The current ranked system searches by team CSR.
600CSR is not small enough a cap
As the cap is reduced, games will be harder to find and ranked will become more difficult to populate.
We all know averages can be skewed with high and low extremes, which is why the new CSR limit of 600-900 was introduced to Arena.
However. the issue is not so much that the matches were unfair (because they still finished close!) - it was that the rank was not properly distributed.
As such, I feel the CSR cap is the wrong way to be dealing with a problem in inproper CSR distribution.
1./ Match fireteams by their player distribution.
If the top and bottom fireteam players differ in more than 300 CSR (one whole rank of 6x tiers) then award CSR based solely on win/loss.
player 1 - 600CSR (matched with +/- 100CSR)
Player 2 - 1100CSR (matched with +/- 100 CSR)
Player 3 - 1500CST (matched with +/- 100 CSR)
Player 4 - 2100CSR (matched with +/- 100 CSR)
average team CSR = 1325CSR
Worst match team CSR (+ 100CSR on each person) = 1425CSR
The key point here is that both teams have players of similar levels. In addition, matches are set based on an average with controlled variance in skill differences.
- High volume of data required to be stored on servers(?)
2./ As above, but split the fireteam into TWO and work off two averages in order to reduce variance
The problem with this game is that the changes are making it more “exclusive” and this will have a negative effect as time goes on. There is a better way to find ranked matches than limiting who you can play with.