@DestroyerPewnack wrote:In my view, the issue is not 2-sided versus 3-sided that's causing the lopsided problem. It's the fact that MMR is reset every month, forcing the newbies and the sweats to end up in the same lobbies.
Make MMR last for the entire season, (or better yet, permanent per character,) and let people play against players they can handle.
@Weesacs wrote:
Im sure it isn't that difficult to implement an algorithm that makes the game fairer and more competitive.







If this system works as described, it does 2 things:
1) it tries to make as many people of the same MMR as possible into one game
2) it tries to make teams as equal MMR-wise as possible
So, two results of Elo are:
1) if number of players is big, it can successfully pick 16 players of the same MMR A+-a (like, 1500+-100 for example). It is possible in big MOBA games.
2) if number of players is not that big, it can pick any players to make groups look equal. Balancer can pick 6 "1500 MMR" players, one "200 MMR" player and one "2800 MMR" player, so team will be balanced at 1500. Another team can have all "1500 MMR" players.
You usually see result 2, I suppose, because from my feeling, there are not many players in PvP. If so, it is hard to make two equal groups out of equal players, so it picks some overskilled players and team them with low MMR players, and another team can have the same situation, that is why you usually see 2-4 players with positive KD and some damage, big score, and all other players are constantly dead, 0 damage, 0 score.
It is very rough estimation, and it will not be true in many cases, but you can estimate, that average winrate of you team is near 50%. If your winrate is 80%, winrates of 6 other players are 45 55 45 55 45 55, then winrate of last player should be close to 20%Once again, it is very rough estimation.
@moo_2021 wrote:@Moonspawn wrote:Hundreds of matches in the span of 7 days? How did you manage that?
Schedule vacation to play BGs







Maybe it was shadow patched somewhere along the way?@Demonwolff wrote:What is the meaning of ''zero damage ball carries'' and ''base jumping''?
Zero Damage ball carries are where the ball bugs out and fails to damage the carrier at all. Base jumping is where the Ball Carrier is able to "magically" return to their spawn. I didn't mention the one where the ball disappears and you cant see the person carrying it lol
In the hundreds of matches I played during the 3-sided chaosball event, I never once saw this happen. Did you?
Front page has been updated with the questions only Zenimax can answer.
Now, regarding @imPDA 's explanation:If this system works as described, it does 2 things:
1) it tries to make as many people of the same MMR as possible into one game
2) it tries to make teams as equal MMR-wise as possible
So, two results of Elo are:
1) if number of players is big, it can successfully pick 16 players of the same MMR A+-a (like, 1500+-100 for example). It is possible in big MOBA games.
2) if number of players is not that big, it can pick any players to make groups look equal. Balancer can pick 6 "1500 MMR" players, one "200 MMR" player and one "2800 MMR" player, so team will be balanced at 1500. Another team can have all "1500 MMR" players.
You usually see result 2, I suppose, because from my feeling, there are not many players in PvP. If so, it is hard to make two equal groups out of equal players, so it picks some overskilled players and team them with low MMR players, and another team can have the same situation, that is why you usually see 2-4 players with positive KD and some damage, big score, and all other players are constantly dead, 0 damage, 0 score.
It is very rough estimation, and it will not be true in many cases, but you can estimate, that average winrate of you team is near 50%. If your winrate is 80%, winrates of 6 other players are 45 55 45 55 45 55, then winrate of last player should be close to 20%Once again, it is very rough estimation.
Is there any other way for any matchmaking system to function?







Tldr: MMR systems estimate skill from outcomes. For that to be meaningful, outcomes need to reflect reasonable performance consistency. Our bg modes reward different things, meaning our wins represent different things, and thus, we have no consistency. Regardless of the actual formula used, this means our mmr systems struggle to mathematically represent meaningful player brackets
It doesn't have to measure wins. A simple K/A/D based ranking with total healing output for healers should be more than enough to fix the game.
Teams would always be unfair and there would always be members who don't go after objectives. As long as the combat performances of both teams are similar, they can have meaningful and impactful gameplay. It's what matters most.
1) Unless someone can come up with an alternative, the best explanation we have for how BG matchmaking works is that it uses the average MMR of the entire team.First it tries to make as many people of the same MMR as possible into one game
When it fails, it tries to make teams as equal MMR-wise as possible
So, two results of Elo are:
1) if number of players is big, it can successfully pick 16 players of the same MMR A+-a (like, 1500+-100 for example). It is possible in big MOBA games.
