Bad matchmaking?

I’ve played about 25 games on the test flight so far, about 10 of them was with micro stuttering due to Riva Tuner running, and I’ve won probably 2 or 3. For some reason I’m being matched with what I can only describe as the worst team mates possible. Is this happening to anyone else?

In my last match I ended with 21 kills. We still lost… I’m not going to say I’m the best Halo player in the world but I’m definitely what I would consider above average. I’m finding it really hard to enjoy playing when my team mates can’t reach 15 kills between them. I don’t expect everyone to be god tier but I don’t see the point in playing if I’m going to lose every match.

It’s a Tech Preview dude. We’re tasked to test and give feedback. But I get it, I hate losing too man. Once we have a Ranked system, we should be good to go!

Losing isn’t a problem, In order for there to be a winner there has to be losers, The problem is that its hard to give feedback if your team is getting squashed each game. There seems to be a skill based matchmaking system so logically we should be getting matched with teams and opposing teams of similar skill.

If there is matchmaking then my feedback is that its not working as intended, from my experience, and work needs to be done to it.

You lost me. How is it hard to give feedback when you’re losing or getting “squashed”? I’m trying to understand your issue here.

From what I gather, you feel that you’re getting matched with teammates that do not match your skill level causing you to lose matches, make it difficult for you to continue playing (or “see the point in playing”), and makes it harder for you to give feedeback?

So this leads you to believe that there is no skill based matchmaking or if there is, it is not working correctly?

> 2533274804710909;4:
> You lost me. How is it hard to give feedback when you’re losing or getting “squashed”? I’m trying to understand your issue here.
>
> From what I gather, you feel that you’re getting matched with teammates that do not match your skill level causing you to lose matches, make it difficult for you to continue playing (or “see the point in playing”), and makes it harder for you to give feedeback?
>
> So this leads you to believe that there is no skill based matchmaking or if there is, it is not working correctly?

Oh, the skill-based matchmaking is working, alright. But there lies the problem…skilled based matchmaking.

The short response I have to it is that it sucks and ruins video games.

The long response would be this. The following response is a post I made on this forum, but it was removed without me knowing…Which I find pretty hilarious. Shady, but hilarious:

Why do games nowadays love to add skilled-based matchmaking?

“So casual average players won’t ever face tryhards. They will face someone their skill level”

I understand where you’re coming from, but at the same time, it doesn’t make any sense. it’s like people think that without skilled-based matchmaking, they are gonna face tryhards every single game. Unless that specific video game’s community is small but competitive, you will rarely face people that are sweating the pores off their face. I mean, my god. What’s the point of putting in a ranked playlist then? It’s pointless.

like the person who made this post, I can confidently say that I’m no average player, but I’m also not the kind of person who wants to constantly make callouts and go full tryhard, just because I end up facing people who are on and/or above my skill level. My skill level is at a point where, unless I have a squad of my own, or unless I play an FFA mode, I can kiss my chances of winning, let alone, getting a positive k/d for that game GOODBYE. I don’t want to play FFA all the time, but I also don’t want to worry about facing a full squad of players that are snorting mountain dew Baja blast in a team-based game mode.

I’m a solo player. I rarely ever play games with people I know. However, when I do (like today) our objective was to have fun playing Halo Infinite for the first time. Right after our first game, we had no choice but to go full tryhard for 95% of the games we played. My friends and I weren’t trying to sweat our balls off, but oh well.

“So what?? Do you just want to take out skill-based matchmaking, so you can farm average players?”

No, That is absolutely NOT the reason why I want to take it out. I already explained my reasoning behind it.

If skilled-based matchmaking was removed, we all would be on equal footing. We would all end up facing players far better than us or far worst than us. Like how there is always someone better than you, there is always someone far worse. However, with SBMM off, you will rarely have to go tryhard unless you are playing in a ranked gamemode.

If it were up to me, I would take out Skilled-based matchmaking because I’m tired of going tryhard. But it’s obviously, not up to me, since I don’t work for 343. Therefore, if you DON’T agree with the stuff I said, that is understandable. I realize that, suprisingly, a lot of people don’t understand it, but it’s fine.

.After maining Star Wars Battlefront 2 for a good 2 years (a game with no skilled-based matchmaking) to basically any other shooter game that’s been released in the recent years (2019 - Now), it’s just VERY frustrating

Besides the stuff I ranted about, I love everything about Halo Infinite Multiplayer and feel likes it’s going in the right direction. However, the frag grenades do need to be tweaked. I don’t know how to go about fixing them, but it’s a little bit TOO easy to get killed by those; at least compared to other Halo games.

team up. some of the best matches are when we run as a crew. And the bad matches is when everybody run off in different directions.

