April 2019 - last edited April 2019
@brutusxvx We all know what you just described. We know there is currently no skill/tier-based matchmaking and that it's all 100% random. We know all that. The thing we are discussing is that how it currently is, it's one of the many things that is really killing the game. Tryhards nolifers and streamers alike are bored so they go play something else, average joes looking for a fair match leave frustrated and noobs/newcomers don't even bother staying because they get butchered instantly without any chance of learning so they play a couple of matches only before moving on to another game. The game IS crashing down in popularity and ACTIVE player count and leaving stuff as they are is the most R_tarded idea ever. Improvements and changes need to happen if they want a chance to even remain of actuality. Hell, pubg is winning over Apex in terms of viewers on twitch and, even tho we do not have access to the player base data, the massive drop in amounts of google searches and YT/twitch views speak volumes!
April 2019
I couldn’t agree more but it is not even about levels. You can end up as a level 50+ by two months of being rubbish. Matchmaking should be on a kill death ratio or damage done per death which is a better gauge of who is at wha5 skill level. I don’t mind a few levels above me but I have just spent all afternoon playing 20 games and got three kills (in 330 damage in total). Very demoralising..Not even fun.
April 2019
Please make this happen.
I love the battle royal style games but every time I see someone I die.
I'm trying to get better but it gets so frustrating when the first person I see kills me.
I can't even get my friends to play with me anymore for the same reason.
April 2019
I have only been playing this game for about two weeks. As someone who is getting back into gaming, having ranked matchmaking is important so that new players like me have an opportunity to learn the mechanics and strategies of the game and as we get better our rank will go up.
However, it is also equally important to have a second "general" or open matchmaking queue that is not ranked where you can get matched up with/against anyone.
Just my 2 cents
April 2019
Random is never "highly competitive". Ever.
@brutusxvx wrote:The matchmaking system is intended to be a completely arbitrary and randomized process to create 20 teams of 60 players. It is meant to be efficient, straightforward, and simple, basically its a lottery.
Ultimately it comes down to this:
1. Do you want to play with players who are at or near your current ranking/level/skill level? Which would be a tiered system.
2. Do you want to play in a highly competitive game with open randomized selection based on all levels?
April 2019
@KoichiroDK wrote:
In regards to matchmaking.
Making a matchmaking system based in K/D, wins, top 3 placings, survival time would be wrong.
If you want to make matchmaking system based on skill you should factor in Accuracy, as this is the primary factor that separates good and bad players.
Imagine you have a pool of 600 players divided into 10 skill levels of 60 players each.
Take the low 60 players and put them into a game. And you will still end up with a winner, 3 x top 3’s. A bunch of long survivors and at least 57 death. That means that the top fragger could have 5-8 kills, but that does not make him a high skilled player. He just won that game among his fellow low level players.
If you went into details of his play you would probably notice that he missed 4/5 bullets fired. Maybe 3 or 4 of the kills were “finishers” where his team gave most of the damage.
I strongly disagree. Accuracy like any other stat can be padded and meaningless. For example, how many shots fired would need to be accounted for.
And you can have the best accuracy in the world but be a terrible BR Bot. All aim no brains. I don't want a guy with good accuracy on my team that has no teamplay and no wins.
April 2019 - last edited April 2019
@brutusxvx wrote:The matchmaking system is intended to be a completely arbitrary and randomized process to create 20 teams of 60 players. It is meant to be efficient, straightforward, and simple, basically its a lottery.
Ultimately it comes down to this:
1. Do you want to play with players who are at or near your current ranking/level/skill level? Which would be a tiered system.
2. Do you want to play in a highly competitive game with open randomized selection based on all levels?
Your definition of competitive is very skewed. RIOT has the right definition with league of legends. And they refer to "competitive matches". A competitive match means any team in the match has a good chance of winning. Noobs and pros playing in the same lobby is actually the opposite of competitive. Matches with players of similar ranking/rating is competitive. Sore losers are also not competitive.
Low level casual players can have competitive matches.
You are a competitive player when you want a competitive match.
April 2019 - last edited April 2019
Classical MMR system will be enough, game will balance itself really quick and all this "seasons" at least would have any sense. Just give every player this 1500 base MMR, +25 if your team scored 1st, +2 if 10th, -2 if 11th, -25 if 20th and ect. Thats all! This will be much better game where players will actully think, where to land and how to survive, not this "go sculltown, die, repeat" BS every one playing right now.
April 2019 - last edited April 2019
@TSF_VindictiV I know that I have stated the obvious, I had a reason for it but its not important. I agree that the repercussions of these issues you are describing need to be seriously considered. I am level 78 and have amassed hundreds of hours of gameplay but I don't have a high k/d ratio and have experienced the very same frustrations that many have expressed over the matchmaking. I continue to play because sometimes the gameplay can be fun and challenging. But from a consistency standpoint I think we can all agree that there is a real opportunity for developers to hear what we have to say and make some important changes to the gameplay.
April 2019