2) if number of players is not that big, it can pick any players to make groups look equal. Balancer can pick 6 "1500 MMR" players, one "200 MMR" player and one "2800 MMR" player, so team will be balanced at 1500. Another team can have all "1500 MMR" players.
You usually see result 2, I suppose, because from my feeling, there are not many players in PvP. If so, it is hard to make two equal groups out of equal players, so it picks some overskilled players and team them with low MMR players, and another team can have the same situation, that is why you usually see 2-4 players with positive KD and some damage, big score, and all other players are constantly dead, 0 damage, 0 score.
It is very rough estimation, and it will not be true in many cases, but you can estimate, that average winrate of you team is near 50%. If your winrate is 80%, winrates of 6 other players are 45 55 45 55 45 55, then winrate of last player should be close to 20%Once again, it is very rough estimation.
2) According to ZOS, the MMR is based on wins and losses.Source:
www.pcgamesn.com/the-elder-scrolls-online/mmr-battlegrounds-interview
ESO dev lifts lid on the MMO's MMR system saying "it's nothing new"
After huge battleground changes recently hit the Elder Scrolls Online recently, players have become obsessed with MMR and how it all works.
Updated: Nov 1, 2024
The Elder Scrolls Online
PvP has received a renewed focus in the Elder Scrolls Online thanks to the most recent update which completely overhauled the game's battlegrounds. Instead of the traditional version found previously in the Tamrielic game which consisted of three teams facing off against each other, things have become simplified and streamlined. Now, it's just your team versus another one, and as a result of this new playing field fans are looking at the MMO's matchmaking rating system and wondering what effects it has and how to navigate it.
We recently got the chance to speak to Elder Scrolls Online PvP designer Brian Wheeler about all the big changes hitting the MMORPG right now. One query that came up relates to the community's current obsession with MMR, especially looking at how one goes up or down in rank against other players, and where the current system came from.
"What's funny is it's nothing new. We've had that. We've had that MMR system in since update 20," Wheeler laughs. "When we launched battlegrounds with Morrowind, we had a pretty basic MMR that was based on your win and loss, and that's it. What we explored after that was looking at Elo and TrueSkill and various things like that, because what it's supposed to do is take into account your expected win rate or not, which is basically the MMR of your enemies."
"So let's say we're in a group and the system gets the MMR average of our group and then it goes, what's the group? What's the enemy's MMR, what's their ranking and their average?" he continues. "If theirs is higher than yours and you lose, then you don't take as big of a hit. But if you win, you get a bigger gain. The reverse goes for the other team. If they were fighting us and we're lower and we win, they're going to take a bigger hit because they lost to a crappier team."
"The only calculation change we had to make was whether it's looking at two other teams or just one other team in terms of are you going to win, or are you not going to win," he says. "The calculations have always been based on win/loss, and it's been very interesting seeing how much more people are getting interested in that because as a PvP and gamer nerd, I like looking at that stuff."
That said, there's a limit to how much the developer will share - as it might become open to abuse if the full MMR calculations ever became known. "We do have some help definitions that explain a little bit how it functions but as with many things in the game, we're not going to tell you the exact calculations," he lets us know. "That's the secret in the sauce that we have across the board for the entire game."
If you'd like to check out what's new in this latest update which completely changed how battlegrounds work in ESO, head over to the full patch notes to get the lowdown.
Why, then, does the matchmaking seem so random?
1)
Why, then, does the matchmaking seem so random?
1) Unless someone can come up with an alternative, the best explanation we have for how BG matchmaking works is that it uses the average MMR of the entire team.First it tries to make as many people of the same MMR as possible into one game
When it fails, it tries to make teams as equal MMR-wise as possible
So, two results of Elo are:
1) if number of players is big, it can successfully pick 16 players of the same MMR A+-a (like, 1500+-100 for example). It is possible in big MOBA games.
2) if number of players is not that big, it can pick any players to make groups look equal. Balancer can pick 6 "1500 MMR" players, one "200 MMR" player and one "2800 MMR" player, so team will be balanced at 1500. Another team can have all "1500 MMR" players.
