You're a casual but somehow you're matched with sweaties? That doesn't make sense.
The matchmaking is partly based on recent performance, so if you have a few good games in a row, it'll start matching you up against sweaties.
You're a casual but somehow you're matched with sweaties? That doesn't make sense.
As someone who hardly has more than few hours a week to play a game,new COD Modern Warfare is such an exhausting game.Matchmaking is based on skill rather than just normal pub game with skills all over the place like it has always been.Everytime players that are matched with you in lobby are same skill or better, it makes every game like a tournament sweatfest,so tiring.
The thing is i don't wanna improve, i don't care about that i just wanna start COD and play couple of matches to have FUN like most player in COD.If i want to have some serious action i would just choose ranked mode(yeah there's no ranked mode in new cod) . Putting ranked mode in actual normal casual mm lobby makes me never wanna buy COD again.I remember the times when lobby stayed together for 20+ matches unlike now lobby disbands after every match due to finding new players that are in your skill bracket. And worst thing it favourises skill over ping, so many times you're put with 100+ping just to be able to find players with same skill even if other players are on different continent.
The point is that its no fun playing online when everytime you have to be on edge of your seat, it gets tiring and annoying so quickly for most people that play just to have fun, not trying to practice for esport tournament.
Apex Legends has the additional problem of being a battle royale game. BR games can be quite random and your success may not be based entirely on skill, but because your opponent found better gear or you didn't find your favorite gun or you had bad luck with the circle's placement.The Apex Legends subreddit is having a meltdown about SBMM for weeks now. A dev claimed that SBMM is good for 90% of the playerbase and only hurts the top 10%.
You assume they're sweaty because you are. Maybe you're the scrub getting stomped this time?Yep. Since I'm playing public matches it should be a sit back and relax type game not going up against sweaty players who are level 155 with all officer ranks finished and play 7 hours a day. That is why we need league play. It has nothing to do with pub stomping at all.
If you cherry pick arguments, sure. The biggest problem with the strict SBMM in MW is that it your connection suffers and it forces you to use the meta or lose. With less strict SBMM you can get away with using off-meta loadouts, but not in MW.Every complaint I've seen about SBMM boils down to this, people upset they can't relive the glory days of MW where they were shitting on new kids who got the game for Christmas or w/e
I appreciate your points and the clear thought you put into this post. I think everything you said is valid.I think as soon as someone brings this up, people just say things like 'oh so you just want to stomp pubs'? and I think that really misses why this approach can be frustrating for some players. It's a big deal that games are pushing more and more in this direction, check any forum surrounding these games and skill based matchmaking (SBMM) is up there as one of the biggest issues the community has with the game.
I'm going to use this thread as an opportunity to talk about SBMM in a bit more detail, so that perhaps we can have a better discussion. First, I think it's important to understand why developers feel SBMM is important, and for the most part, this comes down to engagement, and flow. That is, the idea that players stay engaged for longer if they stay in the 'flow' state, which is dependent on the player being adequately challenged.
In the flow model, high difficulty scenarios for low skilled players see players exit the 'flow' state, and become more likely to disengage from the game, while low difficulty scenarios for highly skilled players see players exit the flow state as they aren't challenged by the game. For players experiencing too much difficulty, it's often expected they become frustrated, for players experiencing too little, they become bored.
So with this model in mind, SBMM makes sense because by ensuring that matches stay at an adequate level of difficulty, players are more likely to stay in the flow state, and therefore stay engaged. For a game driven by MTX, this is a big deal because helps with your long term retention benchmarks, and in turn it benefits your average revenue per user (ARPU).
But, I think there's plenty of issues that provide ample opportunity to argue against the inclusion of SBMM.
