![]() ![]() Through our investigation into the topic of matchmaking volatility and how parties affect the game, we’ve noticed something that fans likely already know: players have very different comfort levels when playing core roles versus support roles. We’ve done some testing to make sure this is true in advance of this update, however we know it’s likely there is more work to be done here and we’ll continue working on this aspect in the background during this experimental period. At a base level, we think mathematically we are able to have high confidence that playing with a friend will not have a material effect on your average mmr value with a properly balanced matchmaker. ![]() We have enough data to form matches that cause you to have an even chance to win by carefully choosing the opponents that have a similar makeup. While that has been at least partly true in previous matchmaking system iterations, our most recent version does a fairly good job of addressing this. Another common case is playing with a friend who has a higher mmr than you, expecting that it will cause your mmr to go higher. Most of the issues related to this we think we can solve with better algorithms. We’ve considered other approaches to the friend and teamplay incentives, but they tended to do a poor job at making it feel actually rewarding to play with friends and only papered over the issue.įor the correctness of the MMR aspect: We recognize that there is a tradeoff here on the mmr data quality if the match has solo mmr numbers with party mmr numbers, however we feel that the impact of that data noise is much smaller than even we initially considered it to be early on and generally with how it is discussed online. Furthermore, Dota is a very teamplay heavy game and we want to consider that aspect a bit more strongly in the hierarchy of matchmaking values. We believe that bias has over time caused more negativity and unhappiness when playing Dota. The game currently overly emphasizes playing solo and establishes a strong social reward mechanism for this, which causes many players to prefer playing alone than with friends. There are two major aspects with this change: 1) the teamplay and social aspect and 2) the value and correctness of the MMR value.įor the teamplay aspect: We think it is really crucial for you to not have a disincentive to play with your friends. We can’t say that we are fully confident that this will end up being a good change either, so we’ll want to wait until the end of the season when we gather feedback and data on how it has played out after players have had a chance to absorb it. ![]() We expect this to be the most controversial component in today’s update, as we’ve heard fair criticisms of it in the past. The first of these experiments is removing the concept of separate Solo and Party MMRs. We’ll also be working towards other features, such as better detection of smurfing and other abusive behaviors as the year progresses. Close to the end of the season we’ll do a direct call for feedback on how the changes have worked out and use that feedback, along with data we are gathering in the meantime, to help inform the direction for the next season. ![]() In order to help make progress on finding the right set of tradeoffs, today’s update includes a couple different experimental changes that will last until the end of the season. Matchmaking involves various tradeoffs and our goal is to find the best balance between all the different factors. ![]()
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