Hey all,
Today we’ve discovered an issue with Quickplay Matchmaking. We are actively investigating the depth of the issue, and currently believe that neither connection nor skill are being factored correctly when forming matches. [b]PvP Design Lead Derek Carroll[/b] has more information on our next steps:
[quote]With the release of Update 1.2.3, we introduced 6v6 Quickplay with a bug that causes skill-matching and potentially connection-matching to fail in that playlist. This results in much faster – but lower-quality – matches than normal. Our plan for the immediate future is to take no immediate action, monitor the health of the playlist, take notes, and ready a potential fix. We will inform the community with our findings and if we make a change, you will be the first to know (just like this time).[/quote]
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2 RepliesPVP in general is competitive regardless of game type other than Mayhem. Control is capture zones and destroy the enemy, where is the casualness in this game mode? Clash is team deathmatch, where is the casualness? Most games are over 10 minutes long unless you are getting stomped on, where is the quick play in the Quickplay mode? I would say 90% if not 100% of people who [b][u]want[/u][/b] to play PVP want to win or at least have an opportunity to win. If they don’t win, they would like to say that was a good game. We currently do not have this. I don’t have any stats but I would guess that those of you in the top 15% will see your KD go higher and those who have a KD of 1.0 or less will see it drop. I really don’t look at Wins/Losses as you can easily get carried to a win depending on who is on your team and you can have a 5.0 game and still loose because you got teamed up with potatoes like me. Take a look at your last 25 games and compare it to your year average, I am guessing there is a larger difference. The gap between the elites and the potatoes will continue to grow as long as there is no matchmaking formulas.