- Mihaly Csikszentmihalyi's (flow) model is just one model of player immersion in games, and while it can be attributed to player engagement, there are other factors that this model neglects. Perhaps most significantly, another popular theory of motivation (self determination theory, or SDT) describes the significance of compotency. The idea that it's important for players to have a sense that they are developing their skill and getting better at the game. Skill based matchmaking makes those improvements very difficult to see, because you are always playing players of the same skill level. If the system is working well, regardless of how good you get at the the game, you're seeing a consistent level of performance. This is very distinct from a system without SBMM, which would see players performing poorly to begin with, then gradually improving over time. In that sense, I think systems without SBMM are much more analogous to real-world skill acquisition, let's say you play Tennis with a coach, and practice to get better, you have a consistent benchmark there that you can measure yourself against. It doesn't necessarily get better with you, and that helps you see your improvement and feel competent as you play.
- Matches are also just, a lot less varied with skill based matchmaking in place. If we use the card game, MTG as an example, there's some appeal in turning up to a local MTG tournament, not knowing how good everyone is, and then testing your own deck against the various strategies that emerged in your local area. Because it's not explicitely skill based the tournament will see a wide range of players and strategies, and you'll get to see how your deck works in many unusual scenarios. If we scrapped that system and only played MTG with people of the same skill level, what we'd notice is that the gameplay would follow a very solidified meta at each level of play, for players at higher levels, you'd see the same sets of successful decks repeatedly. I think that can be a lot less interesting, at the very least it's nice to have an option to play with everyone.
- Another argument against skill based matchmaking is that it almost always, already exists as a ranked mode, and what people take issue with is not the fact SBMM exists, but the fact that it's actually being duplicated into the unranked playlists. I think that this creates a weird scenario, because if you're good at the game you end up playing super sweaty matches all of the time. There's no space to relax in this system, you're effectively playing ranked in two places, only in one your rank is invisible, and in the other, it isn't.
- A final problem is that it often doesn't work, quite the way you think it does, and for games that prioritise connection speed this can be a huge problem. It's a misconception to think that all forms of SBMM are ensuring that your opponents are each, individually of equal skill to you. In many cases that's not how it works, and what the system is actually doing is simply ensuring that both teams, are equally opposed. While this may sound like a good idea on paper, because these systems often take a wide range of skill levels into each match, it can be very difficult to balance out these games. Significantly, there are far more, very bad players, than there are very good players, so instead of killing your matchmaking times the game will often put you in a lobby with many very bad players, and balance out the lobby by putting the worst players on your squad.
For instance, let's take an MMR based system that has these ratings in a lobby.80002000250030002300100010001000A skill based matchmaking system will often distribute this into two teams, as6000100015001500vs2000300025002000In this match, team 1 (top) win 4 of their matchups against the opposing players, whereas team 2 (bottom) win 9.The problem is, that these matchmatchmaking ratings are not a linear scale, so it's inappropriate to sort the data in this way. Simply put, a player with 6000 MMR is not necessarily worth 3 players of 2000 MMR. They could be worth far more or far less than that numerical distance supposes. Most commonly, this type of system tries to compensate the skill of lesser skilled players, with higher skilled players, and that can lead to very unpleasant experiences for everyone as even if the high skill player can technically win each matchup presented in that lobby each one of his team mates lose every matchup. This ends up actually creating the scenarios that SBMM in theory seeks to avoid with very one sided matches seeing new players getting steamrolled while high skilled players are somehow expected to carry them.Concluding thoughts...I just wanted to put my thoughts out there on this topic as it's very rarely discussed in much depth, and 'you just want to stomp pubs' rhetoric is a little dull. I think there are merits to skill based matchmaking systems but there are also significant disadvantages and risks. Skill based matchmaking can help create balanced matches, but that can impact a sense of skill acquisition and progression over time, and some SBMM implementations can actively create balance issues. On the whole, I'm opposed to SBMM being present across all modes of play and think that a mix of unranked and ranked modes offer a happy middleground.
No they need to get good.Or what about the people who want to play with their friends who are of a higher "skill"? Do they need to grow up too?
This doesn't make sense to me. If you aren't very good you'll be matched with other players who aren't very good. It should be no problem.
When I see comments like this i read: I actually want to win, but I want the people I'm playing against to be much worse than me so the wins come easily.
You are the sweaty guy! Stop putting in so much effort to get the W and your problem will solve itself.
