Community Rage Moves Blizzard To Revert Matchmaking Changes

Written by: (@_Caltu_) | April 16, 2012 2:00 pm

5 Comments

Put down the pitchforks, Blizzard have reverted the Matchmaking changes!

A questionable change from Blizzard shook laddering matchmaking down to its foundations.

The alteration made the range of opponents wider, matching you with much higher and lower players around your skill levels.

The player base was split down the middle about this change.

One half, after seeing top players — more specifically IdrA — get much faster queue times, but being matched against players that posed no challenge, while the lower end of Forever Bronze were getting steam rolled.

The other half — myself included — thought this was a great change for the majority of players. Giving everyone a better chance of improving when facing a better player and a shot at a moral boosting crushing win.

A quote from the blue post, posted by Kaivax, states that this may have been a big influence from the pro/higher level players. He stated that there was an …undesirable consequences for players at the far ends of the range of skill.

I personally think that when you reach the high end of skill there are many other areas you can pursue to play the game, team based practice or practice partners. But I understand concerns that lower levels will suffer to the degree of possibly making the game feel like a terrible experience. Particularly for the newcomer.

What are your opinions to this change? Should Blizzard have gambled and stuck for a while, or was the move to revert the changes needed?

Community Rage Moves Blizzard To Revert Matchmaking Changes

  • http://twitter.com/BillMcD Alan

    I think its generally a good idea to keep the matchmaking margins slim. If you want to be the top of the top, you kind of have to admit there just aren’t that many people on your skill level. If people get stomped too easily they get discouraged and you start losing your player base. Crushing wins are not really good for anyone. While the potential to learn faster is there, the burnout is so much higher. High turnover rate is not good for any commercial product(and any real life profession even, its why we have a shortage of engineers and the like).

  • Bradley Phillips

    It seems the solution is to make it a bell curve. The closer to the median skill level you are, the wider the range. And as you start at the low end, and as you approach the upper end in skills, that window show narrow to reflect your needs.

    New players need to play only new players, and highly skilled players want to play only other highly skilled players. The middle 80% of players probably don’t care.

    Nothing is stating the scope needs to be global.

  • ChristopherMitchell1

    To be honest… What percentage of SC2 players use the replay function to ‘study’ why they lost? I have no idea but my guess is that most people play for fun and just get better through play experience and only the people who really want to get their ranking as high as possible actually ‘study’ to get better. But I have only played the Starter Edition of SC2 and have no idea how competitive the community is.

    I do know a ton on LoL though. And I have to say I am most definitely not the best player but I am just not even comparable to how bad I was a couple months ago. The more you play the better you get and I don’t watch replays ever. Even if Riot put in the same kind as Replay system as SC2 I would mainly use it for more entertainment than actually ‘studying’ my enemy. Also you don’t have to see the enemy to know what they are doing. Just looking at end game items after the game, if you have played LoL for awhile, you just start to learn what their strategy was just from looking at their items lol.

  • http://twitter.com/Hoigwai Hoigwai

     I have to disagree, while someone who is a mid to long time player may respond to getting stomped into oblivion by analysis. Most very casual players and new players to the game will respond by quitting or walking away from it.

  • Revanhavoc

    This is a great idea for random matchmaking. We could use something like this in Madden 12, they had to hide the player records/levels due to so many people quitting matches before they start. Now everyone just quits depending on the team. It’s a fluxuating process.

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