Players Blame Skill-Based Matchmaking for Losing in Call of Duty
vice.com
vice.com
Instead, the SBMM in CoD matches you with a bunch of players who are far worse than you for a game or two. Then, it matches you with a bunch of players who are far better than you for a game or two, and this cycle continues over and over again. This means that you will do really well for a game or two, and then get destroyed for a game or two. Eventually, this averages out to the target of every player having around a 1.0 kill/death ratio.
In theory, SBMM is supposed to help lower-skilled players, but the implementation in CoD is so bad it is more of a roller coaster than a bunch of matches against similarly-skilled players.
It's also worth noting that this is only half of the complaints that you see on message boards about this game. The other half, or maybe the majority, is people saying, "I just want to be able to get high and use off-meta weapons and not lose to sweats (i.e. people who are trying) all night." This type of complaint is fundamentally a request to be matched against lower skilled players, and has nothing to do with the swinginess of matchmaking.
Casual servers could also choose to implement more aggressive rebalancing systems between rounds.
Finally, players could choose to select servers that they know to have a more casual community.
With Dota2 (a while ago might have been fixed) my complain was more than SBMM wasn't tight enough and unfortunately due to game dynamics a single sub-par player in the team could give a big advantage to the adversaries (and I totally found myself in this quite unpleasant role).
So maybe i'd say elo hell exist in some way as when the matchmaking algorithm doesn't have enough data to match you adequately it must train itself by matching you using a pretty loose standard deviation. I guess the success of "good matchmaking" actually depend on how this training sequence is more or less gracefully handled from the player perspective.
I've lost to smurfs occasionally. I've lost because people have tilted and abandoned or chain fed. I've lost because internet has died. I have even lost despite playing at my best and having a good game...
Mostly, 8-9 times out of 10, I've lost because I did not have enough impact on the game. I did not do enough to win, and to help my team win.
But yeah. Wide spreads in matchmaking really only happen with very extreme skill levels, on rare game modes / timezones, and where explicitly playing as a party (and thus forcing it)
Was mostly thinking about that. Everyone can chain feed when in bad shape. But it's more likely that the lowest skilled player of the team do that. However its true that a poor hero choice in the setup can be all it takes.
I guess more than SBMM what ultimately made me go away from this game is the average game length. My lifestyle is now incompatible with potential 1hour+ game and i didn't want to become "the selfish quitter".
What are the chances this is an 'engagement' hack?
I wonder if players are more likely to continue playing if they have ups and downs.
In a perfect matchmaking system, would players get bored?
I have to wonder if this is intentional, or just the side effect of either perception or an imperfect system.
They found that their matchmaking was too good, and would cause a lot pf stress as people were constantly feeling pressure to play their best since the matches were so even. This led to very short play sessions as players would feel exhausted from one or two matches. Their solution was to increase the standard deviation of the algorithm, so that you had a better chance of roflstomping your opponent and a similar chance of being stomped. They claimed it led to much longer play times and less player stress.
Live Service games' primary interest is to keep you playing for as long as possible so they have as much time as possible to sell you in-game purchases.
It's gonna be really interesting if the suspicion turns out to be true in the next couple of years when we'll maybe get some more concrete info on it.
If the ups and downs were fairly close, then I could see that. But that's not what people have been complaining about with regards to the new CoD game. The issue was that a lot of matches end up being disproportionally one-sided one way or the other.
And that's not fun at all. While an occasional slam-dunk game is fun (or maybe even most slam-dunk games are fun, i don't know), I cannot find anyone who would have an increased desire to play the game after they get absolutely annihilated by a vastly superior team that they cannot do absolutely anything against.
And that's a sign of a bad SBMM system. A "perfect" SBMM system would always put you in matches where you are either slightly better or slightly worse than the other team. Turns out, that's the scenario that optimizes for engagement the most (at least from personal observations across a ton of different video games and real-life competitive sports I participated in).
If I won a game by a tiny margin, I feel proud and exhilarated. If I lost a game by a tiny margin, I feel incentivized to play more, because "only if I did this one small thing differently, we would have won, let's play one more game and see". If I won by a giant margin, it feels good too, so I might as well continue playing more. But if I lost by a giant margin, it drops all desire I had to continue this gaming session, because no amount of incremental improvements to my gameplay I can do within a day that would have let me somehow close the 30-100 point gap in that game (so, in a sense, it feels like i was set up for a game that i stand zero chance of winning, and that's pretty demotivating).
Losing by a tiny bit is a learning moment that makes you feel like you can win if you try a bit better or improve in one specific aspect a little bit. You learn from those kinds of losses, and the feeling of improvement is good. Losing by a giant margin makes you learn nothing. Just like in basketball or chess. Playing against someone who is slightly better than you are is fun. Playing against someone who is a pro (while you are a beginner) isn't fun, because of the sheer width of the skill gap. There is no "victory carrot" hanging in front of you to motivate you to continue playing, because that "victory carrot" is located on the other continent, and you aren't keen on swimming across the pacific ocean in one go.
