News - Warzone 2's Matchmaking Was Finally Revealed But It's Probably Not What You Hoped To Hear
Well, they've finally done it. The Call of Duty team finally acknowledged the matchmaking systems at hand, going in-depth a bit with the criteria for matchmaking, the parameters, and all. So today, we're breaking it down. Drop your thoughts as we go along, drop a like, and consider subscribing for more Modern Warfare 3 War Zone and other FPS content.
We'll be living more in the future, but anyway, let's jump into it. First, let's run this down. There's going to be a lot of reading here, so do bear with me. This comes directly from the blog post posted by the Activision and Call of Duty teams over on their website.
How modern warfare 3's matchmaking works
At the very beginning, it says that Call of Duty multiplayer matchmaking is composed of many factors. The number one connection, as the community will attest, is the King connection, which is the most critical and heavily weighted factor in matchmaking.
Process number two: time to match. This factor is the second most critical to the matchmaking process. We all want to spend time playing the game rather than waiting for matches to start, and then they said that process number three: those factors come down to a subset of them. Playlist diversity, meaning the number of playlists available for a player to choose from recent maps and modes, considering maps that you've recently played on as well as your mode preferences, is editable in the quickplay settings.
Skill and performance This is used to give our players, a global community with a wide skill range, the opportunity to have an impact in every match. These factors have resulted in a process that we believe provides the best player experience and creates a stronger community for Call of Duty worldwide.
Going a little further in depth into the connection portion of it, they said Call of Duty's matchmaking process evaluates a metric we call delta ping, which is the difference in the round trip of time between the data and your best data center and the data center onto which your lobby has been placed.
To reiterate, we almost always try to maximize the times we place players in data centers that are closest to them on the match time frame to topic. They said if the wait time in a lobby is excessively long, players typically recycle the process by canceling out of matchmaking searches, restarting it, or even quitting the game all together; this does not quicken the matchmaking process and, in fact, can be detrimental.
They gave an example, like if you try and lobby queues for shipment in the rust. Min 24/7 playlist the combination of the two. You're only going to create more open spots by backing out of those rust lobbies that you may have if you're looking specifically for shipment now. I think that can be easily countered by simply having a 24/7 playlist for both; they're both going to end up having players in it, but we'll save opinions here for a little later in the article. Let's just talk about what they stated first.
The skill based matchmaking parameters in modern warfare 3
Then, and probably the most important portion of this for what people are expecting, is the measuring skill for the matchmaking segment. They said skill is determined based on a player's overall performance and kills, deaths, wins, losses, and more, including mode selection and recent matches, as an overall metric across all of the multiplayer experiences.
This is a fluid measurement that's consistently updated. Reacting to your gameplay skills is not only a factor in matchmaking players against appropriate enemies but also in finding teammates. They use player performance to ensure the disparity between the most skilled player in the lobby and the least skilled player in the lobby.
Isn't it so vast that players feel their matches are a waste of time? Our data on player outcomes clearly indicates the inclusion of skill in multiplayer, which increases the variety of outcomes experienced by players of all skill levels; in other words, all players are more likely to experience wins and losses more proportionately.
Our data shows that when lower-skilled players are consistently on the losing end, they are likely to quit matches in progress or stop playing all together. This has an effect on the player pool. A smaller player pool means the weight times for matches increase, and connections may not be as strong as they should be.
This can compound over time to create a spiral effect when only highly skilled players remain because the less skilled players have quit out of frustration. The result is an ecosystem that is worse overall for everyone. Game data indicates that having some limitations on disparity across skill levels is healthier for the ecosystem.
We also understand that many high-skilled players want more variety of experience but often feel they only get the sweatiest of lobbies. We've heard this feedback clearly, and we'll continue to test and more actively explore ways to mitigate this concern, so again, we'll come back to that in a second, but then they also answered a few questions in a sort of Q&A portion of this blog, where some of the important ones.
I think, are: does the Call of Duty matchmaking process impact any in-game elements such as hit registry player visibility, aim assist damage, etc.?, to which they answered no. Our matchmaking process does not impact gameplay elements, and I know that's a 10-foil hat theory that's been going on for ages.
There have been patents for the PVE and elements of things like that, and it's honestly been playing in those higher skill brackets for years on end now. I don't personally think it's anything like that. I think that honestly, just the net code and hit detection overall are just to begin with. I kind of feel like giving credibility to a different theory gives the matchmaking system too much credit.
I think it's just genuinely awful, but they stated that was one of the questions that they answered one of the questions was does spending money on Call of Duty content such as bundles battle pass or blacksell, change how players are matched to which they said no money spent does not in any way shape or form factor into matchmaking so save that money if you don't like anything in the store or you don't like any of the battle pass don't buy it it's not going to impact anything and probably one of the biggest ones that I think they answered here out of this was have you ever tested removing skill, as a consideration for matchmaking to which they said we've run tests over the years to determine if removing skill as a consideration for matchmaking makes sense we will continue to launch these tests periodically.