Skill-based Matchmaking

Note! This is a suggestion for the overall matchmaker in the game. Game modes, while of course relevant, are not the point of this suggestion and are somewhat out of the scope of this suggestion. This includes squadron battles, and also the battle-rating system.

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I create this thread upon noticing that there is a lack of a suggestion thread on this very much important matter, that needs discussion. The premise is simple, should a skill-based matchmaking system be added to War Thunder?

For simplicity’s sake, from here on out, I will here from out refer to skill-based matchmaking as SBMM for short.

These polls will be split into a few categories, the reason there is so many is to gather as much data/opinions on the subject as possible to possibly help Gaijin with implementation.

IMPLEMENTATION

Do you think a SBMM system should be added to War Thunder?
  • Yes
  • No
0 voters
How should a SBMM system be implemented to War Thunder?
  • Like in other games, where we have a “casual” mode and a “competitive” mode
  • The entire matchmaking system should only use SBMM (no new “casual mode”)
  • Other method (explain in comments)
  • I voted no on the first question!
0 voters
Should there be rewards for reaching higher skill ranks/levels?
  • Yes
  • No
  • I voted no on the first question!
0 voters

METHODOLOGY

What factors should be taken into account when measuring skill? (Select multiple)
  • Using match outcome data (so win/loss data, placement on team, match activity & etc)
  • Individual player skill/impact (think raw performance; kills, score, assists, kills per life & etc)
  • Contextual factors (did the player drastically outperform the rest of the team? did the player win against mounting odds? what vehicle was used? was the player up-tiered? and more)
  • Temporal conditions (basically, monitoring player performance in the long term; are there spikes in player performance? or sudden drops? etc)
  • Other (elaborate in comments)
  • I voted no on the first question!
0 voters
Should SBMM take into account the different eras of gameplay? (WW2, Cold War, Modern & etc)
  • It should be taken into account, because gameplay can be vastly different at different BRs
  • Only when gameplay is vastly different (Modern BVR/ARH gameplay is much different to that of WW2 propeller combat, for example)
  • No, because player skill is gained over time and is reflected by the skill rating
  • I voted no on the first question!
0 voters

GAME-MODE/DIFFICULTY DIFFERENCES

How should player skill effect matchmaking in different game-modes (ground, air and navy)
  • Players should have a different skill ranking for the 3 game-modes
  • Player skill ranking should be shared between game-modes
  • It should be shared, but with some caveats taken into account with how players perform in different vehicle types (especially ships, planes and tanks)
  • Other (elaborate in comments)
  • I voted no on the first question!
0 voters
Which of the difficulty levels in War Thunder, so: arcade, realistic and simulator, should have SBMM? (Select the ones you want to have a SBMM system implemented to)
  • Arcade Battles
  • Realistic Battles
  • Simulator Battles
  • I voted no on the first question!
0 voters

points

A preface to some of the upcoming points I’m about to make is that they are my opinions, based on my own roughly 3,3k hour experience playing the game. Which has been spread around to air and ground. I have not played navy to a major extent, so keep that in mind.

I aim for this thread to become a discourse point regarding the implementation of a SBMM system in War Thunder, much like my other big thread has become regarding the utilization of SPAA; and how player skill obviously plays a part in it’s effectiveness.

I will use the spoiler feature to split my points up into easily accessible text boxes that you can close and open as you please to avoid cluttering this thread. These will be my own core points to why a SBMM system should be implemented to War Thunder.

Another caveat is that, by the nature of this post, and the scale of the suggestion, a implementation of a SBMM system would most likely require some level of overhaul of the current matchmaking system. As such, I will touch upon the matchmaker as a whole, but focus on the implementation of a SBMM system.

1. The state of the current matchmaker, and how it is detrimental to gameplay

War Thunder’s current matchmaker is a system that many of you are undoubtedly familiar with, and it is in my opinion one of the game’s most flawed systems. Yes, it gets the job done, but it does so in my opinion, very poorly. Players are placed into matches with little account for their skill, line up (outside of maximum battle rating) and intentions that match.

This is especially important when it comes to game-modes like air realistic battles where players only have one life; where the impact of a single player is much greater than that in ground realistic battles. The issue this creates is simple. Teams are often awfully balanced, and often lead to full steam rolls where one team dominates a match. This is a very common experience in Air RB, and especially in ground battles at the higher battle ratings.