So, at least in this case, the incentive of the matchmaking system being good aligns with the increased engagement. Or so I believe, based upon my personal observations and anecdata.
It also flattens the base, as people have to figure out what works and what not without having skilled player in the mix to learn from
Myself, somewhat a player who plays for fun and is okay ranked player will be put in a team with low experienced players paired against a team with three or four-extremely ranked high ranked players with one player low ranked. This ends up in a slaughter and it's not that my team sucks, it's just we are overthrown by experience.
This turns the game in to toxicity when the other team players then start bragging "ez" and such.
It says so in the article we're commenting on
Also, just to be clear, no implementation is this simplistic. Most models are Bayesian and so incorporate uncertainty around the estimate of skill. And most also include your individual stats (this is game-dependent but I believe Overwatch has a class/map-based ELO that you are rated against...as an example).
I agree with your general point though. Most SBMM systems do not feel close games every time. Usually, someone is smurfing, someone is throwing, someone won't come on comms, etc. (yes, I play Overwatch and I am still angry about it).
1. There are a lot of different game modes for CoD -- Cold War has eleven game modes. This means that the pool of players for each mode will be smaller, making fair matchmaking more difficult.
2. Some of those game modes have unusually large teams -- two of the signature game modes in Cold War have ten or more players to a team. This makes it more difficult for a matchmaking algorithm to fairly assess any individual player's contribution to their team's win/loss. It also makes it more likely that one or more teams will contain a player whose skill has been poorly assessed, meaning that their team has an unfair advantage or disadvantage.
And I don't know if I would call combined arms or dirty bomb signature modes. 6v6 is the bread and butter of the annual call of duty.
Could be. I don't know what the numbers look like, and I wouldn't be surprised if the player base is being split up in other ways (e.g. console vs. PC, geographic regions, etc) at the same time.
> And I don't know if I would call combined arms or dirty bomb signature modes.
By "signature modes", I mean that those game modes were created specifically for CoD: Cold War, rather than ones which are shared by many FPS games, or carried over from previous games in the series.
There are servers tiers, but they can't always fill a server with same rank players. How many players are online on the same region that want to join a server at a given time...
So there will be always some randomness to it. As long as you sometimes get to play with good teams and win, it will keep you in the game. You will probably even play longer that way.
This quote from the article is likely the simplest explanation for why the game companies implement skill based matchmaking. If you are the noob this article references, it means the game royally sucks.
Setting up the game so experienced players get to abuse your newest customers isn't exactly a great recipe for long term success.
Of course same with the notion of "elo hell". I would be deeply ashamed of myself if I would defy all logic and sense to find excuses for my lack of skill.
Matchmaking ruined the competitive aspects of gaming for me, since I either get dragged down by team mates or I get stuck playing the same games over and over.
It's boring, and if I want to get better I have to watch an hour of pro streams before even getting into the game to remind myself of what good play looks like.
People who are against matchmaking have a valid point, and it's part of why games revolving around community run servers last longer.
Now that it's gone for most modes, it feels better. Games where I lose don't feel so simply because the game wanted me to lose.
I am never going to get better at basketball by playing Lebron in 1v1s.
I have played games without SBMM (Destiny 2 recently switched away from it in certain game modes) in periods when the sweatiness is particularly high and people join as premade teams to stomp some noobs. Let me tell you that as a casual PvP player, it absolutely ain't fun.
The games I've played/been playing with online MM are the usual ones... CoD (Modern Warfare), Halo (Reach), CS/CS:S/CS:GO mainly, and lately Valorant. Of all the games to do it, I think Counter Strike gets it the most correct. Cheating aside, the amount of play modes and available in CS has always been perfect for dropping yourself exactly where you want to play for these reasons:
1) 2v2, 5v5, 10v10 Casual, Battle Royale, Deathmatch all available natively in the game, on Valve servers.
5v5 Competitive is CS'S only "Ranked" mode. Wingman (2v2) and Danger Zone (Battle Royale) have ranks but I find they're pretty elastic in their MM.
2) The ability to run Community Servers with custom code... e.g. Surf maps, KZ (Platforming) maps, Retakes (now native in the new Operation), Executes, regular DM, FFA DM, XvX casual games.)
These servers are player-owned, player-maintained, and strictly "unranked".
3) ESEA/Faceit/et al. Pick up games for players who want to pay for better anti-cheat, tighter SBMM, and generally a lower skill floor. Also, "pug"s tend to -- more or less -- follow the rules in place for the pro circuit.
