Battlegrounds matchmaking is fundamentally flawed, Regardless of Meta
I would greatly appreciate discussion on this matter.
The manner in which Battlegrounds decides who to play against eachother is shockingly incompetent, inconsistent & downright frustrating.
From my understanding, all the Battlegrounds matchmaking is, is that it will place you against other players within the same subdivision of your current rank (+ or - 1 subdivision).
Now I understand that, this on paper, seems fine. However, it falls short immediately when experiencing the excessively large flaw in it.
The current matchmaking we have is comparable to that of a FPS Shooter, where: ‘Everyone has access to the same things everyone else does, so we then base our matchmaking on players rank & therefore skill’
But that style of matchmaking doesn’t translate well into this game, as mcoc has *always* been primarily, a game of luck & secondly, a game of making yourself stronger. It is a gacha format fighting game. This then inherently means that players rosters are going to be automatically more well rounded or solid, whether it be due to luck from crystals, pouring a large total amount of time into the game, or simply just buying their way to it.
& when you take a gacha format fighting game, add an online based pvp mode but then correlate the matchmaking of a FPS Shooter to it, all fairness & enjoyability is vacuumed out of it.
There has been countless discussions in global about horror stories of even *attempting* to get a start on Battlegrounds & I myself have experienced them too. Freshly uncollected players, trying to make their way through bronze only to run into Valiant & Elder players. My account (now due to collectives) is at 7.6mill & yet my past 5 matches have all been 12mill+ ratings, which is a major gap in roster sizes & ranks. Its frankly absurd.
Uncollected Elder
300K Rating vs 12M Rating
Silver Silver
Based on Battlegrounds matchmaking, it believes this ^^^ is justified because both players are silver. Its unbelievable.
It has so many undeniably bad side effects. Preventing players from even moving out of their starting brackets. Completely stopping us from moving up to receive *vital* limited time rewards like radiance.
Aswell as generally falling into the rhythm of 1 step forward 2 steps back.
Its an excruciating slog to have to endure that is in dire need of changing. So far, all the testing adjustments to Battlegrounds have been to the technical measurements within the matches themselves when it should be focused on testing alternatives to the matchmaking, allowing for matches to actually be inherently healthier based on correct player correlation.
I can shortly name an alternative that i believe are extremely better than what we have currently
• Matchmaking Based on Top 30 Prestige: Identical to how reward scaling is in Monthly EQ. The roster a player brings of 30 will most likely be their top 30 champs. Equate their top 30 average to others with similar averages, even reaching beyond their current rank while not changing the rewards for winning (Win still = +2, Loss still = -1)
E.g.
Valiant Paragon
29K Average vs 28K Average
Diamond Silver
This matchmaking ignores rank & focuses on their top 30 average. This would solve mismatching higher accounts to lower accounts while not letting players just completely skip.
This concept could hypothetically be swapped to value similar total account ratings over rank, however there would still be a mismatching every now & then.