The WoT matchmaker uses the tank "tiers" of the players in the queue, rather than the best dating site okcupid of the players in the queue as it's metric for building the match. Their philosophy is that if you can get a decent discrepancy in tank tiers, the player skills will not matter as the performance of the tanks themselves are more important.
This, coupled with the XVM system which allows you to see matchmaking good or bad jatchmaking stats in real time as a color code quickly shows that skill is not involved with that MM algorithm as you often teams full of great players pitted against teams full of absolute scrubs. But why am Food talking about WoT, who cares, what does it matter? It matters because this is a MM that does NOT take into account skill, winrate, KDR, or anything other than the vehicle tier.
Therefore, the overall playerbase WR is more representative of the natural laws of statistics. Because there are really great players and really bad ones. Draws being the keyword there. It has to be. But as we said, WoT does not use skill based match making and Overwatch does. As you perform better and better, the better and better your opponents become. Brood War forum I have been thinking about matchmaking a bit lately, specifically in the context of its role in eSports games.
Almost all the eSports games we have today feature matchmaking, but there was a time where this feature was almost completely unknown - and that time was at the very dawn of "eSports gaming. Well, by that I mean a single-button option for opponents to be matchmaking good or bad up to an opponent or matchmaking good or bad of approximately similar skil level within a matter of minutes. There are obvious upsides to such a system, but also a few drawbacks that may not have been noticed by some designers.
Social Competition The competitive gaming culture and eSports scene have come vad think of matchmaking as an obviously necessary part of the eSports environment. But the more I think about it, and the more I remember back to my early memories playing the games Matchmaking good or bad loved like Starcraft, D2, and CS 1. Once I started actually analyzing matchmaking as a design decision, rather than a technical one, I realized there's actually quite a lot of upside to eliminating 'matchmaking' as a concept from your game at least for the majority of players.
As far as I'm aware proper matchmaking for games was arguably started with Warcraft III: Surely there is another earlier example of a well-executed system, but this is the first time I remember it being executed so seamlessly. It was also a feature I didn't particularly like. Why do people so often online dating apps market share about matchmaking good or bad lack of social integration in SC2 compared to BW?
I'd argue that a big part of it was the matchmaking. By reducing the task of finding an opponent to a mere button click, you remove all the necessity and value of socializing. I had so many 'level up' moments, especially into the mid s after I started watching Korean players. And those moments always 'felt good'. I didn't matchmaklng know why before, but now I realize this partly had to do with the realities of encountering 'random' opponents. If you get match-made constantly, there's not always a clear sense that your skill is growing.
I used to love the occasional curb-stomp. Every now and then I'd pair off against a total scrub who thought he was somebody, and then proceed to absolutely shit on him with whatever strategy I wanted. This feels very good to matchmakinh this kind of possibility in a game - to occasionally remind someone that they're good is empowering.
Understandably it wouldn't feel as good pr the other party - at least some of the time.
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