Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
psychologically-manipulative-addiction matchmaking.
Glossed over, lyingly, haloed as "engagement matchmaking", aka EOMM.
https://web.cs.ucla.edu/~yzsun/papers/WWW17Chen_EOMM
There is the explanation why matchmaking is sh.it since the beginning.
Ranked silvers & gold players in the same lobby, first knockout round, as platinum 1 & diamonds, same as in casual game modes. Enough said,
Of course execs and people in charge are not ashamed or legally penalized,to use something like that, especially since a lot of their customers are children or juveniles , who are mentally not fully developed.
It's legal, because "money". Who cares about damaging the brain, mental state and thus life of children, juveniles and adults.
The matchmaking in this game heavily favors Engagement Optimized Matchmaking (EOMM) over Skill-Based Matchmaking (SBMM), resulting in few enjoyable games in-between many sweat fest games. Its a mix of SBMM and EOMM, that's how they can use the names interchangeably. They should at least have some transparency and show the players skill based score for SBMM, which is calculated differently than rank.
Its obvious when a game is slanted towards your team winning or losing within the first 3 to 6 deaths or if its going to be a close match, that can cause some players to quit early. Look at the kill/death ratio of each team, team coordination, objective effort/success, and then the scores, the outcome becomes increasingly predictable, which can be frustrating. Additionally, less-skilled players in the match are more likely to face verbal abuse for poor performance.
Players unknowingly enhance the addictive matchmaking by providing feedback through surveys after each game, which helps refine the AI algorithm to deliver the right amount of challenging or bad games with X in it that individual player will tolerate until it should mix some good or fun games with Y in it to encourage them to keep playing. If casinos adopted a similar approach, it would raise serious ethical concerns. New laws, regulations, or a lawsuit might be our only hope.