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i do agree with you on the matchmaking, but every live service matchmaking is like this these days, to abuse your "hedonic adaptation" and keep you playing.
this dosent work very well on ow2, cause you get burned out really quickly in this game when you're losing.
lmao I'm scared for the future generation, they can't even read.
I said the scoreboard is never Even. Not there's not even a scoreboard.
Wild.
my mistake then, my point still stands.
That bias can work for you or against you, which side your on is determined by your account wide average win rate..
When your win rate is high, the bias is more prone to working against you.. the higher it Gets the harder it works against you..
When its low the bias is more likely to favor you..the lower it gets the more favorably the bias treats you...
It's extremely easy for players to end up with inflated win rates unintentionally, and end up getting caught in the negitive side of the bias..
When your matchmaking experience is Really consistebtly bad, it's typically a result of an inflated win rate.
The solution is to deflate your win rate to improve your matchmaking experience
The simplest way to look at it "matchmaking punishes you for winning and rewards you for losing"..
How does this accomplish further engagement? People will rage and press "PLAY" again in the hopes that they will get that W in the next game. It's borderline absurd, really.. I checked my stats from years of playing and I have almost exactly 50% win rate in all game modes. That's completely unnatural - especially as someone who has played shooter games since 1996.
Bllizzard has even officially stated that this is their goal, to keep everyone as close to 50% as they can.
Apologies, but that statement is not accurate. While they might have mentioned it, behind the scenes, the matchmaking (MM) system races to locate games promptly, and a 50% win/loss ratio has absolutely no correlation with the MM process. How can I be so certain, and why do I believe it's misleading? The giveaway lies in the following revelation:
Any veteran of Overwatch 1 can attest that certain games would take anywhere from 10 to 15 minutes to find, regardless of the chosen role. This exemplifies the MM system performing its intended function: striving to secure a game with balanced teams.
Now, let's shift our focus to Overwatch 2. Regardless of the role selected, a match is found in less than 5 minutes. Why is that? Simply put, the MM system is indifferent to your rank or skill level; it is solely focused on securing a game swiftly. Consequently, we see a mix of Masters with Silvers and Grandmasters with Golds, and so forth.
In opting for quicker match-finding, Blizzard seems to have traded the pursuit of balanced matches, hoping that speed will compensate for the potential disparities in skill levels.
It is similar to what casinos do- but I found the affect on me totally the opposite. I used to play right away to try to get a win (who wants to end on a defeat) and now I just realize the entire system is a casino- 50/50 toss of win or loss. When i start noticing a forced losing streak I just stop playing for a while and then come back to it a day or 2 later. Or- when I realize there is no hope of winning regardless of how many characters I am proficient in and feeling like the sombra (cough cough) or another person isn't pulling their weight I just kinda tune out and not take it seriously.
In a simpler game like halo or CoD. Absolutely..
In the case of a game like overwatch, it's much more a means to help retain those who unwilling to learn and grow as players, by building matches they get carried by stronger players in..
While entirely disregarding the negitive impact it has on those who are willing to learn and grow, most eventually feel like they are bring punished for growing as a player..
It's all about trying to embellish the experience for new and stupid players, because they are most likely to throw money at the game..
They dont care that its been rapidly causing the skill diversity of the playerbase to degenerate, or that it creates vicious cycle that will eventually lead to matchmaking self destruction, which will kill the game..
As the skill diversity worsens matchmaking is forced to make progressively more one sided matches to ensure win rate thresholds are maintained. Which then leads to more players being driven out of the matchmaking pool, which worsens matchmaking further..
Eventually the line between good and bad players will become so obscure to the matchmaking system, it will no longer be able to maintain win rate thresholds..
By that time much of the playerbase will have become more dependent upon the matchmaking system to carry them than their own ability...
Which will result in a mass exodus from the game..
I've seen this happen to many games..
Heck it even happened to tf2 after they introduced matchmaking servers..
Blizzard knows the game and the audience they pander to have a toxic relationship with each other.. but they also know the ideal audience won't blindly throw money at them..
Which literally explains why ow2 is garbage compared to ow1
Nah boosting isn't an issue, people like me who deflate to manipulate the system are
It only works because good players enable it, most of which do so unknowingly..
If the more capable players began refusing to carry drastically weaker players on a large enough scale, it would force blizzard into a catch 22 situation.
Where they are forced sacrifice potential profitability by giving us a real matchmaking system, or loose everything as the game begins to paying players like mad...
Alternatively they could ban those players, but at that scale, it would be just as fatal as doing nothing...
I'll loose with a smile every time I deny 4 bads a win by not tryharding to carry them.. when they are real bad I just laugh and enjoy watching them suffer for it