Today, March 11, 2023, Blizzard Entertainment announced the release of Overwatch 2news pageupdated. In the article, Overwatch 2 game director Aaron Keeler explains why “matchmaking has a huge skill gap within the team” that has occurred since Season 3, the updates since they occurred, and the current situation.
Contents
The OW2 Director’s Perspective – How to Make a Good Match
Matchmaking has always been a hot topic within the community and was a focus within the team. What matters to you matters to us too, so I’d like to report back on what we’re watching and what we’re working on…
Players are still experiencing poor match quality, so I don’t think it will resonate when you say “we’re working on it and getting better.” So we wanted to share some data to help you better understand the state of matchmaking and the implications of some of the recent changes we’ve made.
- Over the past week, we’ve made system changes that significantly reduce the skill gap between players in a match between high and low MMR matches.
- Looking at the chart below, we can see two variations that indicate a negative impact on Season 3 match quality.
- Recent changes have also shown that this has gradually decreased, and is now almost back to where it was when Season 3 began.
The graph above shows the in-match skill gap in the competitive play role queue by rank range (high, medium, low). Yellow = 50 percent, green = 75 percent, blue = 95 percent, and purple = 99 percent for each color of the graph.
- An example of how to read a graph (0.2 = 1 division, 5 divisions = 1 rank)
- 1. According to the latest data on the low rank range, 50% of the total rank difference is within about 0.7 rank (split difference: about 3.5).
- 2. According to the latest data of the lower rank band, 75% of the total rank difference is within 1 rank (division difference: about 5).
- 3. According to the latest data in the low rank area, 25% of the total rank difference is about 1 rank (division difference: about 5) or more.
The data in 3. is not written directly as a graph, but can be understood by reading the graph data paradoxically by 75% (2.).
Matchmaking status high ranks
- In the high MMR group (GM+ players), about half of the matches fall in the 4-5 division range.
- 25% (75% contradictory reading as above) is 5-6 division bands.
- And only 1% or so show a match (99% of contrasting reads) with the sharpest difference being approximately 10 divisions.
- The big factor that creates this difference is the group specification, because in the master you can group with players 5 divisions apart.
- Example: “GM5 + Master 3 (division difference of 3)” + “Master 5 + Master 5 + Diamond 5 (division difference of 5)” = Average Master 5 (Maximum difference of division 10)
Season 3 matchmaking issues
As of March 6th, the above is as follows. Subsequent improvements can be summarized as follows.
- Key matchmaking specifications:
- 1. When the system tries to match, it looks for players with MMRs that are as close as possible to each other.
- 2. As research continues, it is being expanded to include players with larger skill gaps.
- In Season 3, changes were made to how the matching system scales skills over time.
- At that timeA mechanism to manage the expansion rate independently for each queuehas been deleted.
- As a result, it is no longer possible to “manage the skill scaling rate independently for each queue”, which was possible prior to Season 3.
- = If you’re trying to reduce the skill gap in competitive play, you’ll need to make similar changes in non-rated games and arcades.
- As a result, the priority is “minimize waiting time > small skill gap”The same level of difference in skill as in unrated play occurs in opposing play。
- In the patch released on March 8,The first of a series of system changes has been implemented that will restore the ability to set each mode independently and provide new ways to tune the system.。
- Parameters related to skill differences in competitive play can now be set independently of other modes.
- This week we’ll be monitoring wait times in competitive play and adjusting the values to close the skill gap as much as possible.
- Parameters related to skill differences in competitive play can now be set independently of other modes.
- In the mid-season patch, we also added functionality to match parties with similar skill differences within a party.
- As a result, it is possible to combine parties to reduce the difference in ability per turn, and it is possible to greatly shorten the party’s waiting time.
- Also, because parties with significant differences were brought together in the same match, we were able to reduce the difference in MMR between all players.
As you can see, the system is pretty fine-tuned, but we’ll continue to collect data and improve it.
source: Monitoring 2
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