Yeah I do think it needs to use group sbmm ranks more but that'll probably not happen any time soon.Might be the case for OP, but my complaint has more to do with friends who just got the game. The game puts your entire squad in the tier(which is invisible) of the most "skilled" player. Played a few hours last night with 2 friends who got the game for Christmas where one went 17 and 82 on Shipment and the other didn't have a kill in 6 straight S&D matches.
I'm not opposed to SBMM, it works for me, but it really really sucks for partying with friends.
All these people in here bashing you OP are a bit harsh. And not open to anything other than their narrative. Close minded.
From a marketing perspective SBMM has been a godsend. For younger folks and people who were never good at the game it has been a godsend aswell. I applaud the game design behind it, as it is a feet to have such an advance matchmaking system. HOWEVER, people that have grown up with call of duty and "improved" from the old days on, are literally only playing their own skill level. No exceptions.
I can only speak for myself, but I do NOT want to "pubstomp". I want a healthy mix of different games. I want to do good, I want to get destroyed, I want games where I can play with a pistol only and not go 1 - 44. I want to experiment with different guns etc. Exclusively playing with people your own skill is ruining the fun for me.
Also "stop playing so good" is very hard. If you can play like a pill popping Adderall freak, you will automatically do it, if your enemies play like that aswell. Besides, purposefully not playing good can be considered reverse boosting, and I'm sure the same people making that argument are absolutely against reverse boosting
I agree OP.
To those saying its about "pub stomping", I don't see it that way.
With Modern Warfare pretty much every match I've had has required effort to keep my head above water in terms of K/D and match performance.
You seem to be grouped with people at your skill level, so you have to try in order to do well. Doing well seems like it just puts you in a higher bracket.
But then you're stuck on the treadmill in a constant half sprint, instead of sometimes being able to walk or jog to get decent results.
Maybe the skill groups are too small, but there doesn't seem to a wide enough variety within performance levels. It doesn't feel like I'm ever playing at the top of a 'Silver tier' group, or the bottom of a 'Gold tier'.
So when you say you don't want every match to be sweaty, how does this look in practice for you? What does the team composition look like? That you want matches that include lower tier players that you have an edge over?my issue, it was a big reason why destiny frustrated me back. I could play well and dominate when needed, but that takes a lot of focus and I don't always want to be "on it" at all times personally. I don't just want to dominate people all day but I didn't want every match to be super sweaty either since I play ranked and trials for that. Casual modes should be just that. I'm not sure why folks are being gits and assuming everyone just wants to pubstomp all day when it rarely plays out like that. Matchmaking isn't stopping people who actually want to do that from gaming those systems most of the time anyhow.
Calling for casual modes is one thing but most folks are saying SBMM is intrinsically bad because they're matched against equal skill players.my issue, it was a big reason why destiny frustrated me back. I could play well and dominate when needed, but that takes a lot of focus and I don't always want to be "on it" at all times personally. I don't just want to dominate people all day but I didn't want every match to be super sweaty either since I play ranked and trials for that. Casual modes should be just that. I'm not sure why folks are being gits and assuming everyone just wants to pubstomp all day when it rarely plays out like that. Matchmaking isn't stopping people who actually want to do that from gaming those systems most of the time anyhow.
I think as soon as someone brings this up, people just say things like 'oh so you just want to stomp pubs'? and I think that really misses why this approach can be frustrating for some players. It's a big deal that games are pushing more and more in this direction, check any forum surrounding these games and skill based matchmaking (SBMM) is up there as one of the biggest issues the community has with the game.
I'm going to use this thread as an opportunity to talk about SBMM in a bit more detail, so that perhaps we can have a better discussion. First, I think it's important to understand why developers feel SBMM is important, and for the most part, this comes down to engagement, and flow. That is, the idea that players stay engaged for longer if they stay in the 'flow' state, which is dependent on the player being adequately challenged.
In the flow model, high difficulty scenarios for low skilled players see players exit the 'flow' state, and become more likely to disengage from the game, while low difficulty scenarios for highly skilled players see players exit the flow state as they aren't challenged by the game. For players experiencing too much difficulty, it's often expected they become frustrated, for players experiencing too little, they become bored.