The fact that CS gives players the ability to "graduate" out of their SBMM and move into a pro/am competitive environment OR join a community server and play Zombie Mode OR relax for an hour surfing OR play a baseline ranked match is something that has allowed the game to endure so well. If I could suggest one thing to CoD, Valorant, Halo, and any other "competitive" game it would be support community and 3rd-party servers!
EDIT: By the way, SBMM leads to one annoying issue not touched upon in the article. Smurfing. Often, due to SBMM, a high skilled player can't play with their lower skilled friends. That sucks. Or, if I just want to ruin SBMM for 9 other people, I can simply make a new account, throw a couple games, get ranked low on purpose and then frag out. Smurfs are actually the glaring problem with SBMM, IMO.
I think the current state is a decent compromise. it's totally viable to make a new account whenever you have a new friend that starts playing. as long as you only play with them on the smurf account, it will stay in a close MMR range. your friend has to go through the grind anyway, so you may as well do it with them. the grinding does make it pretty annoying to make new accounts over and over again just to tear through the ranks.
Nice name. :)
You have huge advantage just playing with your friends in a party because most of the other players don't even use microphone to communicate with their squad, and those that do are just random players matched together.
Also popular Battle Royale games are cross platform which means you play against a lot of console players. A lot the console gamers play on high latency TV screens with WIFI connection. Not to mention that an average console player can't aim as good as an average PC player.
The main complaint I've seen re: SBMM comes from top level players, including creators, who don't want to sweat / they want to beat players who aren't as good as them. To me this means SBMM is absolutely needed. Unranked play shouldn't mean better players can crush those who aren't as good.
This isn't even considering the fact that creators rely on looking good play-wise for their income, and SBMM makes this harder.
Sometimes you want to have a good game and have that excitement of completely crushing it.
I would vastly prefer if every match I play makes me at least _feel_ like I have a chance to win if I try hard enough, than have a large percentage be obvious losses leading only to frustration and waste of time.
Having some easier rounds also allowed me to goof off, like doing pistol or knife only rounds. Sure I didn't contribute as much to the team, but the team didn't need it and I had fun.
Having some more difficult rounds could make it more rewarding to win the next round.
But constantly having to play against similarly skilled players to me would totally not be what I'd be after.
SBMM with first party servers is definitely more accessible though. I'll grudgingly accept it if it means a larger playerbase and more active development for my favorite games.
Also, why would a "pro" want to sandbag like this? I've been an amateur athlete most of my life and my goal was never to compete against known weaker athletes - there's no fun in that.
Or, do these games lack the ability to spin up "practice" sessions fully under the control of the player? That seems like the real answer, and would mirror what athletes in meat-space do - train for weeks/months, then compete at well-timed intervals against the best (or, at least relatively equal, if you're doing age group amateur competitions).
Now, one day you decide to try out goalkeeper. You get to face world class competition because of your status as a striker.
Two possible results:
1. You get discouraged and don't play the off positions. You only maximize. Maybe you get burned out because you never relax.
2. You do switch back and forth between things you are good/not good at. Your skill averages out and you play easy matches where you carry your team, alternated with impossible matches where you drag your team down.
I know a lot of pros will have secondary accounts for things like this. Sometimes it gets viewed as sandbagging (and sometimes it is).
2- sandbagging against weaker competition
In your striker-wants-to-be-goalie situation, the wanna be goalie would practice against the clubs B team. He would not step into the WC as goalie. Nor would he shit up the local junior tournament while he tries things out.
Also, a lot of pros make more money from playing the game without a team and streaming it on twitch or youtube.
Back to your striker... he can do all sorts of drills solo, but also needs practice time with his team. The former he can do at home (given a big enough yard). The later, he does at the clubhouse.
But, he isn't going around joining local pick-ups games. I'm still unclear why an e-sports player needs to the play the equiv of local pickup soccer matches. If the answer is "that's how he makes money" well, sandbagging a sport to earn money is a pretty silly way to make a living. That would be like Jordan paying his mortgage playing HORSE.
or entering a dunk contest?
Content creators for chess also do "speed runs" from 1000 to 2500 Elo for example where they explain the mistakes and produce educational content while playing "easy" opponents. They don't do it just for the fun of owning people. CoD creators perhaps could do the same?
The most hilarious thing is when people ask that there be a ranked playlist with sbmm and an unranked playlist without. The one without, they assume, would be more favorable to them, since they would experience a random distribution of players (and they assume they are above average, naturally). But for players in the bottom decile of skill, unranked would have a dramatically worse experience than ranked! So they would leave for the ranked playlist. Now the new bottom decile of skill would be having a terrible experience in unranked, so they would leave, etc. By induction, unranked would quickly become depopulated.
