I think the biggest flaw in Trials of Osiris is the fact that it ISN'T matchmaking by skill level.
Bungie implies that the goal for latency-matchmaking for Trials of Osiris was to ensure a good connection presumably for a good experience. They also push this bullshit that "everyone should try Trials of Osiris, not just the elite PvP players".
The flip side to their matchmaking logic is that: Trials of Osiris will tend to attract highly experienced PvP players, which means a team of a novice skill level will often be paired up against a team of expert skill level, which doesn't really provide a positive and satisfying experience for either team -- the lower skill-level team gets stomped on while the expert skill-level team doesn't feel challenged.
In terms of efficiency and getting the largest group of satisfied players possible, matchmaking based on skills would provide the highest number of players who get a positive experience: more teams being challenged by players of their own skill level means when you win, you feel victorious, and when you lose, you feel like "okay, we lost, but it was really close, and I feel motivated to try again, because I think we can do this."
Uncommon cases of a little lag can provide a negative experience. But non-skill-based matchmaking provides an even worse experience. As a wide-appeal game, your goal is to make the highest number of people happy without becoming sterile or boring. Skill-based matchmaking would maximize the number of people who have positive experiences and minimize the number of people with negative experiences.
To be honest, I feel like bungie knows this, but simply doesn't have the proper code for it.
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