Today I had, like everyone else, a really bad experience in PvP. For most, especially the casuals and (below) average players, this happens on a daily basis. (Above) Average players like me usually are still able to do fine in most crucible lobbies, but for the less good players it is even less good of an experience. In fact, it is a discouraging nightmare for most. So, let us talk on how we can fix that.
First and foremost, I want you to look at the stats of [url=https://destinytracker.com/destiny-2/profile/xbl/4611686018449465971/overview]Ex[/url] and [url=https://destinytracker.com/destiny-2/profile/bungie/4611686018451624764/overview]MaraSovzThigh[/url].
Both are players I faced today in Crucible. Both are at least 0.5 K/D (50%+) better than me in PvP in general. Both are players I can hardly deal with sometimes. And both are players that are basically PvP Gods to the players below my own player skill and experience.
A player like me can not learn much from those 2 when playing against them. A new/bad player even less when playing against one of the 2.
The only thing I will learn from those 2 players is that I am far from being the best and that I will most likely lose the match. A new/bad player will only learn in a very discouraging way that they are very, very bad at the game.
People usually play PvP primarily for competition AND fun. But when the competition outweighs the fun by a lot, those players usually quit the game or will complain.
I don't think anyone in this game enjoys dying (unless they are a total masochist). Death not only prevents you from playing the game til you get respawned/revived. It is also an undeniable indicator you did something wrong when playing the game. And from my experience, most people don't like to be called out on their mistakes, especially if they get punished for that in a game. Dying is simply not good in Destiny 1 and 2.
Now, I am not going to say something super controversial like "remove deaths" or something stupid in that way. I will actually say something smart that you can debate about in the comments.
So let me quote a part from a short [url=https://www.escapistmagazine.com/how-to-make-constant-failure-fun-in-video-games/]Article about Dying and Learning in Games[/url]:
[quote]Challenge isn’t about forcing raw difficulty upon players, smashing them to pieces, but instead pushing a game’s core systems to their upper limit. Players can accept and even embrace failure along the way when the causes for that failure are made reasonably clear and feel manageable. When more developers come to appreciate this notion, one can’t help but be excited at what new mountains on the horizon are waiting to be climbed.[/quote]
I think important here is the sentence "Players can accept and even embrace failure along the way when the causes for that failure are made reasonably clear and feel manageable".
When a player like me gets killed, for instance, by one of the players I mentioned above, I can learn something from them. Not much, but something. Why? Because the reason why I failed is to me clear and the way to improve is manageable.
When I was fighting Ex on Wormheaven, I switched to long range weapons and stayed out of his range as best as I could on that map. I waited for my team, playing as a pack together, instead of running around alone like I usually do. When I was playing against "MaraSovzThigh" on Bannerfall, I stayed inside the buildings instead of running around in the open. I also learned that "Mara" has more mastery over movement than I have. So another reason to stay inside the buildings, to prevent giving space for movement to "Mara".
But when a new/bad player dies to one of them, they will learn literally nothing. A new player lacks the basics. A bad player lacks (at that moment) the understanding of efficient play. They will learn nothing in the vast majority of cases. They will learn nothing but frustration and anger towards PvP. And why is that? Because [b]the challenge doesn't feel manageable for them to overcome[/b].
And that's why we need a second default 6v6-playlist with SBMM in addition to already CBMM existing Control. New and bad players alike need a (safe-)space where they can learn and overcome the challenge to see actual improvement of their own PvP player skill. They need to get better first against opponents of their own skill range, before being set off into the harsh world of much better opponents in PvP.
Now one or another may ask themself, why I say "we need a 2nd 6v6 playlist with SBMM" instead of "make PvP SBMM in general". And the reason for that is simple.
If Bungie would make Crucible in general SBMM, a big part of the community would complain about lagging opponents or that their lobbies feel "sweaty". But giving the new/bad players and the SBMM lovers an own playlist will at worst only reduce the playerbase of existing control a bit. And the best thing about it, [b]Players would have the choice![/b]
Let us imagine for a moment we would have such a SBMM playlist in addition to CBMM control.
You don't like SBMM? - No problem, just don't play that playlist!
You don't want to play a playlist full of lag for your area? - No problem, just don't play that playlist!
You feel like you are not improving anymore? - No Problem, just go play CBMM control!
Giving both good and new/bad players the choice what kind of Matchmaking-Playlist they want to play, allows for a better experience, less frustration and a better learning curve of players that need more time than harder opponents.
For reference, back in D1 I became better [b]because of SBMM[/b]. It allowed me to master the basics and my movement first, before facing better opponents. When I was ready for them. And today in D2 I am probably better than in D1. But even I would sometimes also prefer to have less frustration in my Crucible experience. That's why I, an (above) average PvP player argue for SBMM to be a seperate playlist. I argue for choices. Giving players choices for Matchmaking was always a good idea. Allowing new and bad players to have a safe environment to master the basics and their class movement first, will serve them much better than a "dying all the time"-experience as right now is the case.
And even if that playlist wouldn't work out from Bungies perspective, they could still remove it again. It is by far the best compromise between re-introducing SBMM and keeping CBMM.
Thanks for reading :)
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Very very good post. Especially from an above average player. You're saying here ease what I've been trying to tell the pro-cbmm get gud crowd for years. People learn at different paces then others do. Most mid to lower players learn at a longer pace and not from getting stomped. The idea that "you only learn from players better than you is true. But...different people learn from different skill gaps. Innate high level/high skill players have the ability to learn from someone way above their current skill. However most mids and casuals do not. They need time and lots of matches to figure out the path to success. If they can't also have fun during this time they'll just leave. There is a clear disconnect with many high level players that post here about what the mid and lower need to succeed and have fun. Even fun is defined differently for them. So it's very hard for them to understand what sbmm really does for a player like that. The high level players can deny it all they want, the pvp pop numbers along with the sheer amount of posts show that a large portion of the community is unhappy with matchmaking. It's can't be ignored much longer. I have a suspicion that Bungie does have changes coming but they are not announcing or implementing then until after Witch Queen. Too much controversy. Great post