Oh boy. Let’s talk about this. Creating teams where two people are decent at the game while the other two team members might as well be swimming in Jelly is not the move.
I’m not a game designer but if you look at the MCC forums it won’t take long to find threads about how bad matchmaking is and how you shouldn’t do it without at least two other friends
One way of maybe tweaking your matchmaking would be to divide people based on hours played. Then divide those set parameters among the different game modes and pair up people with similar playtimes. You can go into more detail with Data allocation of playtime broken up into years/months/weeks/days in a certain playlist. If someone hasn’t played for 6 months and starts shredding then that’s where your system(as it is now) would come in handy. Matchmaking should work like a filter, not a wall.
if I’ve been playing BTB every day for hours on end, why would it make sense for me to be playing with/against people who literally play the game half as much as I do?
This works because, typically, the more hours someone puts into a craft the better they get at it. Why does it make sense to put people with a quarter of my average playtime in the same match as me at all? It sucks for the other team because they’re still learning and it sucks for me because I now have to make sure my own team isn’t FEEDING the other team’s experienced players
The system you have now doesn’t incentivize extended gameplay hours because…how could it possibly do that for anyone that didn’t just pick up Halo 5 minutes before popping it into their console.