Roughly the following info was given by a PGI MM programmer interviewed in one of the NGNG podcasts.
The matchmaker
already tries to reach as low standard deviation of ELO as possible, which means it tries to put you with equally skilled players. But it often has too few players to work with.
The more extreme the ELO of a player, whether extremely high or extremely low, the harder it is for the MM to find two teams of similar skill. There is simply not enough players that bad or good to make complete matches. Therefore these players experience the "carry harder" or "fifth wheel" phenomenon, as at a certain extreme level of good you start being dropped with increasingly bad players, and vice versa. This isn't ideal of course but fixing it would require either a much bigger population or less player choice, as described later in this post.
There is also two very persistent myths about the matchmaker that should be dispelled.
The first is that "roflstomps" are a sign of bad matchmaking, that is not true. The somewhat counter intuitive truth is that the chance of stomps goes UP the more even in terms of skill the teams are internally. This is (plausibly) because teams of even players tend to succeed of fail together, either they manage to coordinate or not, and the team that clicks will roll the other. Whereas in very uneven teams the good players on both sides will just kill the bad players on the other side and the match ends up looking more "even" in terms of kills.
The second myth is that streaks of wins or losses are a sign of bad or "rigged" matchmaking. The opposite is true, any random system of sufficient size will feature predictable quantities of extreme results. If no one ever got extreme streaks of wins or losses then
that would be evidence of a rigged matchmaker. So either we want a rigged matchmaker or we accept the occurrence of extreme win/loss streaks. You can't have the cake and eat it in this regard.
The last thing to ponder it that as player choice goes up, matchmaking quality goes down. There is no avoiding this tradeoff and MWO currently has a lot of player choice in terms of game mode, group size, builds and two separate ques. There is only so much that can be done with matchmaking while combining extensive player control with a small population. If we gave up game mode selection and limited group que sizes to 4, 8 and 12 the quality of matchmaking would increase considerably. I am personally in favor of those changes, but many aren't.
Edited by Sjorpha, 05 March 2015 - 02:30 AM.