Yes, there are matches when by sheer luck, equally skilled players are put against each other, and we have good matches that can last the full duration. These are some of my personally favorite matches of all time. But they are rare.

It is obvious that this sort of lack of balance leads to a poor experience, where players are put against variably different opponents in terms of skill. This happens at lower BRs and at higher BRs. Leading to short, unfulfilling matches.

As such, the simple solution to the problem is to implement measures to measure player skill, and place players against opponents of equal skill. In this manner, newer players can have an easing into gameplay, rather than being thrown against veterans with far more skill than they would ever be able to counter. A SBMM system would go far in ensuring that players fight opponents of equal skill, especially when no such system is in place at the moment at all.

2. Possible issues that could be spawned from implementation of SBMM

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One of the biggest concerns I have is if Gaijin fails to properly implement the system. As such, I push forward the notion that Gaijin should be very transparent about the implementation of such a system, if it ever comes to it in terms of implementation.

Secondly, queue times could take a hit when it comes to implementation of such a system. I have no idea by how much, but I’m sure Gaijin could possibly figure something out.

Gaijin has set a good trend as of late when it comes to broadcasting their next moves regarding updates to the came. As such, I feel they could extend the hand out and properly coordinate with the wider community via feedback prompts and other forms of communication to slowly craft a system that works extremely well.

Another one is that of smurfing/seal clubbing being made “official” which is an issue that already exists. In my opinion, it would be made less prevalent by the implementation of a SBMM system. If Gaijin creates the proper metrics/systems for measuring player skill, smurfs would be very easily noticed as abnormalities in the system (spikes in performance for just created accounts are statistical abnormalities.) General exploitation of the system should be something that Gaijin takes into account in it’s implementation.

Cheaters would also have a vested interested in a system like this. Especially if a reward incentive is created by rewarding players reaching higher ranks of play. But this is unavoidable. At the same time, I feel a SBMM system would also give Gaijin the ability to track player performance in a way that could be used to counteract cheating. (Think how VACnet works at VALVE.)

3. Caveats to the different game-modes & difficulty levels of War Thunder

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Another thing that should be is addressed is how would player skill transfer between game-modes? Especially when there is a mixing of what vehicles can be used in what game-modes? This is a balance that should be found, and will take some time to figure out how it should be done.

This is why I have left poll options for that matter to be voted upon, because it’s implementation will be important. In my opinion; air, navy and ground should have their own skill levels as there is quite a difference in gameplay between the game-modes.

There also some differences to how different modes play based on difficulty, especially apparent is the difference between simulator gameplay and arcade gameplay. This is another important matter that needs to be properly discussed. In my opinion, each gamemode naturally should deserve it’s own skill rating, maybe with the exception of simulator battles, but who knows. It feels like Gaijin may be moving on from SB with the coming of Aces of Thunder.

4. Possible concerns for the different ranks/eras of gameplay

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Anyone who has played War Thunder for an extended period knows that the game is very different at the different ranks and battle-ratings, the game becomes very different in terms of it’s gameplay. Nowhere else is this more apparent than in air battles. Sure, some core concepts still apply even at higher BRs but for one the complete absence of missiles at lower ranks means that players who for example, buy their way to the top, will be completely thrown into a different world of gameplay.

I also say this as someone who did the same thing to some extent, preferring to skip the propeller era of gameplay by a long shot to get to the jets. I have since then returned to try out many propeller aircraft. But the point still stands that at different ranks, the gameplay is different. As such, it should be discussed and taken into account.

In my opinion there are two camps here. One could be that player skill, as we learn and get better, will ultimately mean we will understand more about the game over time – meaning that generally speaking, players at high skill levels would know how to play at each rank. However, in my own time of playing, I have met those who only play at certain ranks. I have no idea how big this group of players actually is, but they exist, and thats what matters.

What do you think regarding this?

To conclude this section, I will list the general upsides and downsides a SBMM system could have for War Thunder, in my opinion.

