Viajero
Volunteer Moderator
*Mod hat off
Many complaints around about the inability of the matchmaker to pair balanced teams.
The issue with these complaints is that for the most part they are based on looking at the player Ranks, which have nothing to do with actual skill as mesured by the matchmaker. Player ranks are primarily time played based and not skill based.
The thing is that the matchmaker actually pairs players based on skill thanks to an Elo system which is a perfectly capable and proven way of matchmaking. Used by many other competitive environments such as Chess. The actual Elo measure for each player is called Battle Rating and it rises or lowers based on who each player wins or loses with.
Here an explanation by an FDEV Dev: https://www.reddit.com/r/xboxone/co...tier_developments_developers_of_elite/cvq012u
The problem? Well, the Battle Rating is never displayed in game. It is kept hidden at the backend to work its magic in the Elo matchmaker. And the only thing we see is the player Rank that has nothing to do with skill. And hence players complaint when they see the ranks thinking those represent skill.
So, question for FDEV: Why not showing the actual Elo skill based Battle Rating? Get leaderboards up with the Battle Rating even. CQC is a darned competitive environment after all.
I suspect one of the reasons FDEV may not want to show it is because they fear players "gaming it" once it shows up. But with the actual precise details of the Elo formula not public and with the matchmaker fully out of the control of players I think this fear is completely unfounded.
FDEV pretty please?
Many complaints around about the inability of the matchmaker to pair balanced teams.
The issue with these complaints is that for the most part they are based on looking at the player Ranks, which have nothing to do with actual skill as mesured by the matchmaker. Player ranks are primarily time played based and not skill based.
The thing is that the matchmaker actually pairs players based on skill thanks to an Elo system which is a perfectly capable and proven way of matchmaking. Used by many other competitive environments such as Chess. The actual Elo measure for each player is called Battle Rating and it rises or lowers based on who each player wins or loses with.
Here an explanation by an FDEV Dev: https://www.reddit.com/r/xboxone/co...tier_developments_developers_of_elite/cvq012u
Rank is not an indication of skill in CQC and we don't use it for matchmaking. We used something called a Battle Rating that we re-calculate in the background after every match, it's based on an Elo rating system. During matchmaking we try to pair you up against players of similar skill levels. When you first start you have a rating of 1400 because you have to start somewhere and we have no idea if you'll be good or bad, so it takes a few rounds for this to adjust to be more reflective of your skill level. So at Rank 1 you might go up against someone of rank 30 because they've played for a while but their Battle Rating has settled at around 1400.
The problem? Well, the Battle Rating is never displayed in game. It is kept hidden at the backend to work its magic in the Elo matchmaker. And the only thing we see is the player Rank that has nothing to do with skill. And hence players complaint when they see the ranks thinking those represent skill.
So, question for FDEV: Why not showing the actual Elo skill based Battle Rating? Get leaderboards up with the Battle Rating even. CQC is a darned competitive environment after all.
I suspect one of the reasons FDEV may not want to show it is because they fear players "gaming it" once it shows up. But with the actual precise details of the Elo formula not public and with the matchmaker fully out of the control of players I think this fear is completely unfounded.
FDEV pretty please?
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