How should matches be made? How should teams and individual opponents be selected to compete against each other in PVP in Destiny?
I have heard that in Crucible and Iron Banner matches are made according to skill. In my personal experience I find this highly unlikely. My team in IB typically OWNS our opponents (typically double their score or worse). There are the occasional close matches but it is RARE!!
It is VERY clear that Trials of Osiris matches are put together by connection ONLY (a metric that doesn't even attempt to put a value to skill).
It is ABSOLUTELY RIDICULOUS that matches are not made by skill. How can ANYONE compete against players that are hand and foot beyond them? Answer: they CAN'T!!!!
Come on Bungie. Matches won against teams of similar skill (IE every professional competitive organization in the world) define the basis of competitive sport. It is not competitive when a team of 3.5 k/d players are matched against a team of 0.5 k/d players!!! The3.5 k/d players are simply guaranteed another win. These are not sponsored tournaments with actual prizes on the table (no the loot does not count here!). These are competitive game modes in the Destiny world which should appropriately scaled to ALL guardians. It is simple elitist rubbish to argue otherwise. I've heard the lighthouse gear should only be available to the top 1 percent. Nonsense. It is just as difficult for a low skill player to defeat another low skill player as it is for a high skill player to defeat another high skill player. There is no sport, however, in taking candy from a baby, nor pitting US Navy Seals against Boy Scouts, nor matchmaking 3.5 k/d against 0.5 k/d.
I would very much appreciate the communities thoughts on this.
I would also very much appreciate an official Bungie reply here.
TL: DR; Crucible matchmaking is first come first served (at best or it's connection based). Should it be corrected to match players based on skill?
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2 RepliesHonestly this is how I'd make the matchmaking algorithm - proximity (match players who live close to each other, reduce the lag) - parties (lone wolves shouldn't be thrown into lobbies of parties any larger than 3 simply put.) - skill (which is tricky to determine I know they do have some skill based system I don't know how it works) Basically matchmaking should prioritize these 3 factors in this exact order. Obviously if it can't find a nice balance of all these factors when searching for players, it should just focus on the first variable, which is proximity, and if it has a hard time matching up based on proximity, focus on he party variable, etc... That's how I'd do it anyway.