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this is all gonna result in a forced 50% winrate
Critical thought is dead. Long live the post-truth society!
and the naysayers never say anything when they’re proven wrong they just disappear . they have patents for EOMM
oh ok , i see we’re making it personal now , & you’re most likely just ready to throw insults instead of have any sort of actual discussion
next
I know some players just get that last hit on enemies and didnt actually work for the kill.
Ever play a digital card game? They almost never use a fair shuffler. The shuffler is rigged because companies DID use perfectly RNG shuffling at one point -- and players complained that the RNG felt rigged and the shuffler was broken. Working shufflers were being criticized for doing what they were supposed to be doing because people weren't getting the results they were used to in real life, where RNG isn't perfect and decks are shuffled in a flawed way. So what did devs do? THEY IMPLEMENTED FLAWS TO THE SHUFFLER. Rigging the shuffler made players feel like it was "true RNG" and more natural.
Some MMOs, RPGs, and Tactics games have had a similar problem with Critical Hits. Critical hits being truly random meant that players could fail to kill or randomly die far too often. XCOM was well known for this level of jank originally. So again, what did developers do? They rigged the percentage chances, sometimes even in the player's favor. Now high percentage chance hits almost always succeeded while low percentage ones almost always failed because that's what the players EXPECT to occur. They don't like missing a 99% chance shot because to them that's "guaranteed" success. Even an 85% chance hit should succeed 99% of the time according to player mindsets. One such game even guaranteed that if you missed three times in a row, your next roll was guaranteed to hit. And if you hit three times in a row, your next roll was guaranteed to miss. This prevented streaks.
Not even going to go into the eastern lootbox or gacha companies that have been caught and exposed for rigging their loot systems to make more money. That one's well known enough and obviously has its benefits for the company.
Matchmakers, likewise, have gone through similar evolution. People don't like real matchmakers. A perfect matchmaker would have you losing 50% of the time and EVERY battle would be a hard slog akin to walking uphill through the snow. You'd barely win every match and you'd have to be on your A-game every single moment. People wouldn't be able to handle more than a couple matches before needing a serious break. So they started to tinker with matchmaking to allow for mixed ratings, even pulling in easier games or throwing you harder ones to not get bored. Every company does it differently but there's a formula to each one and some games have landed the golden ratio and get heavily praised for their competitive scenes.
Point is... the company's going to do what's best for them. And for best for them is for players to not quit the game due to burnout or frustration. I'm not saying they rig the matchmaker here, I'm not a conspiracy theorist. I'm saying that IF they do, it's because that's just good business. It makes sense to do it.