barely gets an opportunity to compete.

    There's a huge difference between fighting someone who is somewhat better than you and repeatedly being fed to somebody operating at three or four times your combat efficiency.

    Good matchmaking doesn't need to eliminate skill differences. It just needs to keep those differences reasonable enough that both sides still get to actually play Battlefield.

  • 6dsw67Th's avatar
    6dsw67Th
    New Novice
    1 day ago

    what .. ? no every thing wrong with the game is player balance. everyone i know gave up cause , it was insanely hard. this is an issue with near all fps shooters specially bf6 . its why they lost so many people. regardless it needs to be fixed.... i dont play for tournaments.. theses insane kills and kd and many other xp that i dont have . i just want to enjoy the game .. mk 1  is less sweaty thats saying something fr ....     

  • I'm actually quite sure that the "matchmaking" system does use more metrics currently than just KDR.  I think it actually bases a majority of matchmaking on your W/L ratio than anything, because it's trying to force everyone into a 50% ratio.  

    This is probably appropriate for battlefield, which is a game about capturing and defending objectives and not about posting beeg numba on the scoreboard.  I will completely agree though that having to repeatedly die as fodder for beeg numba players gets boring REAL fast.

    There's also the fact this game is dying and on it's last legs.  They're removing game modes because there simply aren't enough players left to fill lobbies.  This is moronic of course, because if a person wants to only play SDM, and will not touch conquest, and you remove SDM... that player is just going to leave instead of go play conquest.  I have no idea why EA or whoever is in charge doesn't know that, but I think they need to be tasked with some different responsibilities rather than keep beating the dying horse hoping it will magically stand back up.

    I got off topic in the last paragraph.  With so few players left, they can't really limit MM too much otherwise the problem of not having enough players gets even worse in terms of filling lobbies.

  • K/D is not accurate because you can farm it in tank helicopters. A kill from tank or a helicopter should worth 0.1 kill actually not a full 1 kill.

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