You usually see result 2, I suppose, because from my feeling, there are not many players in PvP. If so, it is hard to make two equal groups out of equal players, so it picks some overskilled players and team them with low MMR players, and another team can have the same situation, that is why you usually see 2-4 players with positive KD and some damage, big score, and all other players are constantly dead, 0 damage, 0 score.
It is very rough estimation, and it will not be true in many cases, but you can estimate, that average winrate of you team is near 50%. If your winrate is 80%, winrates of 6 other players are 45 55 45 55 45 55, then winrate of last player should be close to 20%Once again, it is very rough estimation.
2) According to ZOS, the MMR is based on wins and losses.Source:
www.pcgamesn.com/the-elder-scrolls-online/mmr-battlegrounds-interview
ESO dev lifts lid on the MMO's MMR system saying "it's nothing new"
After huge battleground changes recently hit the Elder Scrolls Online recently, players have become obsessed with MMR and how it all works.
Updated: Nov 1, 2024
The Elder Scrolls Online
PvP has received a renewed focus in the Elder Scrolls Online thanks to the most recent update which completely overhauled the game's battlegrounds. Instead of the traditional version found previously in the Tamrielic game which consisted of three teams facing off against each other, things have become simplified and streamlined. Now, it's just your team versus another one, and as a result of this new playing field fans are looking at the MMO's matchmaking rating system and wondering what effects it has and how to navigate it.
We recently got the chance to speak to Elder Scrolls Online PvP designer Brian Wheeler about all the big changes hitting the MMORPG right now. One query that came up relates to the community's current obsession with MMR, especially looking at how one goes up or down in rank against other players, and where the current system came from.
"What's funny is it's nothing new. We've had that. We've had that MMR system in since update 20," Wheeler laughs. "When we launched battlegrounds with Morrowind, we had a pretty basic MMR that was based on your win and loss, and that's it. What we explored after that was looking at Elo and TrueSkill and various things like that, because what it's supposed to do is take into account your expected win rate or not, which is basically the MMR of your enemies."
"So let's say we're in a group and the system gets the MMR average of our group and then it goes, what's the group? What's the enemy's MMR, what's their ranking and their average?" he continues. "If theirs is higher than yours and you lose, then you don't take as big of a hit. But if you win, you get a bigger gain. The reverse goes for the other team. If they were fighting us and we're lower and we win, they're going to take a bigger hit because they lost to a crappier team."
"The only calculation change we had to make was whether it's looking at two other teams or just one other team in terms of are you going to win, or are you not going to win," he says. "The calculations have always been based on win/loss, and it's been very interesting seeing how much more people are getting interested in that because as a PvP and gamer nerd, I like looking at that stuff."
That said, there's a limit to how much the developer will share - as it might become open to abuse if the full MMR calculations ever became known. "We do have some help definitions that explain a little bit how it functions but as with many things in the game, we're not going to tell you the exact calculations," he lets us know. "That's the secret in the sauce that we have across the board for the entire game."
If you'd like to check out what's new in this latest update which completely changed how battlegrounds work in ESO, head over to the full patch notes to get the lowdown.
Why, then, does the matchmaking seem so random?
1) Unless someone can come up with an alternative, the best explanation we have for how BG matchmaking works is that it uses the average MMR of the entire team.First it tries to make as many people of the same MMR as possible into one game
When it fails, it tries to make teams as equal MMR-wise as possible
So, two results of Elo are:
1) if number of players is big, it can successfully pick 16 players of the same MMR A+-a (like, 1500+-100 for example). It is possible in big MOBA games.
2) if number of players is not that big, it can pick any players to make groups look equal. Balancer can pick 6 "1500 MMR" players, one "200 MMR" player and one "2800 MMR" player, so team will be balanced at 1500. Another team can have all "1500 MMR" players.
You usually see result 2, I suppose, because from my feeling, there are not many players in PvP. If so, it is hard to make two equal groups out of equal players, so it picks some overskilled players and team them with low MMR players, and another team can have the same situation, that is why you usually see 2-4 players with positive KD and some damage, big score, and all other players are constantly dead, 0 damage, 0 score.
It is very rough estimation, and it will not be true in many cases, but you can estimate, that average winrate of you team is near 50%. If your winrate is 80%, winrates of 6 other players are 45 55 45 55 45 55, then winrate of last player should be close to 20%Once again, it is very rough estimation.
