News - Activision Talks Sbmm - Warzone 2 Sbmm Details
However, these events usually take place in private matches and do not impact general matchmaking. I don't care about special treatment, so this question doesn't really matter to me. Much, okay, there's a lot to go through here; there's a couple more things I want to touch on, and then we'll, briefly conclude, measure time to match for matchmaking.
Any form of matchmaking takes time. If the wait time in a lobby is excessively long, players typically recycle the process by canceling out a matchmaking search, restarting it, or even quitting this does not Quickening the matchmaking process can, in fact, be detrimental. I mean, have you not seen some of the weight times in MW3?
It was hilarious. For example, in the popular Modern Warfare 3 Rustman playlist consisting of rust, shipment, and rotation, players often leave lobbies and/or matches early on, hoping to recue into shipment. Instead This creates a vacant spot on a team during an early stage of the match as the matchmaking process May prioritize backfilling the spot; this could result in play ERS perceiving that rust is disproportionately selected over.
Shipment and trying to cherry-pick maps may have an unexpected result; our goal is to ensure that players spend more time playing matches rather than waiting for them. Okay, this is just like not really saying a lot if I'm going to be completely. To be honest, should you not just like to give people the next best match, but just keep giving them the next best match?
I mean, if you're playing Rust Mint or whatever that playlist is called and you're upset that you're getting rust over shipment, just don't play the game mode. If half the maps in the game mode you don't like, don't play the game mode, but I guess that's just how it is with this Call of Duty community.
Whatever the last thing I want to touch on is the last bit from this statement that Activision released now, there's a lot more to the statement talking about player performance, but I want to focus on the last paragraph, where it says game data indicators. We understand that having some limitations on the disparity of skill across players in a match makes for a healthier ecosystem.
We also understand that many highly skilled players want a variety of experiences but often feel like they only get the sweatiest of lobbies. We have heard this feedback clearly and will continue to test and actively explore ways to mitigate it. Concern, so all this feedback that they've been hearing about sweaty lobbies for the last several years, they still don't know how to fix it.
I mean, the solution seems pretty easy: loosen the restriction, loosen the disparity. Make sure it's not as strict as it's been, and heck, it feels as if it's been stricter in Call of Duty lately, so hopefully we see some changes. Hopefully something is adjusted so that it doesn't feel as detrimental as it does right now or as restrictive as it does right now.
Because it's been an ongoing complaint, it's been an ongoing criticism for the last several years, so I'm very curious to see what they end up doing to fix it. Not just the protected group, which, yes, is the majority of players, but you need everybody. Happy, and I just don't think they really care, that much, with all of this being said though the thing I want to highlight the most here at the end of today's article is the fact that Activision just said a lot, and didn't show anything didn't show us numbers didn't show us any type of data they talked about the data they kept saying our data, they never released any of it and that's the problem that I have here and that's what I want to hammer home, is that you can say these things, but to me they hold a lot less weight, because you did the whole tell don't show, you can tell me a bunch of things you can tell me pigs fly but until you show me that they do I'm not going to believe you, so yes you can tell me that you've tested stuff you can tell me that this is how you do matchmaking, but until you show me give me some concrete.
Evidence, it's hard to believe every single word that you spouted. Today, there's a lot here, but I'm not forgetting the fact that this is a slimy company. This is a sleazy team, a team that likes to dupe their consumers, likes to keep their customers in the dark, and likes to bait and switch them, so don't hold me in contempt if I'm not the first one to believe them here.
There's a lot of information here, but not a lot of data. I would like to see some data next time. But that's it for this article. That's all I really have to say about skill-based matchmaking. I mean, I've covered this topic numerous times; it was really nice to hear them talk about it once, but I'd like to see some change.
It doesn't need to be drastic; it can be just on the fringes, but it needs to make the overall system better. Will we see it? Only time will tell.