What exactly is wrong about this?

What exactly is wrong about this?

Attached: 94B3F0B8-8A01-40DC-9ED5-A300E05192D3.jpg (640x314, 24.03K)

Fact : it very rarely happens that people get stuck in the 1% top best players and get bored of it.

In fact, it happens to less than 1% of the players.

It would be amazing for someone to be in the top 1% while being such an anti-competitive bitch that they wouldn't want to play the other top 1% players. You might wander your way into the top 20% while being a faggot.

It is not actually that fun to dunk complete shitters unless you're playing purely to boost your pathetic ego or the game is degenerate garbage. Which to be fair does represent a majority of online gayman.

>implying Yas Forums ever got out of the bronze league

Attached: Zelda.jpg (256x353, 31.39K)

t. scrub that never got high rankings in any game.
I once got to #3 on a ladder on Pokemon Showdown in the span of about 2-3 days and then quit because I got really bored. I know for a fact that I could've gotten #1, but my motivation was just completely gone.

Attached: badonions.png (578x435, 433.02K)

I hate matchmaking because even if you get better, you don't win more. You always win 50% of all games no matter how good or bad you are.

It's better and more satisfying if being better at the game means you win more often.

>game makes a big deal of including skill based matchmaking
>it never seems to work anyway, leaving everyone puzzled and confused at how it works.

Attached: samus can't enjoy her cereal.jpg (155x219, 20.75K)

matchmaking is often intentionally obfuscated to make it more difficult to game the system

it happened to me in HotS

Grandmaster in a shitty dead MOBA when I don't even like MOBAs and just like Abathur. That's the game life decided to give me skill at. Well, that and MtG Arena but I stopped playing it because it costs a fucking ton to keep up with.

the real issue with skill based matchmaking is the formation of rigid tactics and stupid metas
non-skill based matchmaking fosters an environment of doing whatever the fuck you want

Aye.

I'm not sure if you're familiar with the elo system, but I play a certain game where 1600 is the average for slightly tryhard players, I rank in at 1700 and I'm always hanging on servers fighting guys with 2000-2700 elo and it's fucking amazing, they're all bored and they hate it, so we fight and they trashtalk me but hey at least I'm getting better. Some of them have been playing for 10+ years so I doubt I'll ever reach their level but I hope that if I do, I can keep improving.

Maybe don't play games populated by children. You once got a good score at a game with premade strategies, don't act like you're a chess grandmaster.

>You always win 50% of all games no matter how good or bad you are.
That's not actually true, if you're getting stuck at 50% it's because you're not actually that good and the game can easily find people better than you still. The top rankers in any game are at well over 50% win rates unless it has some crazy ultra degenerate matching system that will give them way underranked teammates.

only shitters actually think this way.

It implies matchmaking is every good to begin with. All matchmaking is cancer.

Attached: matchmaking.jpg (880x1000, 180.2K)

it does not represent the experience the majority of the playerbase has

obviously any skilled player will win a ton when they first make a new account in a game, but literally the entire goal of the ELO systems in all modern games is to try to construct games as close to possible at 50% win rate for both sides, while balancing it with queue times.

sbmm sucks because when you're always playign with people of your skill level every game starts to feel the same
it was fucking epic being a shtiter in tf2 and seeing a godlike soldier frag the whole server
when the whole server is shitters the game's a joke
when the whole server is godlike players then nobody's godlike anymore
it homogenizes the entire experience into a bland mess

FUCK balanced games

>matchmaking ranks don't decay over periods of inactivity as other people play, meaning anyone who climbs to rank 1 after a reset can just stop playing and remain there.

Attached: 1302052797412.jpg (248x247, 36.46K)

flawed image in that it assumes you can't have both commmunity servers and mm. literally only relevant to console ports on PC.

Seethe harder, scrub. All the bingtendiekiddies play on cardridge, while the gaming gods play on Showdown. Have you ever placed high in any game before, user?

Attached: 1557995405211.png (600x600, 170.43K)

When I said "kid game" I'm talking about whole of pokémon lmao don't start wasting my time with your rztarded league systems.

And for your info I played in a national team in 2 different games, won once, 3rd place second time, I know what I'm talking about.
Go ask reddit what the best pokémon deck is to win lol, kid game.

>the entire goal of the ELO systems in all modern games is to try to construct games as close to possible at 50% win rate for both sides
Which is impossible to do for the players at the top and bottom ends unless you just straight up break the matching bands in a team game. Like the highest rank players in SFV -have- to win more than they lose just to maintain their current rank because there's so few players at the same or higher rank to play against, and they still keep going up because it is flat out impossible to find enough opponents that can go 50/50 or better against Daigo.

Matchmaking kills community servers and inadvertantly promotes shitty ones. Community servers are just that - run by the community. Doesn't take much for a dude to take a spare rig and leave it running, or to spend $20 a month on hosting. But that's his choice to foot the bill. Unless work is done to foster a community, the server will inevitably die because no one wants to play on an empty server, leading to the host closing it down since it's a waste of time, effort, and money. Meanwhile, SKIAL-esque shit who buys a whole rack for cheap and loads their hundreds servers with garbage add-ons and unavaoidable advertisements flood the server list. Even if the single, actual community dude left his server up, it'd be drowned out.

