PhoenixFire55, on 17 April 2017 - 04:15 AM, said:
So much sarcasm, but sadly you've entirely missed the point of my post.
Creating a matchmaker isn't simple, nor did I "solve" it anywhere. However, saying that low population is the reason your MM isn't working is a lame excuse, which is what I've proven.
Low population IS the core reason for this though.
Think of it this way.
Let's assume that Tier 1 is filled with mostly actual good players, and players that play the game too much (which is kind of the case right now).
If Tier 1 is 50% of the active population AT THE TIME of the MM, then you're going to have issues getting balanced matches. Good T1 players are mixed with bad T1 players, and consequently you're going to get screwed up skill levels based on the players selected.
But let's really talk about the actual flaws, because you're forgetting a few aspects about PGI's MM.
1) Tier 1 is Tier 1. Some people may be at the lower end of Tier 1, but there's a pretty likely chance that PGI's definition is just "is this guy in Tier 1" and forgets about the actual values involved (whether that person is at the highest end of T1 or lowest end of T1). It's just easier to simplify w/o math.
2) Teams are constructed as is for the MM waiting for "the equivalent side" to be created. What I mean by this is that let's say it decides to group an 8-man with a 4-man. Well, the MM doesn't bother "deconstructing" that group that's waiting in the queues to say an 8-man and 2 2-mans, or replace the 8-man with a 5-man and 3-man to make a different by close approximation of the group sizes. In essence, the MM doesn't attempt to reshuffle the deck in order to make a "better match". This is problematic for just basic MM principles because if you're that group that perfectly matches with an SJR/EmP deathsquad, you may have won the lotto (or not because you ended up on the other side).
3) The group queue doesn't factor in tonnage (it's only enforced in group creation, not in MM factoring), which is primarily responsible for tonnage mismatches. But worse is that the group queue tends to have players in MULTIPLE TIERS, and to attempt matching "that grouping" is difficult... whether it is a group with a 4-man deathsquad or a 8-man group of PUGs (yes, they exist in the queues).. you will have trouble just matching "perfectly" with that kind of setup.
In summation, point #2 is the bigger/biggest problem in the MM, where constructing a team does not get any reshuffling consideration (maybe outside of the group quitting out of the queues) and tries to "magically" fit everything together by those construction rules (and doing a crap job of it most of the time).