Hi everyone. Everyone knows that the mode of ground RB is highly dependent on teammates, and the complaints from the players reflect that. People like to complain about unskilled users ruining their teams, which is a perfectly reasonable concern that game developers have been working hard to solve. One of the “industry standard” solutions is SBMM, skill based matchmaking.
On the other hand of the spectrum, we have some players, mostly new players, complain about matching against level 100s; while levels have nothing to do with skill, I think their concern is also valid just like players complaining about bad teammates.
SBMM essentailly make it so players match with those with similar skill level.
According to Wikipedia.
Skill-based matchmaking (SBMM), also referred to as matchmaking ranking (MMR), is a form of matchmaking dependent on the relative skill level of the players involved.
Big titles like Call of Duty, Battlefield, Halo and others employ this method to balance the game, so we can clearly see that it is successful, not just from my mouth, but proven by the fact that many AAA game developers are making it their standard.
It does not work that way in my experience. I play like 2-3 okay matches than i get thrown to a bunch of try hards and get stomped for a few matches before i am finally allowed to have a decent match.
How will that work in a game like this?
We have dozens separate mms with many mingling as well. How could you determine someones skill at mm and think that their skill will translate to a completely different mm?
There are a lot of players that have “good” stats and all they do is killing one or 2 airplanes and they just leave the match since it doest count as a kill…
You presented the problem, you presented the examples where this is applied but where’s the solution for this “issue” for War Thunder, games like Call of Duty, Battlefield and Halo rely on skills, tools used by the players has little difference, in War Thunder you have huge differences from each tool the player uses: You might face a Type 69 with APDS-FS and dual-axis stabilizer in a Leopard I with neither of these; do this involve skill or just advantage from one to another? Such cases where skill-based matchmaking doesn’t work in War Thunder, you can’t measure skill based on the vehicle the player uses as it may vary a lot from vehicle to vehicle, I could simply decide to play bad in one vehicle and in the next match with a good one in low skill matches. If you want truly skill-based matchmaking in War Thunder, this shouldn’t measure the general player profile but its performance in a specific vehicle (whoever the player is playing now), this can be the kickstarting for a decent proposal of skill-based matchmaking which even in my opinion has its flaws and I still think skill-based matchmaking in War Thunder doesn’t have its place.
I don’t deny that there are factors that reduces the signlficance of skills, but a good player will always have better stats than a bad player. Remember that everyone gets screwed over equally by uptiers.
As someone who played COD for years, and hasn’t played for years but still follows some things, the COD community asked Activision for years to remove SBMM and they removed it now only because of the fame of Battlefield 6 which always had a VERY LIGHT SBMM, WHAT ARE YOU SAYING IS SUCCESSFUL??? oh yeah, another post TIGER_TANK1
Gaijin already does use an ELO based matchmaking system(relative scorecard position), in order to try and achieve a global 50% win rate for all players.
Any further SBMM type implementation will cause issues with Gaijin’s intended minimal queue times above all else so it does the best it can, by manipulating Spawn selection (ever wonder why a given map isn’t balanced? So they can skew the results by provisioning team selection accordingly), team composition (ever wonder why your team is frequently comprised of “speds”, and the opponents are so very much more competent, and are often comprised of quad-stack after quad-stack of “sweats”)