I’m curious as to how the SBMM is working right now then. What data is it running off of? Just stats collected over each game?

I too believe there should be a system which determines matching players skill base, but in a Ranked playlist only. Social Playlists should be a mashup of everyone’s skill level. I view Social Playlists as a more “casual” pace or play of the game. If you want to get sweaty and competitive, then ranked matches is where you play. Then I expect Ranked to have a SBMM system to match not only your teammates but your opponents skill as well.

But then I also take into consideration. When having a new game launch there isn’t enough data to place your skill level. The system needs data/stats to determine where you stand with others. The more you play the more it has to go off of. Plus the size of the player base of the game, more players means more data and it has to compare all of that as well. It takes time for it to all flush out, then again it could never be 100% perfect. Look at CSGO for example.

> 2533274804710909;7:
> I’m curious as to how the SBMM is working right now then. What data is it running off of? Just stats collected over each game?
>
> I too believe there should be a system which determines matching players skill base, but in a Ranked playlist only. Social Playlists should be a mashup of everyone’s skill level. I view Social Playlists as a more “casual” pace or play of the game. If you want to get sweaty and competitive, then ranked matches is where you play. Then I expect Ranked to have a SBMM system to match not only your teammates but your opponents skill as well.
>
> But then I also take into consideration. When having a new game launch there isn’t enough data to place your skill level. The system needs data/stats to determine where you stand with others. The more you play the more it has to go off of. Plus the size of the player base of the game, more players means more data and it has to compare all of that as well. It takes time for it to all flush out, then again it could never be 100% perfect. Look at CSGO for example.

Thank you! You simplified what I said perfectly into 2 paragraphs. I 100% agree with this.

Yes, you are absolutely right. Modern games have implemented the SBMM data off of performance and stats for each game. Before playing Infinite, I experienced the exact same thing when playing Splitgate for the first time. I was dominating the first few games, but after they got enough data, they were like

“Wow, this guy is good. let’s put him against players that aren’t only equal/better to him, but let’s make sure he is always facing a squad of them :grin:

> 2533274829711326;1:
> I’ve played about 25 games on the test flight so far, about 10 of them was with micro stuttering due to Riva Tuner running, and I’ve won probably 2 or 3. For some reason I’m being matched with what I can only describe as the worst team mates possible. Is this happening to anyone else?
>
> In my last match I ended with 21 kills. We still lost… I’m not going to say I’m the best Halo player in the world but I’m definitely what I would consider above average. I’m finding it really hard to enjoy playing when my team mates can’t reach 15 kills between them. I don’t expect everyone to be god tier but I don’t see the point in playing if I’m going to lose every match.

The sample size is more than likely way too small for the matchmaking system to work well.

> 2533275010701787;8:
> > 2533274804710909;7:
> > I’m curious as to how the SBMM is working right now then. What data is it running off of? Just stats collected over each game?
> >
> > I too believe there should be a system which determines matching players skill base, but in a Ranked playlist only. Social Playlists should be a mashup of everyone’s skill level. I view Social Playlists as a more “casual” pace or play of the game. If you want to get sweaty and competitive, then ranked matches is where you play. Then I expect Ranked to have a SBMM system to match not only your teammates but your opponents skill as well.
> >
> > But then I also take into consideration. When having a new game launch there isn’t enough data to place your skill level. The system needs data/stats to determine where you stand with others. The more you play the more it has to go off of. Plus the size of the player base of the game, more players means more data and it has to compare all of that as well. It takes time for it to all flush out, then again it could never be 100% perfect. Look at CSGO for example.
>
> Thank you! You simplified what I said perfectly into 2 paragraphs. I 100% agree with this.
>
> Yes, you are absolutely right. Modern games have implemented the SBMM data off of performance and stats for each game. Before playing Infinite, I experienced the exact same thing when playing Splitgate for the first time. I was dominating the first few games, but after they got enough data, they were like
>
> “Wow, this guy is good. let’s put him against players that aren’t only equal/better to him, but let’s make sure he is always facing a squad of them :grin:

haha, yup. I’m a decent player and it feels like I’m being punished from the 2 or 3 games where I did pretty good, now i play games where I’m constantly trading kills and can’t build any momentum. guess it’s good practice before actual launch? idk, sometimes i just wanna sit back on my couch and play. now I’m forced to perch up and stare intensively into my tv and stress if i miss just one shot lol