SharDar, on 24 January 2022 - 09:40 AM, said:
I really wish that matching was limited to +/- 1 tier. If the tiers are made up of an even distribution of players--20% in each tier--then everyone should be able to get a match in a reasonable amount of time. As a Tier 3 player, I am matched against Tier 1 players, and I don't think that's equitable. One of the issues is that the game is driven by Tier 1 players, whose opinions drive most of the decisions. While that is good for them, I don't think it is good for the game as a whole. Any game players population will comprise a vast difference in playing ability. Providing good gameplay for players at all levels is important to keep a game healthy.
Although I have no hard data to support my intuition, my intuition is that the distribution across tiers is not uniform. I believe it is right skewed, with tier 5 being on the left. In other words, as you increase in tier there are less players in that tier. It would almost have to be this way because the friction to advancement increases as one moves up and starts to be out of their element. Even more so given the matchmaking system. I think advancing into tier 3 is much easier by virtue of the tier spread than advancing from tier 3 to tier 1, even if you play at your tier level.
With that said, I believe the intention of the current system was to create a normal-like curve, centered on tier 3. The problem they were trying to fix was that everyone apparently floated up into tier 1 eventually. Take a moment to consider the implications of a population mostly centered in tier 3. That would mean that tier 3 players would mostly be able to match with tier 3 players and that players on either end of the curve would have a bulk of tier 3 players to fill their games. In any event, I do not think the matchmaker has achieved this.
The reality of being in tier 3 is that one can inch into tier 3 by being just better than average. The other end of tier 3 is a different story. The topic of how "wide" each tier is and the true stratification of each tier has been widely discussed and acknowledged. The range of players in tier 1 is referenced constantly, but that range also exists in tier 3. I would argue that it is a starker difference. A tier 4 player poking into tier 3 could be in for quite a shock. A seasoned tier 3 player poking into tier 2 is not going to experience much different of a game under most circumstances.
Another very grim meathook-reality of being in tier 3 is that when population is low, one is a filler for tier 1 games/players. Plain and simple. This has to be true if we accept that the higher the tier, the smaller the active population, and that the goal of the matchmaker is to provide timely matches for all players, thus irrespective of tier. The whole premise behind the tier spread allowance and gradual widening of it is to achieve this goal.
Why do I say tier 3 is filler for tier 1? If a tier 3 game is seeded, it is likely to contain tier 4 players, so the matchmaker would not want to pull in tier 1. In fact, it would prioritize tier 4 and tier 2. It is much more likely that a tier 1 player seeds a game and the matchmaker pulls in tier 3. If a tier 2 player seeds a game, again, it will pull from tier 3 and tier 1. If it happens to pull in tier 1, it will not pull in tier 4 -- thus tier 3 is a filler once again.
I have used data collected in matches to infer population levels at time of play (use of SteamCharts numbers do not really capture the population levels because not everyone uses Steam and, as far as I know, we do not know how many players are playing when not using Steam). I can associate a qualitative feel of the game quality that correlates to inferred low population levels.
The reality of the entire situation is that the current active MWO population is insufficient, at certain times certainly if not all the time in general, to support the wide range of player skill levels.