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publicado originalmente en: Why a 50% win ratio is the wrong goal in comp
4/25/2025 12:39:11 PM
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Your assumption is wrong. A 50% win rate is not enforced, so your question is flawed. There are plenty of players who have had very high win rates and very low win rates.. Even when the matchmaking used stronger SBMM than now.
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  • I’m pretty sure a lot of people are misinterpreting what OP is trying to say. It’s mixed with fact and ranting about his frustration in comp . Bungie designs matchmaking to give both teams roughly an equal chance of winning according to Bungie themselves. But OP’s concern is that both teams have an equal chance of winning according to how the skill is distributed. So if a team with an imaginary skill factor of 10 goes against a team around 10 as well, the team can have skill distributions of (1, 1, 8) vs (3, 3, 4). Those who solo queue should be all too familiar of matching with a duo that has no idea what they’re doing against a 3 stack of fairly decent players, and it’s up to you to pick up their slack.

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  • The main problem is that their system doesn’t want to rank people accurately, that isn’t the goal. The goal of the current system is to make players spend a lot of time in the playlist. This goal is great for a metrics driven business but sucks for a player, bc it is the opposite of the idea of a ranked playlist. This leads to a lot of frustration for players, uneven matchups, teammates that are worse than a solo player, with opponents that play smarter than your teammates. It is selling solos out. They recognized this and put in loss protection for solos who get the bad duo, in certain conditions. But that’s a bandaid. The underlying problem is the system has a main goal of keeping players playing and its main tool to do this is to rank them incorrectly. It manipulates what stats are shown, like team skill and player ranks, to hide the fact that it wants your time. But a player comes into a ranked mode to know their rank. If you constantly get teammates who play worse than you, the system isn’t working as intended. If this happens to a mid player like me, then it has to be super egregiously weighted towards purposefully making bad match ups. The kicker is this, players in comp are driven away by this deceit and forced frustration. A player comes to ranked to play with and against people at their level, if either of those is subverted players feel betrayed and leave. They would accomplish more player population in comp, if they just quickly and accurately ranked people, showed more stats, and didn’t make these nonsense teams to waste people’s time.

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  • In your scenario, how should teams be balanced? Are you saying it would be better to put all the good players on one team?

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  • I would take longer matchmaking times for a more even match. I would say increase the hypothetical skill ceiling for a player that’s high skill of like 8/10, to find other players of 8/10 or 9 or 7. So instead of the match cap being 10 for a high lobby, it should be a cap of 30 when a high player is involved. A shortcoming is a bronze player can match into adept by this logic, but we already have that in the game, plus as long as the skill makes sense it can work as long as there’s truly even distribution. I don’t think it’s fair for a high skill player to get paired with drastically lower skilled players. Low skilled players should be paired with and only fight low skilled players, and the only exception to this tbh is stacking with a low and a high player, where they should only fight another stack of a low and a high player. Ultimately I think the most ideal solution is to have TRUE placements like how overwatch does. You start from scratch, and based on the 10ish games they play to determine skill based on performance and wins, they should get a relative rank. If the skill total is brave or bronze or whatever the lowest skill is and the highest is ascendant zero, based on how a player ranks every season plus how they perform in placements should be accounted for into ranking. Factors like leaving matches and lagging out 100% should dock some score as well. There’s no reason a player who hits ascendant EVERY single season should end up in platinum the start of every season. What’s the point in placements at that point? This solution has the high end players out of the pool faster besides the 3 weekly games for the gun, which tbh I think they should remove that requirement after a certain rank to begin with. If most of the high skill cap players finish their objective even faster, which the game already wants them to do based on how win loss points are rewarded, then I believe the lower skilled players can improve and climb their way up.

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  • All the matchmaking “fixes” always seem to magically manifest players to fill every match perfectly… and fail to acknowledge the the population just isn’t there. Bungie can’t just magically manifest more 8-10/10 players to fill a match. They’ve been pretty clear that the goal is for both teams have a roughly equal chance at victory heading IN TO A MATCH based on past performance, NOT COMING OUT OF A MATCH. They also been pretty clear that they can’t balance matchmaking of a team mode around solo players (trials history). End of the day… all these rants about such and such matchmaking “issue” come off as willful disregard of the circumstances.

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