Ranked games in competitive online platforms often utilize a matchmaking system to pair players of similar skill levels, ensuring balanced and competitive matches. However, current systems allow for teams with large discrepancies in individual player rankings (e.g., a team with one player ranked at 2200 points and another at 800 points). This often results in unbalanced games that can degrade the competitive integrity and player experience.
Problem Statement:
When a high-ranked player teams up with a low-ranked player, the current matchmaking algorithms might average their scores and pit them against opponents with intermediate scores (e.g., two players both ranked at 1400 points). This creates a mismatch where the actual gameplay dynamics do not align with the numerical representation of skills, leading to potential exploits and a less satisfying gaming experience for both opponents and the mismatched team.
Analysis:
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Skill Disparity and Game Dynamics:
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High skill disparities within a team can lead to dominant gameplay by the higher-ranked player, reducing the involvement and development opportunities for the lower-ranked player.
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Opponents facing such mismatched teams might find the game either too challenging or unfairly balanced, which can be discouraging and lead to a poor experience.
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Exploitation of Matchmaking Systems:
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Higher-ranked players may pair with lower-ranked players to manipulate the matchmaking system into providing easier opponents, thus exploiting the system for easier wins.
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Such practices can also involve the use of secondary accounts where experienced players present as novices, further skewing the competition.
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Impact on Player Experience and Retention:
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Consistent occurrences of such mismatches can lead to frustration and disillusionment among the player base, potentially increasing player churn.
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The perceived unfairness in matchmaking can diminish the competitive appeal of the game, impacting player engagement and the overall health of the game’s community.
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Proposed Matchmaking Strategies:
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Restriction on Team Formation:
A player with the highest score, 𝑛, in a team can only team up with another player having a score of at least 𝑛 - 𝑥. This restricts the range of allowable player scores within a team, ensuring that all members are within a competitive skill range.
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Adjustment in Matchmaking Calculation:
When calculating matches, the teammates of the highest-scoring player are considered to have at least 𝑛 - 𝑥 score. This adjustment prevents the average score from skewing too low and ensures that the team is matched against appropriately skilled opponents.
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Utilization of Highest Score for Matchmaking:
Always use the highest score, đť‘›, in a team for matchmaking purposes. This approach ensures that teams are matched based on their potential maximum capability rather than an average, which could be misleading due to one significantly lower score.
Conclusion:
Implementing these strategies will lead to more equitable matches by minimizing skill disparities within teams and ensuring that all players are adequately challenged and engaged. This will enhance the competitive integrity and player satisfaction in ranked gaming environments.