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Steam News10 October 20196y ago

Continuing Matchmaking Updates

Today's update is once again centered on improving our Matchmaking system, focusing primarily on fixing issues that arose from our previous update.

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What changed

1 fix1 addition3 changes0 removals
  • Gameplay
changedToday's update is once again centered on improving our Matchmaking system, focusing primarily on fixing issues that arose from our previous update.
changedWe understand that some players, especially at the high end, have experienced a significant drop in matchmaking quality as a result of our recent iterations. We appreciate all of the feedback and match IDs that we've been receiving—your input has been very helpful and we hope you'll continue to give us feedback after this update as well. We are committed to making matchmaking as good as it can be.
addedHigh MMR Partying ==== Due to the unusually high frequency of matchmaking abuses found in party games in high level matches—we're adding a new rule to party matchmaking for Immortal ranks to help reduce some of the negative behaviors that have become common at these ranks and to help make solo queuing more viable. For any party that includes an Immortal player, every player in that party will be considered the same rank as the highest player in that party. While this will significantly reduce some of the more common abuse scenarios, the trade-off is that it will also affect "normal" parties with large MMR disparities. We think this trade-off is worthwhile at this high level, however, because matches are unlikely to be of high quality anyways with extremely disparate skill levels within a party given the shallow pool available. Such disparity has often made the games less fun for most players involved. We expect that this will have the net effect of reducing the number of party games at the highest skill levels by some amount, but compared to how infrequent high-MMR party games were in the past, the number of party games should still be higher than the historical average.
changedMatchup Combinations ==== We are making changes regarding what solo and party matchups are allowed. For any five-player party, they will now only be matched against other five-player parties, regardless of any other matchmaking consideration. We are unsure if an absolute requirement like this will result in net higher quality matchmaking due to the more limited opponent spectrum available in that case, but we know this is an aspect the community talks about often and we are going to do our best to work within those constraints. Similarly, any solo player will now only ever be considered for matches against at most one party of two. This means that from a solo player's perspective, matches will always be either against a team of all five solo players or against three solo players and one party of two. This will be a hard requirement for the matchmaker instead of a situational consideration.
fixedMatch Quality and Role Symmetry ==== As a result of some of the new features we added recently, we found numerous bugs in the matchmaker's evaluation that caused it to incorrectly rank various considerations. We've fixed those bugs and are expecting them to have a notable improvement in matchmaking. We will be monitoring the system after release to make sure the fixes have the intended effect. It is possible that there will be more issues to work out, so if you notice anything too far off please let us know.

Dota 2 changes

changedToday's update is once again centered on improving our Matchmaking system, focusing primarily on fixing issues that arose from our previous update.
changedWe understand that some players, especially at the high end, have experienced a significant drop in matchmaking quality as a result of our recent iterations. We appreciate all of the feedback and match IDs that we've been receiving—your input has been very helpful and we hope you'll continue to give us feedback after this update as well. We are committed to making matchmaking as good as it can be.
addedHigh MMR Partying ==== Due to the unusually high frequency of matchmaking abuses found in party games in high level matches—we're adding a new rule to party matchmaking for Immortal ranks to help reduce some of the negative behaviors that have become common at these ranks and to help make solo queuing more viable. For any party that includes an Immortal player, every player in that party will be considered the same rank as the highest player in that party. While this will significantly reduce some of the more common abuse scenarios, the trade-off is that it will also affect "normal" parties with large MMR disparities. We think this trade-off is worthwhile at this high level, however, because matches are unlikely to be of high quality anyways with extremely disparate skill levels within a party given the shallow pool available. Such disparity has often made the games less fun for most players involved. We expect that this will have the net effect of reducing the number of party games at the highest skill levels by some amount, but compared to how infrequent high-MMR party games were in the past, the number of party games should still be higher than the historical average.
changedMatchup Combinations ==== We are making changes regarding what solo and party matchups are allowed. For any five-player party, they will now only be matched against other five-player parties, regardless of any other matchmaking consideration. We are unsure if an absolute requirement like this will result in net higher quality matchmaking due to the more limited opponent spectrum available in that case, but we know this is an aspect the community talks about often and we are going to do our best to work within those constraints. Similarly, any solo player will now only ever be considered for matches against at most one party of two. This means that from a solo player's perspective, matches will always be either against a team of all five solo players or against three solo players and one party of two. This will be a hard requirement for the matchmaker instead of a situational consideration.
fixedMatch Quality and Role Symmetry ==== As a result of some of the new features we added recently, we found numerous bugs in the matchmaker's evaluation that caused it to incorrectly rank various considerations. We've fixed those bugs and are expecting them to have a notable improvement in matchmaking. We will be monitoring the system after release to make sure the fixes have the intended effect. It is possible that there will be more issues to work out, so if you notice anything too far off please let us know.

Today's update is once again centered on improving our Matchmaking system, focusing primarily on fixing issues that arose from our previous update.

We understand that some players, especially at the high end, have experienced a significant drop in matchmaking quality as a result of our recent iterations. We appreciate all of the feedback and match IDs that we've been receiving—your input has been very helpful and we hope you'll continue to give us feedback after this update as well. We are committed to making matchmaking as good as it can be.

Please check out some more detailed information on the different aspects of today's update below.

High MMR Partying ==== Due to the unusually high frequency of matchmaking abuses found in party games in high level matches—we're adding a new rule to party matchmaking for Immortal ranks to help reduce some of the negative behaviors that have become common at these ranks and to help make solo queuing more viable. For any party that includes an Immortal player, every player in that party will be considered the same rank as the highest player in that party. While this will significantly reduce some of the more common abuse scenarios, the trade-off is that it will also affect "normal" parties with large MMR disparities. We think this trade-off is worthwhile at this high level, however, because matches are unlikely to be of high quality anyways with extremely disparate skill levels within a party given the shallow pool available. Such disparity has often made the games less fun for most players involved. We expect that this will have the net effect of reducing the number of party games at the highest skill levels by some amount, but compared to how infrequent high-MMR party games were in the past, the number of party games should still be higher than the historical average.

Matchup Combinations ==== We are making changes regarding what solo and party matchups are allowed. For any five-player party, they will now only be matched against other five-player parties, regardless of any other matchmaking consideration. We are unsure if an absolute requirement like this will result in net higher quality matchmaking due to the more limited opponent spectrum available in that case, but we know this is an aspect the community talks about often and we are going to do our best to work within those constraints. Similarly, any solo player will now only ever be considered for matches against at most one party of two. This means that from a solo player's perspective, matches will always be either against a team of all five solo players or against three solo players and one party of two. This will be a hard requirement for the matchmaker instead of a situational consideration.

Match Quality and Role Symmetry ==== As a result of some of the new features we added recently, we found numerous bugs in the matchmaker's evaluation that caused it to incorrectly rank various considerations. We've fixed those bugs and are expecting them to have a notable improvement in matchmaking. We will be monitoring the system after release to make sure the fixes have the intended effect. It is possible that there will be more issues to work out, so if you notice anything too far off please let us know.

We've also done various tuning to make Role Symmetry perform better, as there have been a few cases at certain brackets where it did not do a good job at all.

Finally, we are putting a bigger emphasis on having supports not be the highest

Source

Steam News / 10 October 2019

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