So with this model in mind, SBMM makes sense because by ensuring that matches stay at an adequate level of difficulty, players are more likely to stay in the flow state, and therefore stay engaged. For a game driven by MTX, this is a big deal because helps with your long term retention benchmarks, and in turn it benefits your average revenue per user (ARPU).
But, I think there's plenty of issues that provide ample opportunity to argue against the inclusion of SBMM.
- Mihaly Csikszentmihalyi's (flow) model is just one model of player immersion in games, and while it can be attributed to player engagement, there are other factors that this model neglects. Perhaps most significantly, another popular theory of motivation (self determination theory, or SDT) describes the significance of compotency. The idea that it's important for players to have a sense that they are developing their skill and getting better at the game. Skill based matchmaking makes those improvements very difficult to see, because you are always playing players of the same skill level. If the system is working well, regardless of how good you get at the the game, you're seeing a consistent level of performance. This is very distinct from a system without SBMM, which would see players performing poorly to begin with, then gradually improving over time. In that sense, I think systems without SBMM are much more analogous to real-world skill acquisition, let's say you play Tennis with a coach, and practice to get better, you have a consistent benchmark there that you can measure yourself against. It doesn't necessarily get better with you, and that helps you see your improvement and feel competent as you play.
- Matches are also just, a lot less varied with skill based matchmaking in place. If we use the card game, MTG as an example, there's some appeal in turning up to a local MTG tournament, not knowing how good everyone is, and then testing your own deck against the various strategies that emerged in your local area. Because it's not explicitely skill based the tournament will see a wide range of players and strategies, and you'll get to see how your deck works in many unusual scenarios. If we scrapped that system and only played MTG with people of the same skill level, what we'd notice is that the gameplay would follow a very solidified meta at each level of play, for players at higher levels, you'd see the same sets of successful decks repeatedly. I think that can be a lot less interesting, at the very least it's nice to have an option to play with everyone.
- Another argument against skill based matchmaking is that it almost always, already exists as a ranked mode, and what people take issue with is not the fact SBMM exists, but the fact that it's actually being duplicated into the unranked playlists. I think that this creates a weird scenario, because if you're good at the game you end up playing super sweaty matches all of the time. There's no space to relax in this system, you're effectively playing ranked in two places, only in one your rank is invisible, and in the other, it isn't.
- A final problem is that it often doesn't work, quite the way you think it does, and for games that prioritise connection speed this can be a huge problem. It's a misconception to think that all forms of SBMM are ensuring that your opponents are each, individually of equal skill to you. In many cases that's not how it works, and what the system is actually doing is simply ensuring that both teams, are equally opposed. While this may sound like a good idea on paper, because these systems often take a wide range of skill levels into each match, it can be very difficult to balance out these games. Significantly, there are far more, very bad players, than there are very good players, so instead of killing your matchmaking times the game will often put you in a lobby with many very bad players, and balance out the lobby by putting the worst players on your squad.
For instance, let's take an MMR based system that has these ratings in a lobby.80002000250030002300100010001000A skill based matchmaking system will often distribute this into two teams, as6000100015001500vs2000300025002000In this match, team 1 (top) win 4 of their matchups against the opposing players, whereas team 2 (bottom) win 9.The problem is, that these matchmatchmaking ratings are not a linear scale, so it's inappropriate to sort the data in this way. Simply put, a player with 6000 MMR is not necessarily worth 3 players of 2000 MMR. They could be worth far more or far less than that numerical distance supposes. Most commonly, this type of system tries to compensate the skill of lesser skilled players, with higher skilled players, and that can lead to very unpleasant experiences for everyone as even if the high skill player can technically win each matchup presented in that lobby each one of his team mates lose every matchup. This ends up actually creating the scenarios that SBMM in theory seeks to avoid with very one sided matches seeing new players getting steamrolled while high skilled players are somehow expected to carry them.Concluding thoughts...I just wanted to put my thoughts out there on this topic as it's very rarely discussed in much depth, and 'you just want to stomp pubs' rhetoric is a little dull. I think there are merits to skill based matchmaking systems but there are also significant disadvantages and risks. Skill based matchmaking can help create balanced matches, but that can impact a sense of skill acquisition and progression over time, and some SBMM implementations can actively create balance issues. On the whole, I'm opposed to SBMM being present across all modes of play and think that a mix of unranked and ranked modes offer a happy middleground.
