Personally, I would be interested in exploring some form of handicap system. Something similar to light level advantages, but tied to your skill instead. The lower your skill, the higher your handicap. The higher your handicap, the higher your "advantage". What your "advantage" actually is could possibly be tuned per match based on who is in the lobby.
In theory, this would allow all playlists to use CBMM and then it's just a matter of which ones enable the handicap system. They could even make every casual playlist (everything but comp?) have the option to use the handicap system or not (think firewalled haunted forest). This would open up all these playlists with their different game modes to be played how you want. You want pure CBMM? That's cool, go in and take your chances. You want more skill balance? That's cool too, select the handicap option and go have fun.
The goal of this is to allow for CBMM but yet not have the top tier steam roll lower skilled players. Realistically, there would probably need to be some level of SBMM within the handicap system in order to prevent drastic differences. There's no point for someone with a 4 KDA to vs someone with a 1 KDA.
Top tier players who would be against something like this are just those who want to steam roll lower skilled players and have no desire for competition. Would higher skill players still dominate lower skill ones? Probably, but hopefully they would have to work for it a little instead of sleepwalking through a match and hopefully the lower skill players will be able to contribute to their team. If top tier players just want to reduce time finding a match and lag then I don't see why they would not be interested in exploring something like this.
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Lol bro you are asking way too much of bungie lol.
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That's probably true.
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Lol the better you are the lass damage you do? Lol that is the worst idea I've ever heard.
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Nobody seems to have any issues with Light Level Advantages in IB. What I am proposing is really not much different AND you would have the choice of using it or not. If you have a better idea for skill balancing with CBMM then please share. The more ideas out there the better.
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Skill balancing with CBMM in a p2p environment? Sure stop thinking that the guy from 5000 miles away is somehow a good skill match. Fixed it.
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Whose to say that the guy 5k miles away isn't the same skill level as you? If you get matched up with someone 5k miles away then it really isn't CBMM, it's SBMM. They could ensure that they only match you with players close to you, but then you could wait forever for a match to start since you would need to find similarly skilled players geographically close to you with a good connection too. Your wait time would vary depending on where you fit on the skill level Bell Curve of current players. For those at both ends of the curve I would guess that wait times would be even longer than pure SBMM. The problem is trying to combine traditional CBMM and SBMM. It really can't be done effectively because you cannot control the player population - i.e. how many people are playing, is there a good distribution of player skill levels, etc.. At least with my solution you only need to worry about CBMM and then the skill balancing would be handled in a different way than it has been traditionally.