Possible Positives

  1. Matches would be far more balanced, and most likely last longer on equal terms – improving the gameplay experience for everyone
  2. Through the SBMM system, players could gradually improve by fighting opponents of equal skill
  3. SBMM would highlight War Thunder’s potential as a competitive game, giving players easier access to the competitive scene
  4. A new SBMM system could give Gaijin the ability to monitor new statistics, which could be used to balance the game and possibly even counteract cheaters
  5. Creates a incentive for trying your hardest each match to win, rather than focusing on increasing RP count on next vehicle

Possible Negatives

  1. Poor, rushed and miscommunicated implementation could result in more issues than it fixes
  2. Possibly longer queue times based on how the system would be implemented
  3. Exploiting/engineering of the skill ranking system by methods such as stad padding, could become prevalent if the system isn’t built to be smart
  4. Up tick/increased interest in cheating software, botting or other third party programs being used to exploit the system

solutions

I think one of the most important things establish early on is that Gaijin should communicate with the community when it comes to the possible future implementation of a feature like SBMM.

A proper rollout/testing plan would ensure that Gaijin is given enough time to iron out any kinks with issues regarding the system, and giving players opportunity to test it would be ideal. Similar to how we have had events like the SAM site destruction one recently, large scale tests like that with feedback prompts in-game rather than outside would give Gaijin the opportunity to collect valuable data over time from large parts of the community.

Thus, I push for the notion that Gaijin if they choose to implement such a feature, would properly communicate and test their implementation of SBMM rather than throwing in into our face out of no where.

Another thing that is to be made clear is the way metrics are used, and in what sort of algorithm. While I am personally not the most technically knowledgeable when it comes to this sort of subject; I have done some quick reading into how this stuff works to at least get a surface level understanding of this sort of thing is usually done. Which is why, I urge anyone more technically knowledgeable to give their feedback when it comes to proper implementation of a SBMM algorithm.

elo-rating-algorithm-2173936348

Anyway, there are a few systems used in the industry, many of you probably have come across the term “Elo rating (system)” maybe once before in your time on the internet. Such a system was largely designed for rating 1v1 chess style matches, and it works for that. Obviously, such a system only works for that, because it’s designed for that. It works largely by just giving players points, and then subtracting them based from the loser, to the winner.

This doesn’t work for WT’s format, or really any other format, which has lead to systems like Microsoft’s TrueSkill being created. These use more complex mathematics to represent players as differing variables, taking into account the differing nuances of player performance; which I listed at the start in the polls. In general, we would want a system that is smart, flexible and robust. A system that takes into account practically everything the player does; because it gives Gaijin the ability to rank us better. We can combine these methods with other ones, such as purely ranking player performance; which Gaijin does seem to do to some extent already to base vehicle BR balance on.

In general, the core focus in my eyes should be on player skill on the individual scale. So kills, score, battle activity, deaths and etc. Of course these would also have to be tuned for different game-modes. The reason I personally think it should focus on individual player skill is that most people do queue in alone.

For the actual implementation, many differing factors should be taken into account, and from my quick and brief understanding it seems a Bayesian style formula is the one utilized the most. Of course, I think the developers themselves could figure something out regarding this if it ever comes to that. This is just my suggestion.

Other things that would help are the incorporation of placement matches, also rank decay to promote active gameplay and avoid skill drift/rust. In general, Gaijin does have many tools they could use to make this really easy for themselves and I believe the development team could implement this very easily…

discourse

Wrapping this up, I want to spawn discourse regarding this subject. Much of what I’ve said here is my opinion, so is anecdotal as it gets. But I feel there is a large part of the player base that agrees with the premise that we should finally get a system akin to SBMM. Which is why I open this thread to begin with. To spawn that discourse, in a way where Gaijin may actually notice it and we may finally do something about it.

Please, vote, and comment. Make this thread visible and relevent for staff, so it may be forwarded to developers some day; and we may finally get a modern, robust and great matchmaker for War Thunder. Thank you.

4 Likes

Something new? nah, not gaijing type

Not full SBMM, cuz that’s a Tiger ll with way to high rank vs a equally skilled player playing a Leo2PL, but matching ppl with the same skill against each other within the BR system

Very well laid out post, very nice formatting, nice colors, nice graphics, everything 👍

But, it is a resounding NO from me. A game will always turn into a sweaty try hard fest once ranked/skill based systems are used. It is already bad enough with the online sites that display their own ratings systems.