What a horrible reply. Now I'm not allowed to do good? "Pubstomping" in your words apparently is doing good?you say you don't want to pubstomp but it sounds like you do, but are fine with occasionally being Pubstomped in exchange.
a more honorable position that most SBMM whiners, but still the same position. You want to be able to give minimal effort for maximum results.
So when you say you don't want every match to be sweaty, how does this look in practice for you? What does the team composition look like? That you want matches that include lower tier players that you have an edge over?
Love how folks are ignoring the point about trying to play with others as well.
Seriously, the friends I play with or little cousins or brother(14) need to just get good? I can't play with my little brother right now because it's damn near impossible for him to get through a game. I've been playing COD for at LEAST the last decade. I don't expect him to have the kind of map/cod knowledge or experience I have in the game, and for those reasons I don't complain. I honestly don't care because the stats. They mean nothing at the end of the day. No ones checking my Black Ops K/d and saying "Yoooo ur a beast" now-a-days. Also, that experience alone keeps me playing against the better players majority of the time, which is fine. God forbid I want to play with him though. He joins my party and the difficulty level spikes for him just because he's playing with me. Having to watch him go 0-30 in Domination because we're in the same party isn't exactly fun for him and because folks want that change doesn't mean they want to pubstomp.
The Apex Legends subreddit is having a meltdown about SBMM for weeks now. A dev claimed that SBMM is good for 90% of the playerbase and only hurts the top 10%.
If you cherry pick arguments, sure. The biggest problem with the strict SBMM in MW is that it your connection suffers and it forces you to use the meta or lose. With less strict SBMM you can get away with using off-meta loadouts, but not in MW.
I like Splatoon's setup. There's a ranked mode where each game mode has its own rank and there's an unranked mode where player level tells you how much somebody has played but not really how good they are. I have games where I destroy the competition and games where I'm destroyed. And then there's a League mode where you and friends play together and it ranks your team based on performance that day.
It looks like an official ranked mode and a separate casual mode that's random. Sometimes things are in my favor, sometimes they're not. No need to get any deeper than that. Either way, Some of you guys are being ridiculously obtuse. Growing up, I played basketball. There's a large difference in effort and focus between playing an official game and a street game with randoms and I don't want to put as much effort into a casual game as I did into an official game. That's all. Don't have to agree, but don't put words in my mouth or make assumptions. In the grand scheme of things I'd lie about, it wouldn't be about simply wanting to dominate bad destiny players all day.
I think the problem there is that some people can't accept certain parts of SBMM. "But my K/D is ALWAYS above X!" and "But I'm ALWAYS near the top of the leaderboard" doesn't apply anymore. If they want to play relaxed they'll get their ass handed to them for a few matches, then end up with players giving a similar effort. But if they can't accept that fact it isn't going to be fun.
I don't play Call of Duty, but the implemented system sounds fair. Why should new players face veterans of the game and get stomped?
And we are done here. People don't understand how good they are at the game until they begin to play with people just as good as they are. This is literally every argument against SBMM.
The whole idea with SBMM is that things won't be anyone's 'favor' because they now have a system to make that relatively fair with hundreds or thousands of players - not something you can do with a pickup street game of basketball with randos. With SBMM casual games - at no point is anyone forcing you to put anymore effort then you want to which is where I don't understand where you original concern comes from.
And I wasn't putting words in your mouth. Just asking questions (which you didn't touch on). Is your idea of a 'casual' mode just forcing matchmaking to cast a wider net of players of differing skill levels? Shouldn't 'casual' be players making their choice of whether they would like to play casually or not instead of forcing it onto them?