2) According to ZOS, the MMR is based on wins and losses.Source:
www.pcgamesn.com/the-elder-scrolls-online/mmr-battlegrounds-interview
ESO dev lifts lid on the MMO's MMR system saying "it's nothing new"
After huge battleground changes recently hit the Elder Scrolls Online recently, players have become obsessed with MMR and how it all works.
Updated: Nov 1, 2024
The Elder Scrolls Online
PvP has received a renewed focus in the Elder Scrolls Online thanks to the most recent update which completely overhauled the game's battlegrounds. Instead of the traditional version found previously in the Tamrielic game which consisted of three teams facing off against each other, things have become simplified and streamlined. Now, it's just your team versus another one, and as a result of this new playing field fans are looking at the MMO's matchmaking rating system and wondering what effects it has and how to navigate it.
We recently got the chance to speak to Elder Scrolls Online PvP designer Brian Wheeler about all the big changes hitting the MMORPG right now. One query that came up relates to the community's current obsession with MMR, especially looking at how one goes up or down in rank against other players, and where the current system came from.
"What's funny is it's nothing new. We've had that. We've had that MMR system in since update 20," Wheeler laughs. "When we launched battlegrounds with Morrowind, we had a pretty basic MMR that was based on your win and loss, and that's it. What we explored after that was looking at Elo and TrueSkill and various things like that, because what it's supposed to do is take into account your expected win rate or not, which is basically the MMR of your enemies."
"So let's say we're in a group and the system gets the MMR average of our group and then it goes, what's the group? What's the enemy's MMR, what's their ranking and their average?" he continues. "If theirs is higher than yours and you lose, then you don't take as big of a hit. But if you win, you get a bigger gain. The reverse goes for the other team. If they were fighting us and we're lower and we win, they're going to take a bigger hit because they lost to a crappier team."
"The only calculation change we had to make was whether it's looking at two other teams or just one other team in terms of are you going to win, or are you not going to win," he says. "The calculations have always been based on win/loss, and it's been very interesting seeing how much more people are getting interested in that because as a PvP and gamer nerd, I like looking at that stuff."
That said, there's a limit to how much the developer will share - as it might become open to abuse if the full MMR calculations ever became known. "We do have some help definitions that explain a little bit how it functions but as with many things in the game, we're not going to tell you the exact calculations," he lets us know. "That's the secret in the sauce that we have across the board for the entire game."
If you'd like to check out what's new in this latest update which completely changed how battlegrounds work in ESO, head over to the full patch notes to get the lowdown.
Why, then, does the matchmaking seem so random?
I think a better question would be: How can a matchmaking system with these two characteristics be made to appear completely random?
I'll work on rephrasing.
I don't understand the question.
Indeed. Moving forward we'll have to consider how the layoffs will affect Battlegrounds 😢For the record. If there's no ability to change on the horizon, and we had to have exactly what we have with no structural changes...







If the first two rules are still in effect, what could possibly be going wrong? What additional rule could be applied to this system to make it appear completely random?
Let us assume the matchmaking system is bound by two main rules:
First) It uses the average MMR of the entire team.Unless someone can come up with an alternative, the best explanation we have for how BG matchmaking works is that it uses the average MMR of the entire team. First it tries to make as many people of the same MMR as possible into one game. When it fails, it tries to make teams as equal MMR-wise as possible.
So, two results of Elo are:
1) if number of players is big, it can successfully pick 16 players of the same MMR A+-a (like, 1500+-100 for example). It is possible in big MOBA games.
2) if number of players is not that big, it can pick any players to make groups look equal. Balancer can pick 6 "1500 MMR" players, one "200 MMR" player and one "2800 MMR" player, so team will be balanced at 1500. Another team can have all "1500 MMR" players.
You usually see result 2, I suppose, because from my feeling, there are not many players in PvP. If so, it is hard to make two equal groups out of equal players, so it picks some overskilled players and team them with low MMR players, and another team can have the same situation, that is why you usually see 2-4 players with positive KD and some damage, big score, and all other players are constantly dead, 0 damage, 0 score.
It is very rough estimation, and it will not be true in many cases, but you can estimate, that average winrate of you team is near 50%. If your winrate is 80%, winrates of 6 other players are 45 55 45 55 45 55, then winrate of last player should be close to 20%Once again, it is very rough estimation.
Second) The MMR is based on wins and losses.According to ZOS, the MMR is based on wins and losses.