1 Like

It is known Gaijin does a really awful job at balancing vehicles and nations.

Even a noob can get good kd with an op vehicle (some being premium).

So this will just decrease the number of minor nation players so everyone go play meta nations/lineups to farm elo.

1 Like

Never.
I explicitly play War Thunder because it doesn’t have SBMM.
I don’t want further toxicity in the game.

Yes but only as a different competitive gamemode, which still has to adhere to BRs

Kind of like ranked matchmaking in other games, br brackets can be rotating like sim.

1 Like

I have not voted simply because i miss a decisive point:

Battleratings adjusted on actual combat capabilities are a prerequisite for implementing a functional SBMM.

Why?

  • I play just prop Air RB and see daily that actual player skill is less decisive if you face extremely under-BRd aircraft in a rather mediocre or average aircraft.

  • That means if you face a similar experienced pilot the under-BRd aircraft has always the upper hand. If a SBMM increases the total amount of equally skilled players you have to fly a meta plane or you have zero chance.

Impact example from my pov:

  • As i like stuff like SM 92s, Me 410s, Hellcats or P-47s my efforts to make them work are already high enough - if i have to face way more experienced enemies flying stuff like Yak-1Bs, Yak-3s, Ki-44s or just in a plain P-51 C-10 i have to stop playing them and switch completely to broken planes like the MB 157 or the C-3604 just in order to have a fighting chance.

In other words:

The BRs needs to be set on realistic plane (and not player) performance level and the BR spread has to be reduced - otherwise you will see exclusively lobbies filled with meta planes. I have no problem to turnfight a 4.3 Yak-3 with my 3.3 Hellcat but i have serious issues doing this in a 3.3 Me 410.

1 Like

would be amazing.
Good players facing only good players would be good for the game and prevent seal clubbing.
sign me up

+1 ( as new game mode only) but not for the correct ab / rb battles the reason it will make it very toxic.
at least when it’s added as ( new game mode ) players will have option to choose.

1 Like

Probably the most thought out SBMM post I have seen so far, while I have to say no in general, I’m not opposed to a competitive or tournament game mode existing as long as I can ignore it, and that means no OP premium vehicle rewards that cannot be obtained any other ways, SL/RP/GE/ unique cammos or premium packs that are otherwise obtainable as rewards I’m fine with.
I’m getting to old to sweat against teenages with young person reflexes. And honestly it’s also interesting to not know how skilled an opponent is when you engage.

(Yappity yap, click to show)

I started out like any other player, I sucked originally and knew nothing about machinery of war. I was just a random wallet warrior Timmy at the start, grinding out his nation’s TT with their premiums and such. I was by no means “good” at the game in any sense of the word. Had you ever proposed this back then I would say no, it would have been of no use to me. Sadly for most players this is also likely the case, and I think will cause many who don’t see much purpose to this.

That doesn’t mean this shouldn’t be a thing off to the side for those who want it. The players who dislike such a thing can steer clear of it and ignore it if they wish, so long as it’s added in a fashion that makes it completely separate from casual matchmaking we have ingame.

Many players who are active in the online community are above average and I’m sure would love to put their skills at the game to use in a competitive way. Giving them this option wouldn’t be all too bad if you ask me. The only issues I worry about are the toxicity that could come from such a thing as has happened in other communities in the past (maybe auto using name tags during battles and turning of all cha in there would be a viable solution, then again maybe not). As someone whose grown over the years as a player, I think I’m not alone among the above average players in saying this wouldn’t be outright detrimental to the game depending on how it’s added (second main issue, gaijin. We all know they’ll find som way to screw it up lmao).

With that said: +1 as a side option, for this who want it. So long as it doesn’t override what we have or take away from the current system I have no objections and would gladly try out such a system if it provided improved rewards as suggested. Very thorough suggestion, well done!

No.
I don’t want another job.

Adding to all this a lot of mechanics and the general gameplay loop in certain modes (looking at you ground rb) are so fundamentally flawed that a player can easily get amazing stats by just ruining the game for everyone. SBMM would make entire lobbies of M18 Hellcats just running around the map to spawn camp

1 Like