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Matchmaking


Aleksej.7453

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How does the matchmaking even work? This season i was placed g3, climbed my way to plat 2 and then at some point started to get players in my team which obviously does not know how the mechanics of the pvp work. They are simpy nor carriable in any way, its like they want to lose the match. So Anet? I am waiting for your reply

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That arcane link to the algorithm is leaving out explanation of functions that exist that aren't mentioned at all in those notes. It also doesn't explain things that effect match making, which are non-algorithm related circumstances, created by players. Things like general smurfing, win trading, or what happens when a plat 2 Warrior main starts bringing his Thief into matches that he's never played before but the system still places him as a plat 2, or how class swap function can be exploited to bypass certain match making functions.

@"Aleksej.7453" In a nutshell, this is sort of what the algorithm "or match making" is doing:

  • 10 guys hit the que button, they have various ratings of: 1600 1600 1500 1500 1450 1450 1400 1400 1350 1350
  • The algorithm is designed in hopes of having a very balanced skew of players like this, so it can make a split of: RED: 1600 1500 1450 1400 1350, vs. BLUE: 1600 1500 1450 1400 1350
  • This works better with a higher population because it can find these kind of more proper splits. With a lower population, hiccups occur. The less people who are in que, the algorithm must consider "que wait time" vs. "match quality", then things like this begin to happen: RED: (1700 1700 duo) 1500 1400 1400 vs. BLUE: 1600 1600 1600 1500 1500. On paper this looks fairly balanced with a RED: Avg rating of 1540 vs. BLUE: Avg rating 1560, but is it? Well there are too many circumstances to go into to explain what team comps could theoretically be placed on those numbers to make that match balanced or imbalanced, but that is the point entirely and that point being is that the more the numbers gets skewed, the more volatile the situation becomes in terms of "That 1700 duo better be playing particular classes that can carry said given 1400s, and those 1400s better be playing particular classes that can survive long enough for the 1700s to carry them." <- That is very true. The more balanced the numbers are in terms of smaller margins of difference in rating from player to player, the mentioned effect becomes less volatile. In other words, if a team is all 1600 1600 1600 1600 1600, there isn't pressure on any one particular guy to "have to carry his entire team."
  • Ok so, to answer your question directly in relation to the above ^ I'll give an example of realistically what is happening nowadays in year 7 with match making. -> 10 guys hit que button with various ratings of: 1600 1500 1500 1500 1500 1500 1500 1500 1500 1400. Pool of players in que is small, so the match maker ends up using these 10 players for the match. There are two large numeric outliers in this roster, the 1600 and the 1400. In years past, a 1600 wouldn't ever be going against a 1400, but when the que pool is small, these kind of things start happening. In attempts to form a numerically balanced match, it has to do this: RED: 1600 1500 1500 1500 1400 BLUE: 1500 1500 1500 1500 1500. The problem here is that the 1400 is just outclassed. This results in putting pressure on the 1600 to essentially be 2 players for his team or "be forced to carry" because it is likely that the 1400 will be making mistakes and getting mulched the entire match. The stressful thing about this for the 1600 is that, depending on what he is or isn't capable of playing at a 1600 level, he may or may not be able to carry the match realistically, depending on what classes are with him and what classes are against him. A good example is this: Say that 1600 happens to main Firebrand, and that 1400 with him just so happens to be a Scourge that he can directly support, this is a carriable situation. But what if the 1600 only mains Thief, the 1400 is on a Firebrand, and the rest of their team is full of side noders? Well there is so only so much that 1600 can do here, depending on the performance of his team mates. Then what happens is the opposing team figures out the 1400 FB is easy to kill. Now the 1600 is fighting a perpetual 4v5 snowball the entire match. If he can't successfully rope a dope 1v2s and actually win them the entire match, he won't be able to carry the match, and it will have that feel of "why are my team constantly dying? why don't they know what they are doing?" But the truth is that it's the presence of the 1400, where the problems starts. Once he dies, and the other 1500s are outmanned by 1500s, they start losing and wiping as well, and it gives the appearance that your team sucks, but again it's just that they are getting snowballed because of the presence of the 1400. But yeah, this is why you are getting players in your teams at times, that seem like they have no idea what is going on at all <- low population, match maker throws lows into your game because it has to.
  • Now you have other problems that also attribute to "bad match making." Smurfing/Win Trading/DCs/AFKs/Rage Quit, you name it. Smurfing is when some guy who plays at a plat 2+ level decides it would be a fun idea to make a f2p alt account, and tear his way up the rankings while the system is still placing him and his Core Guard as a low rated player. So you have games where stuff like this is happening: RED: 1300 1300 1300 1300 1300 vs. BLUE: 1300 1300 1300 1300 1300, but in reality the guardian on Blue team is smurfing on a new f2p account and is actually performing at a 1700 level, which greatly will impact the outcome of that match, almost certainly ensuring the victory of the Blue team. Win Trading is when a bunch of people get on alt accounts and synch que with a buddy or two who are on their mains, to support their wins. Population is low so a synch que has great chances of landing all of these people in the same game together. If the alts lands on the same team with the players they are support wins for, they try hard to win the match. If they are still losing the match, one of the alts will DC before the game ends so it blocks point loss for the mains. If the alts land on the opposing team from the mains they are supporting, they just do stupid things and lose the match on purpose. This also involves DCs, AFKs, acting like they Rage Quit, ect ect. Then of course you have actual real DCs/AFKS/Rage Quits. All of this, it is real, it is happening more frequently than you realize, and it greatly effects match quality.

Yeah anyway, that's how match making works in Guild Wars 2 Ranked spvp. If you want better match quality and a better identification of social rankings regarding skill amongst players, get involved in 5 man AT teams. Getting avidly involved in ATs will very quickly allow a player to identify their true skill level, and it doesn't even require a complex algorithm to achieve. Some things are better left simplified.

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