Objective
Reduce wait times and increase player matching variety by unifying the Quick and Ranked Match queues.
Background
AoE4 is one of the most played RTS games on Steam. However, this doesn’t mean there are a numerically large number of players (recent data suggests 8-9K players, see Age of Empires IV - Steam Charts). As a result, matching can take time (particularly for high ELO players) and frequent players may end up matching with the same player.
Part of the problem is that while the Ranked queue has been a benefit to the game, it has split the playerbase between Ranked and Quick matches. Based on data from AoE4 World, there are as many as 40k unique players for Ranked matches in the last month or so since patch 23349 (Ranked Match 1v1 – Ladder – AoE4 World). Quick matches have around half that number, with around 20k (Quick Match 1v1 – Ladder – AoE4 World). This level of split has likely had a significant impact on match finding.
Proposal: Keep Quick and Ranked Matches, but Unify their Queues
There are two fundamental changes required:
- Unify the Quick and Ranked queues to use the same matching pool and ELO system.
- Give each player two separate identities on the new unified Ranked ladder. One for Quick Match play and one for Ranked Match play.
While I’m not privy to the details of how the Ranked and Quick matching systems work under the hood, they both fundamentally work off of an ELO-like system. If they aren’t using the exact same algorithm, they could be shifted to do so. Then you need to point them to the same database of ladder player identities. Having two separate identities is necessary to allow for a different playstyle (e.g. trying out new strategies or playing casually) on Quick Match vs Ranked Match. Otherwise the different play style could negatively impact the player’s ELO.
Pros:
- Unifies the two queues with limited negative impact to player experience.
- Algorithmically simple, no complicated logic for matching between two pools and managing the zero-sum ELO between them.
Cons:
- Depending on how the Ranked ladder database is structured, this could require a significant migration. For example, if the primary key is tied to the user’s game account rather than a separate internal ID (e.g. UUID V4), a migration will likely be required.
- Players on the Ranked ladder may be less casual than Quick Match, leading to mismatched intensity levels (and a potentially negative player experience).
Note: after typing this up, I found out that someone had already mentioned (https://www.reddit.com/r/aoe4/comments/u7zvb1/please_combine_quickmatch_and_ranked_queues_for) the idea previously. Apparently this is how SC2 handles the queues.
The Algorithm
The only change I would suggest is a bias towards matching Quick Match players with each other (same for Ranked Match) if they’re available. This restriction can be removed if no match is found after a period of time.
Backfilling
The Quick Match player pool can simply be merged into the Ranked Match player pool. It already has a zero-sum ELO distribution, so it shouldn’t throw off the distribution in the Ranked pool. The Ranked account stays the same, the Quick Match account gets turned into a Ranked account with the same ELO it had in Quick Match.
Pros:
- Simple.
Cons:
- You may have some Quick Match players that end up at high levels in the Ranked ladder. Some may find this unfair due to the associated rewards.
- There will likely be a readjustment period where the ELOs have to resettle. Assume for the moment that people who play Ranked are more serious about the game. This means that people on Quick Match might have a higher ELO than they would on the Ranked ladder. Initially when merging the pools this could result in some imbalanced matchups. However, it would stabilize fairly quickly and internally the AOE 4 team could make your ELO more flexible for the first few matches after merging the pools.
How to Handle Map Selection with Cross-Pool Matches
If a Ranked and Quick Match player play a game, you will need to select a map based on one or the other map pool (or both). Probably the fairest option here (while maintaining the Ranked map pool) is to only select a map from the Ranked pool but weight the preferences of the Quick Match player more if their preferred maps are not available.
Potential Risks
- One risk is people using their Quick Match identity to manipulate other ELOs. Random matching ensures there’s no way to do targeted ELO transfers. The one viable option is that if enough players intentionally tank their Quick Match ELO, it could potentially boost the overall ELO of Ranked Match players. I think this level of coordination and dedication is unlikely, but the system could punish significant deviations in win rate between Ranked and Quick Match play.
- What impact would ELO transfer from Ranked players to Quick Match players or vice versa have on the overall distribution / player experience?
2.1 Imagine for the moment if every pairing for a week between a Ranked and a Quick Match player resulted in the Quick Match player winning. This would skew the ELO points distribution for both Quick Match and Ranked players. However, it should not negatively impact the player experience because the skill levels between the two ladders should stabilize, resulting in more equal matchups between players overall.
Alternatives Considered
Allow Players to Play Without Affecting their ELO
This would be an option to play games that wouldn’t affect your ELO. This isn’t viable because it’s too easy to abuse. Players could use this to intentionally target below their skill level.
Removing Quick Match Entirely
This is a fairly simple option with the downside that it removes casual play options outside of open games. Open games have no matching system, which leads to inferior player experiences.