It is really tough to be a below-average player in a game without any matchmaking. You lose all the time and almost never have an impact. You can kiiinda get away with this as a developer in games that have very large teams. For example, World of Warships has no skill based matchmaking (although tier level is somewhat a proxy for skill and performs a bit of a weed-out of the lowest skill players in the higher tiers). There are people who play that game who have only a 30% winrate over a large number of games. This is in a 12v12 game where presumably things tend to average out in the mix of skills on each team, so having that negative of an impact on team performance is in some sense pretty impressive.
The only thing difficult for me to understand is the resilience of the mentality involved in continuing to play that game if you are one of the way below average players. I would not have fun if I never had a positive impact on my team's performance.
It's also worth noting that if WoWS had the playerbase to support it, they'd probably build SBMM too. But it's a bit of a chicken and egg problem. The issue is that their monetization system requires what is effectively forty or fifty different queues (5 tier-based matching bands * 4 ship classes * 2-2.2 game modes, depending on whether ranked is active). Queue times can already be quite extended in some tiers and for some ship ship classes. Developing a system that continues with this alignment of tiers and classes and also substantially reduces skill gaps is probably unsolvable without a much large player base or a more complicated role selection system.
Its harder in World of Warships because of the absence of respawns. Each kill has a bigger direct impact on team win/loss probability than in War Thunder.
I just can't grasp how any developer can seriously think a game can be enjoyable when you're on a team of arbitrary players but being matched against a premade team of players all of whom have 2,000+ hours logged in that game and are coordinating flawlessly.
Was generally quite nice, except when you really wanted to play with your mate and the tool kept swapping you over because it didn't find any other way to balance the teams.
Rarely did we ever win though, usually we'd end up getting admin kicked for 'cheating'.
I would argue that matchmaking could be perfect, and these complaints would not stop at all. The very idea of random online matchmaking is dumb. Fun, because it fills a need, but very dumb.
Ask any hardcore MMO player how they got to where they are, and if they are honest, it's because they started by teaming up with their already talented friends who actually worked as a team to grind up the ladder.
This need not be a hard requirement, so:
- Playing in the middle of the night, no previous teammates around? You get a random crew
- Playing at the same time every day? The system slowly builds a team of likeminded people around you.
If a small delta in skill drastically changes how it feels to be winning or Losing, the game is poorly designed for matchmaking.
I went from being totally outplayed almost every game to actually having a chance of competing.
STFU!!!! You get paid to play a friggin' video game. Sit down. Shut Up. Get better.
That's what is expected in the SC community - someone, Maru or sOs?, said that if they weren't losing regularly they weren't going to be learning anything.
For me, Super Smash Brothers Melee is a great example. Let's say I'm rank 1,000 in my city, and I play someone rank 250. I expect to loose 99% of those games.
I can't say the same thing is true for Call of Duty. It may be perception bias, but I think there's a LOT more variance between skill and victory. What's the breakdown of expected to actual performance? Would it be a 90% win rate, etc?
I have seen some of their recordings, the difference in performance between them and their teammate is much lower than they think.
It was most apparent in Fortnite because Fortnite added a competitive ("arena") mode, which is by definition SBMM. The problem a lot of creators had was what was the point in unranked mode ALSO having SBMM? I'm sympathetic to that argument.
Forcing SBMM in all cases just seems like it's meant to protect n00bs from getting crapped on but isn't this coddling players? There's something aspirational about playing better players, no? Also, "smurfing" (creating a new account to play against n00bs) largely defeats this anyway.
If n00bs wanted to play against only other n00bs couldn't they play in ranked mode where that would happen?
More relaxed modes tend to be better viewing. That's actually good for the game IMHO if streaming it has longevity and audience retention.
Most people want to have fun when they play. Players consistently getting curbstomped and having no reliable avenue for improvement is a good way to create a game with terrible player retention. People don't stay around to suffer through game after game just because they really like ninja.
"Ranked" implies a competitive, high-stakes mode, which drives people who want a relaxed game (i.e. one where they _won't_ repeatedly get curbstomped) to naturally gravitate away from a game described as such. You may think that's stupid, but you can't really fight basic human psychology.
Don't forget, "n00bs" are people too.
Asking for the converse is fundamentally a request to coddle experienced players instead.
On a scale of one to ten, how condescending do you think this is?
At some point the left needs to start treating people as people instead of pawns to be shuffled around. Combine this with the "with us or against us" mentality, and they generate their own opposition.
Saying someone is voting against their own stated interests isn't likely to be persuasive to them, but it doesn't make it factually false. Most people don't really know what their political interests are anyway and just react to strawmen.
The point is implying people vote for a policy to accomplish A, but instead are voting for !A.
The problem being discussed widely today is that developers have a dark incentive for players to lose when purchaseable lootboxes are present. SBMM is just one (and fairly benign) tool developers use to lower players winrate.
While this could've held true a few years ago for CoD franchise, I know for a fact that neither last year's CoD installment nor the most recent one discussed in this article (Black Ops: Cold War) has any sort of lootbox mechanics.