Obviously I'm specifically referring to TF2 here, but I've seen it happen in every other game I've played that has both matchmaking and community servers. Community servers are always an afterthought and suffer immensely because of it.

i remember the days of the bottom 70% of players fucking around having fun while the top 30% of players were gods and carried the game

Yet they're perfectly alive and well in CSGO and a community game type became more played than Dota 2. Maybe you should stop focusing on games that are dying and hoping that they'd still be alive if you had your way.

>deck
Fucking kek. You truly are a delusional shizo. Take your meds.

Attached: 1565804131362.jpg (960x960, 222.58K)

>flawed image in that it assumes you can't have both commmunity servers and mm.
You can't. MM not only encourages companies to only use MM for the sake of planned obsolescene, but MM also has the awful side effect of drawing lazy fucks away from CS due to taking about two less clicks on average, despite MM being inferior in every regard from a player standpoint.

>When I said "kid game" I'm talking about whole of pokémon lmao don't start wasting my time with your rztarded league systems.
>And for your info I played in a national team in 2 different games, won once, 3rd place second time, I know what I'm talking about.
>Go ask reddit what the best pokémon deck is to win lol, kid game.

Attached: images.jpeg.jpg (160x315, 8.97K)

Because the top 10% will end up having to carry dead weights and when someone has to continuously carry it makes them not want to play.

Attached: 1453220647537.png (500x382, 212.79K)

"skill" is difficult to quantify.

Trying to match players based on some numerical values is inherently flawed, even if you do it slightly better than the level scaling in Bethesda games.

What are you tracking in regards to measuring player skill? What are you NOT tracking? Can you EVER track anything retroactively, should you decide it might have been important all along? Not unless you're literally logging every single action from every single match.

Yes, but those are edge cases, especially for the top. For 99.9% of the playerbase, they're gonna have a 50% win rate in the long run, maybe a little higher from all the wins they stocked up at the beginning.

Plus there is a huge difference between balancing a 1v1 game to a team based game in terms of skill. The top players in team based games will still probably have something close to 50% while players in a 1v1 could go well above it.

>Multiplayer games

Translation: I got stuck in mmr hell cause I'm shit at the game, and am now salty about it.

A blooh bloooh pika pika.

Go farm shiny pokemons retard, don't waste my time when you competitively play a kid's game. And managed to get to 3rd place ONCE.
I've won tournaments of actual tryhard games. Trash.

>when someone has to continuously carry it makes them not want to play.
This is very true as well.

I miss the old CS:S servers where it was just anyone joining and you played against players of varying skills.

Attached: 1585975556973.jpg (480x573, 151.03K)

As always, this image is correct. Matchmaking is a fundamentally flawed system. Community servers are superior in literally every way.

Skill or elo based matchmaking is fine if there is a professional ladder or ranked mode. The problem is most games now use a hidden elo for 'normal' games so you are always going to get matched against similar skill players or forced onto a mirrored team. This is not fun, because a big part of the fun in games is feeling powerful.

Yeah but that's just your reminder that ranked team games with randos is kind of shit.

OP's image doesn't separate team-based and individual-based games, so I certainly see what you mean in that regard.

That is what single player games are for, nobody plays soccer to feel powerful.

Those still exist on pug services and as community servers. Sorry you got older and couldn't recapture your childhood.

I don't think you've ever been a 12-year-old in western Europe.

None of them use a proper blind elo system. They all game it and wreak the point.

kind of true. i used to be ranked 7th on shoddybattle before smogon took over and it was a bunch of the same guys during that rank. you can learn a lot from it

huh another pokemon example

nothing inherently wrong with skill based matchmaking, the problems are
>not everybody wants to grind, they just want to stay at their skill level and relax
>matchmaking means random players instead of dueling against other regulars in your favorite pub
>everybody sweats like crazy in ranked matchmaking and you'll get kicked if you don't do the same
>no admins so hacking and griefing are rampant
>no custom maps or mods to spice things up
>server quality tends to be poor
the old system of external tournaments/ladders being hosted on community servers was so much better

>feeling powerful
Improving by beating people better than myself makes me feel powerful, beating someone with a tenth of my experience is nothing to be proud of.

Custom maps is dead and so is the fun

Name five games that have both.

Stop playing dead games and expecting a community on par with the most lively games.

>matchmaking means random players instead of dueling against other regulars in your favorite pub
That's actually not true if you're ranked high enough and/or the game is dead enough. Like even in Halo 2, which was an immensely popular game overall, tournament teams would end up playing each other endlessly in some of the ranked playlists.

this would be true with or without matchmaking, I'm talking about the average player in a game with a decently large playerbase

For one, the picture depicts a fictional character's fictional experience.

For another, we don't know if he's playing a game that pits him against others as an individual, or if he is part of a team.

Thirdly, we don't know if the matchmaking in question would include the composition of the teams, should it be a team-based game.

As a fourth and last observation, we don't know the intention for the experience. Is this one of multiple available modes inside the same game?
Are less skilled players supposed to improve through occasional encounters with the very best, as to learn from them?
Or are the best just supposed to admit to being "that guy" and only get to play with their peers?

fact: ur mom gaaaaay!!!!!!!!! hahahahahha