Article - The Toxicity & Teamwork - Matchmaking & Elo (PT II)

 

Welcome to the continuation of my journey through the pits of competitive multiplayer online communities, PT II of Toxicity & Teamwork

This time I have been trying to reach a point where I can conclude everything without putting all the info on a bag and call it a day.

More classic articles like Overwatch PVE - What's Went Wrong

Without more than this, let's start talking about this problem that we have and why happens.

Why the new people become the problem and not the solution:

Let's start with this premise, don't forget the three games that we have on hands.

When a new flow of characters run across a game constantly, there must be a mode or a special zone for matches of new people.

A constant flow can crash the normal functionality of games, not caring about competitive or MMR.

As you can see the numbers increase way more than decrease every month in the last year

New players on Lol are going to be appearing randomly on the two normal modes of the game, the game does a good job making the entry point of competitive way higher than a couple of levels so you have to invest some real time to get there.

The problem starts with our previous point, a bad player in this type of game can burn down the entire team and the toxicity that brews around it is insane.

When you play a lot and have ready the chat for anything, is almost like a virus that take over, the more you slowly learn about this game, a specific lane or champion, the synergies or counters make a long way in the toxicity.

I have seen my fair share of this, when you net some experience and are in constant contact with chat, you tend to write toxicity, not exactly ti another new players, sometimes defending your new gains in experience or attacking those who attacks new people, is a vicious circle.

This applies on almost all online games with a heavy need of team play, in Ow2 with the free to play change, the flow of players and the new matchmaking absolutely destroyed the little loyal community they had.

The losses are heavy and don't forget the recent entry to steam of this game
 (Overwatch 2)

The MMR:

From this time on, I will talk more general about the games but staying in focus with a couple of games.

Not worry, I will be providing context every now and then but Dbd will be left alone because they way of MMR is a joke on my opinion.

Let's start with the disaster than Overwatch, Lol, R6 and games with a competitive Skill based matchmaking can do.

To nobody secret the competitive online scenarios that work by MMR are rigged, don't blame me, blame statistics.

Speaking on my experience, the games tends you to improve or decrease the quality of matches depending entirely on two things, your current MMR (don't confuse with elo) and the % of victory.

Valorant
For anyone that don't know, the elo and the MMR are basically the same but one is hidden and one is shown in your respective profile but works with the same names

For example you can be Gold 3 but Silver I as your hidden MMR, this means that you have two paths, continue normally and the game eventually will find the way of putting you in your place (Sounds harsh).

You can get bad teammates (also other reasons work here), get less "Elo points" every game has it's name, or straight up get harder matches in way better rivals or bad matchups ( different on every game).

The other path is playing way better to "teach" the system that you're ahead your level, but basically is the same, you must continue winning.

But what has to do with the topic on hand, let's see.

This game cleared a lot of doubts around the matchmaking (not in purpose)

Winrate & Toxicity:

With all the explanation behind let's begin.

All that was explained before comes handy for better understanding but at the same time the importance is less the more disparity between 50% winrate and your respective %.

Have you feel like the game straight up hates you?

Than your teammates are way worse than the average?

Your games are literally unwinnable?

It's normal that the Toxicity brews here because the circumstances are different from player to player, and I'm not even counting premades that break way more the matchmaking.

The more you learn and be better at each match, is completely normal to win more than lose, but then your perspective slowly changes.

Unity made an studio and states that between 68-72% of online gaming members have experienced themselves or have been toxic.

With these numbers and my own experience, from every ten newbies on variety of games at least five have become the very same toxicity that attacked them in their first steps.

Hey, not everything is bad, look at this charts

When you play on an "average" level and start living the same that some players have with our newbie times then you understand the frustrating sessions, this don't mean that is correct but happens.

I hope that this will show my point, the toxicity brewing is so complex that I have to explain a lot of terms and functions for a better understanding, the first part I explained the gameplay mechanics that hit the sack and know the matchmaking.

The games aren't exactly "Rigged" because are you, is the numbers behind and Overwatch makes this clearer than never.

The 50% winrate is the rule and the game will do anything in his power to make that happen.

In paper this works for a fair game experience but when you live through the "balance" then you understand the problems that the players has to live, with a general bad experience.

Stay tuned for the next part, starring Overwatch and the vicious matchmaking system

Thanks for reaching the end!

Hopefully I will be ending the study next part but nothing is on stone so keep tuned for PT III.

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