Conquest Mode: Improve Matchmaking Fairness and Optimize Ticket System Logic
This post was translated with AI assistance, so some descriptions may not be perfectly accurate.
The current matchmaking system has serious flaws regarding match fairness in Conquest mode. Almost every match feels extremely one-sided. During my play sessions, I can clearly feel the matchmaking manipulating the experience: the first match is usually relatively easy and I perform well, but subsequent matches become progressively more difficult. These two issues with matchmaking have nearly ruined my enjoyment of the game.
(please ignore the markings on the image) This is from a incomplete game I was matched into yesterday. Look at the huge ticket difference at the top of the screen, and there was only 27 players in my team.Please improve the matchmaking system. Put more emphasis on players’ long-term career average skill level rather than individual match performance, and do your best to ensure both teams are of comparable strength.
The ticket system logic in Conquest mode also needs optimization. Early after launch, you increased the starting ticket count from 1,000 to 1,200 in order to lengthen matches. While this solved some issues, it has led to misjudgment of the battlefield situation by players.
For example: Both intuitively and based on the habits of veteran Battlefield players accustomed to the classic 1,000-ticket system, a 100-ticket difference feels like a huge gap. Even though under the current 1,200-ticket system this is actually only a small difference (equivalent to roughly 83 tickets in the old 1,000-ticket system), it still heavily demoralizes the losing team. This can cause frustrated players — already unhappy due to unfair matchmaking — to quit early, further widening the gap between the two sides.Player quits also result in many matches having empty slots, leading to the common and frustrating situation of being matched into incomplete games.
Additionally, the current ticket drain rate feels too fast. Sometimes only a few minutes into the match, one team already has a lead of dozens of tickets.
To solve these problems, I suggest you return to the classic 1,000-ticket system used in previous Battlefield titles. Extend match duration and ensure complete, satisfying matches by optimizing the ticket calculation and bleed logic (for example, by reducing the impact of various actions on ticket loss) instead of simply raising the ticket cap from 1,000 to 1,200.