Source:
www.pcgamesn.com/the-elder-scrolls-online/mmr-battlegrounds-interview
ESO dev lifts lid on the MMO's MMR system saying "it's nothing new"
After huge battleground changes recently hit the Elder Scrolls Online recently, players have become obsessed with MMR and how it all works.
Updated: Nov 1, 2024
The Elder Scrolls Online
PvP has received a renewed focus in the Elder Scrolls Online thanks to the most recent update which completely overhauled the game's battlegrounds. Instead of the traditional version found previously in the Tamrielic game which consisted of three teams facing off against each other, things have become simplified and streamlined. Now, it's just your team versus another one, and as a result of this new playing field fans are looking at the MMO's matchmaking rating system and wondering what effects it has and how to navigate it.
We recently got the chance to speak to Elder Scrolls Online PvP designer Brian Wheeler about all the big changes hitting the MMORPG right now. One query that came up relates to the community's current obsession with MMR, especially looking at how one goes up or down in rank against other players, and where the current system came from.
"What's funny is it's nothing new. We've had that. We've had that MMR system in since update 20," Wheeler laughs. "When we launched battlegrounds with Morrowind, we had a pretty basic MMR that was based on your win and loss, and that's it. What we explored after that was looking at Elo and TrueSkill and various things like that, because what it's supposed to do is take into account your expected win rate or not, which is basically the MMR of your enemies."
"So let's say we're in a group and the system gets the MMR average of our group and then it goes, what's the group? What's the enemy's MMR, what's their ranking and their average?" he continues. "If theirs is higher than yours and you lose, then you don't take as big of a hit. But if you win, you get a bigger gain. The reverse goes for the other team. If they were fighting us and we're lower and we win, they're going to take a bigger hit because they lost to a crappier team."
"The only calculation change we had to make was whether it's looking at two other teams or just one other team in terms of are you going to win, or are you not going to win," he says. "The calculations have always been based on win/loss, and it's been very interesting seeing how much more people are getting interested in that because as a PvP and gamer nerd, I like looking at that stuff."
That said, there's a limit to how much the developer will share - as it might become open to abuse if the full MMR calculations ever became known. "We do have some help definitions that explain a little bit how it functions but as with many things in the game, we're not going to tell you the exact calculations," he lets us know. "That's the secret in the sauce that we have across the board for the entire game."
If you'd like to check out what's new in this latest update which completely changed how battlegrounds work in ESO, head over to the full patch notes to get the lowdown.
If the first two rules are still in effect, what could possibly be going wrong?
A lot of MMR systems start narrow to match players as close to skill levels as possible. Then if no matching players are found it’ll expand and expand until it’s basically covering all people queued just to get them in a match.
[*] Build matchups and class imbalance are a thing
First thing that comes to mind is that it may be expanding too much, as described by @Stamicka :A lot of MMR systems start narrow to match players as close to skill levels as possible. Then if no matching players are found it’ll expand and expand until it’s basically covering all people queued just to get them in a match.
@Solantris wrote:
If the first two rules are still in effect, what could possibly be going wrong? What additional rule could be applied to this system to make it appear completely random?
Different game modes measure different skills
- Deathmatch primarily rewards combat dominance and good micro decisionmaking
- Objective modes primarily reward macro decisionmaking. Different modes have different balance, but still
- A player can have a high win rate in objective modes entirely through avoidance, which doesn't translate into combat performance in Deathmatch. A win in one environment is not directly comparable to a win in another.
- Randomness of mode select means a player can reach the same rating through completely different skill expression depending on RNG
Third) Every character has five different matchmaking ratings, one for each of the game modes.
@Solantris wrote:
If the first two rules are still in effect, what could possibly be going wrong? What additional rule could be applied to this system to make it appear completely random?
Different game modes measure different skills
- Deathmatch primarily rewards combat dominance and good micro decisionmaking
- Objective modes primarily reward macro decisionmaking. Different modes have different balance, but still
- A player can have a high win rate in objective modes entirely through avoidance, which doesn't translate into combat performance in Deathmatch. A win in one environment is not directly comparable to a win in another.
- Randomness of mode select means a player can reach the same rating through completely different skill expression depending on RNG
There is one rule that may account for what you're talking about. It makes sense in theory, and may already be in effect:
Third) Every character has five different matchmaking ratings, one for each of the game modes.







In a magical world where the players who dislike the objective modes have their own Deathmatch queue, would a separate MMR for each of the five game modes help to make them all competitive?