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Improving DotA Matchmaking

Forum Index > The Tavern
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harodihg
Profile Blog Joined November 2013
Japan1344 Posts
November 22 2019 20:28 GMT
#1
Topic: DotA matchmaking sucks, the common complaints are that queue times are too high and the quality of the games are low.

Cause: There are too many Valve implemented factors segregating queues and as a result the games take a long time to find and the match finder often struggles to put together games that are overall balanced.

The goal: improving match quality and reducing queue times/making them more manageable for players. Match quality being 'good' would ideally involve everyone being within 300-500 mmr of each other in any given game.




What would improve and solve these issues? Implementing a bracketed matchmaking system.

https://dota2.gamepedia.com/Matchmaking/Seasonal_Rankings

Right now there are 8 badges ranging from Herald to Immortal with 5 ranks within each badge. Every badge ranges approximately 770 mmr (look at the mmr at the next badge to see when you obtain it) except for Divine which is 800 mmr, and Immortal which scales upwards from that.This means that each rank is worth approximately 154 mmr.

If you were to cut down the number of ranks in a bit over half so instead of there being ranks 1-5 there were only ranks 1-2 before you reached a new badge you would increase the amount of mmr in each badge from 154 to 385.

The next step is to try and force the matchmaker to only put together games grabbing players within that singular rank without care for their actual mmr (players who lose below a rank drop back down as far as this is concerned).

The disparity of 385 is small enough to not worry about matching exact mmrs or average mmrs because on a big enough scale the number of games where one team is a good bit higher or a good bit lower will average out and make no difference.

This would drastically reduce queue times because it would no longer try to find games where the exact average mmr would be exactly equal, which is what is creating extremely mismatched games to begin with. Right now you'll often find games with an ancient 1 playing with divine 5s, which is approximately a 1500 mmr difference, or other games where a divine 2 can play with a rank 7, which is 9k mmr versus 4.8k which is literally a 4k mmr difference.

These games are thrown together because the system is trying to reach an equal average mmr and throws in an extreme high or an extreme low player to even it out. Which is simply unacceptable as far as match quality is concerned.

This system could also work in the immortal badge range where brackets are implemented on a different scale (instead of every 380 mmr) but instead on a broader range, like around 500 mmr. And in instances where a player can't be found to fit a certain role within that bracket it would simply look for players in the closest bracket (one up or one down) to fill that spot but also consider how close their mmr is to that bracket (aka if a bracket is 380 mmr and the next bracket is 5k it will take the closest to 5k as opposed to a 4.7k player)

The second thing to add would be a visual Live Queue Statistics tab to show players how many people are queuing within their bracket, and what roles they are queuing. This would be especially helpful for the upper immortal brackets to judge how their game quality would look, or for lower ones to determine what roles are needed to get games started.

Agh's ult sniper: Sniper locks eyes with target unit, immobilizing them in horror as he turns the gun on himself. Channeled, lasts 5 seconds.
harodihg
Profile Blog Joined November 2013
Japan1344 Posts
November 22 2019 20:28 GMT
#2
Rough thoughts for now with definite advantages and disadvantages, but earnestly believe that this system would be DRASTICALLY better than the current.
Agh's ult sniper: Sniper locks eyes with target unit, immobilizing them in horror as he turns the gun on himself. Channeled, lasts 5 seconds.
harodihg
Profile Blog Joined November 2013
Japan1344 Posts
Last Edited: 2019-11-22 20:31:14
November 22 2019 20:29 GMT
#3
Please post your criticisms below or why you think it could/couldn't work and perhaps the idea overall can be adjusted to account.


edit :also post your funny ranked MM pics of huge rank discrepencies

[image loading]

over 4k mmr difference lmao
Agh's ult sniper: Sniper locks eyes with target unit, immobilizing them in horror as he turns the gun on himself. Channeled, lasts 5 seconds.
Fleetfeet
Profile Blog Joined May 2014
Canada2807 Posts
Last Edited: 2019-11-24 01:46:18
November 24 2019 01:09 GMT
#4
I'm curious if menus allowing 'I care about this facet of matchmaking' would help improve things. People being allowed to say 'I care a lot about mmr' vs 'I care a lot about behaviour score' vs region etc would allow people to opt in to games with worse matchmaking in some facet for better/quicker matchmaking in others.

I dun play ranked atm so can't be much help, but I've been amused by 8+ minute queues in unranked pubs.
rabidch
Profile Joined January 2010
United States20289 Posts
November 24 2019 02:40 GMT
#5
wouldn't work for party queue but its worth saying that party queue shouldn't have solo queuers
LiquidDota StaffOnly a true king can play the King.
harodihg
Profile Blog Joined November 2013
Japan1344 Posts
November 24 2019 08:56 GMT
#6
On November 24 2019 10:09 Fleetfeet wrote:
I'm curious if menus allowing 'I care about this facet of matchmaking' would help improve things. People being allowed to say 'I care a lot about mmr' vs 'I care a lot about behaviour score' vs region etc would allow people to opt in to games with worse matchmaking in some facet for better/quicker matchmaking in others.

I dun play ranked atm so can't be much help, but I've been amused by 8+ minute queues in unranked pubs.


That's an issue with Valve essentially making ranked the default game mode.
Agh's ult sniper: Sniper locks eyes with target unit, immobilizing them in horror as he turns the gun on himself. Channeled, lasts 5 seconds.
gamesbx1102
Profile Joined November 2019
1 Post
November 28 2019 07:17 GMT
#7
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