- Worse connections and matchmaking times
- Fucks up matchmaking when playing with friends of different skill levels to the point where playing with them can make the game unplayable for the lesser skilled friend
- Makes getting better at the game unrewarding as the moment you get better so do your opponents
I'm fine with SBMM at some level but I just think it's too strict in MW.If you use off meta and lose, shouldn't SBMM bump you back down? What is wrong with that?
Bad connection would be a legit issue but the other arguments against SBMM don't really hold up for me. I haven't played MW yet , but this argument comes up in Splatoon a lot where it gets annoying when low power X rank players get match up with high power X rank players. It's usually a high X paired with 3 low on one team, and the high player has to go all out just to be screwed on points even if they win. If they lose they get severely punished, if they win they get no points for a reward. Better to match make with similar skill levels, so win or lose it is fair for all points wise and the games generally play out better.
Splatoon is definitely not perfect once you hit X for ranked. I do like the Rank, League, Turf split though.
It's to strict. One of my friends who got the game on Christmas who has never been good at CoD joins my games just gets melted every time. They should just get rid of SBMM or take him into consideration and matches us up with people at his skill level and my as well. If they did that the game could get better.I'm fine with SBMM at some level but I just think it's too strict in MW.
Tbf, every time an Infinity Ward game comes around, I have to remember to slow down my playstyle. If I try the run-and-gun shit I do in the Treyarch and Sledgehammer games, I end up getting absolutely destroyed. If I take it down a notch or two and don't go charging through rooms and around corners, I do much better. MW was no different.He's played other CoD games before, but is getting shredded in every game type he plays with us. He doesn't get shredded when playing by himself.
The idea that it's important for players to have a sense that they are developing their skill and getting better at the game. Skill based matchmaking makes those improvements very difficult to see, because you are always playing players of the same skill level. If the system is working well, regardless of how good you get at the the game, you're seeing a consistent level of performance. This is very distinct from a system without SBMM, which would see players performing poorly to begin with, then gradually improving over time.
my issue, it was a big reason why destiny frustrated me back. I could play well and dominate when needed, but that takes a lot of focus and I don't always want to be "on it" at all times personally. I don't just want to dominate people all day but I didn't want every match to be super sweaty either since I play ranked and trials for that. Casual modes should be just that. I'm not sure why folks are being gits and assuming everyone just wants to pubstomp all day when it rarely plays out like that. Matchmaking isn't stopping people who actually want to do that from gaming those systems most of the time anyhow.
Surely a 'sweaty' game is the ideal? A game where you feel like you're having an impact and can push for the win if you try your best. Plus, it's only sweaty if you make it so; if you don't mind a low-table result (or a loss in a team game) then you can just keep playing casually.
I think the problem is that people get super bummed-out on a mental level by a loss, even if it doesn't affect anything and will actually give them what they want as they'll be placed in games with lower-skilled players in the future.
This was a very strong post, hopefully the narrow minded posters in this thread won't continue to glaze over it so they can keep dropping their shit posts.
- Matches are also just, a lot less varied with skill based matchmaking in place. If we use the card game, MTG as an example, there's some appeal in turning up to a local MTG tournament, not knowing how good everyone is, and then testing your own deck against the various strategies that emerged in your local area. Because it's not explicitely skill based the tournament will see a wide range of players and strategies, and you'll get to see how your deck works in many unusual scenarios. If we scrapped that system and only played MTG with people of the same skill level, what we'd notice is that the gameplay would follow a very solidified meta at each level of play, for players at higher levels, you'd see the same sets of successful decks repeatedly. I think that can be a lot less interesting, at the very least it's nice to have an option to play with everyone.
- Another argument against skill based matchmaking is that it almost always, already exists as a ranked mode, and what people take issue with is not the fact SBMM exists, but the fact that it's actually being duplicated into the unranked playlists. I think that this creates a weird scenario, because if you're good at the game you end up playing super sweaty matches all of the time. There's no space to relax in this system, you're effectively playing ranked in two places, only in one your rank is invisible, and in the other, it isn't.