@WatchAsILead said:
@ImSploosh said:
@WatchAsILead said:
The way you word this post you make it seem like CMM ruins the whole game for you:
1.) People still leave server browser matches lol, so whether a player leaves in server browser or CMM you’re still screwed for 3-5 minutes waiting for someone to backfill that spot.
2.) Javelin is getting a nerf so cool your jets
3.) CMM will put you in games faster when the player base gets bigger when more people start using it. and even in CSGO or PUBG, a game with 200,000+ Players it still takes 1-2 minutes to get in game
4.) Its considered casual and theres no impact on whether you win or lose. If you dont like the balance of a CMM match you dont have to stay, leave and someone will fill your spot.
5.) Maybe you feel like its a mini ranked match because you’re actually getting pair with people your skill level. So now you feel like you actually have to try instead of pub stomping noobs.
It HAS ruined the game for a lot of people. There’s just too many issues with it and it doesn’t fit DB. We don’t have, and probably never will, a massive playerbase. Also, it’s just not casual. It’s essentially Ranked without rewards. Just because I’m as good as a no-life, tryharding 24/7 dude doesn’t mean I want to play like that all of the time (hence ranked). The casual, fun aspect isn’t there in CMM.
Unfortunately, there’s also other issues with it like having only 6v6 servers, no option to select sub-region (U.S. East or West) which makes it unplayable, and the wait. There’s more, just can’t think of it at the moment. I’d have to play it again lol
But theres no reason why it should ruin the game for anyone. The only reason you feel like CMM is essentially ranked is because you get paired with players that are your skill. What it seems like you want is an all access pass to play with people worse than you so theres no competition, so you can sit at the top of the scoreboard without even trying.
Casual gaming = Easy gaming for you and thats not how it works, nor how it should work. If you want to pub stomp noobs all day then you might as well play with bots or some PVE game.
I think this is the strongest point against the “CMM feels like ranked” argument: it feels that way just because you’re actually playing against good players. Sorry you can’t gratuitously stomp plebs anymore!
There’s a lot of truth here, but there are also some little discussed problems with this kind of perfect MMR balance, should you actually achieve it.
A major part of what makes games rewarding is getting better at them and then seeing your improvement rewarded by the game systems. So this sort of narrow band MM actually has a large cost in that it nullifies or mitigates a major type of reward loop. Roughly, narrow band MM makes in-game performance static.
The games that have decently effective matchmaking are therefore very dependent on a strong ranked system for the skill-reward feedback loop. Overwatch, or CS:GO, or Paladins don’t need to worry as much about whether casual play is rewarding you for getting better, because they have active and to a greater or lesser extent PRESTIGIOUS ranked systems.
Once you have those, the eternal 50/50 matchmaking grind becomes much more bearable: GOOD players start to see ‘casual’ as ‘practice’, with the skill reward derived from ranked, while BAD players just play casual. One thing about being BAD is that games at BAD MMR are generally more fun anyway: they are more dynamic, swingier, there’s the new car smell. BAD players are still strongly engaged in the intrinsic rewards of learning the game systems: learning a genji combo & then doing it feels good. The difference between being NEW and AWFUL and merely being BAD is big enough that the learn-execute-feedback loop is engaged. It’s only fairly GOOD players who are specifically striving for small incremental improvements like 35% vs 30% accuracy, or 2:1 KD vs 1.5:1. BAD players are engaged by obvious feedbacks like: I did my combo, I learned how to ult, I learned how healthpacks worked & used one, etc. GOOD players have mastered all those basic skills, and instead are engaged by the kind of feedbacks you see on the scoreboard or stat sheet. So when a narrow band MMR system makes scoreboard performance invariant to skill, you’ve just disengaged the reward loop for non-new players. At that point, you’re depending on ranked to do most of the skill-reward loop heavy lifting.
Of course the problem with DB is that ranked is barely functional, and even if it WERE functional it wouldn’t be nearly as meaningful just because the game doesn’t have much prestige. Getting top .5% in OW or CS is fun, IN PART, because of how widely understood and appreciated that achievement is. For a variety of reasons, seeing a grandmaster DB player isn’t nearly as meaningful or impressive.
So with that in mind, it will be very hard for GOOD players to ever positively engage with casual as PRACTICE. For most players, casual is just the game, and ranked is a more or less broken and unimportant feature. So in that context an MMR system that was PERFECT, one that successfully paired of top 5% people with exactly top 5% people and so on, makes the game a lot less fun for them. Not just because they aren’t winning as easily as they were before, but also because the game no longer has any reward feedback for incremental improvement. With enough practice the top 5% becomes the top 2%, but if they did that with CMM they would never perceive any real change in their performance. It would be average a 1:1 K/D 50/50 w/l game all the way.
So a strong and PRESTIGIOUS ranked scene is a prerequisite for any game that wants to have narrow band MMR matchmaking as the primary mode of play. Even then, quite a few games have died on this hill. Starcraft 2 had the most prestigious ranked mode in history at the time, but there was no good casual mode to reward player improvement. Most players started the season at gold, ended it at gold, and had a 50/50 W/L all along the way, despite actually getting better. Then starcraft added a completely non ranked mode, but it was still narrow band MMR. The result: turns out no one is actually interested in playing a very close, ultra intense game of starcraft 2 against a player who is exactly as good as them for no rewards again and again and again.
Anyway, there’s definitely some negativity towards CMM that is entirely about not being able to pub stomp. But the ideal of a casual mode that is a ‘totally fair game everytime’ actually has serious weaknesses: it breaks the most important reward loop in games. It’s not a good fit for every game, and where it is successful it is usually because the complement ranked mode rewards are extremely rewarding.