Ive since learned my lesson and realized the core of the issue mainly rests on the abysmal player population (still 343s fault). If there were more players, it’d be a smoother to progress your CSR/MMR.
THIS was and is the primary focus I had. It’s part of the reason I called the system egregious. Theres no escaping it, and 343 monetized it on top of that.
so what i am reading is the system will actively put you in games where you know you will absolutely lose? now I see why I been in a massive 30 lose game streak
I tries it’s best to put you in evenly matched games. Sometimes it can’t (not enough players or squads of the right skill level). And it can’t predict how well your team is going to get and work together.
But it’s random good and bad, for and against.
There is no algorithm that decides that you are going to definitely win or lose the next game. It has been categorically refuted a number of times.
I don’t know what you’ve done to go on a 30 game losing streak. But you need to check your controller, modem, and flavour of mountain dew - something else has gone wrong.
All I can say is that, for me, whatever is going on in the back end with Infinite’s SBMM and/or team matching… It absolutely does not provide consistently fun matches. I’d say those are the exception to the rule, actually.
On paper, I guess it makes sense that they’re trying to provide even-keeled matches for every player. But the population isn’t big enough to create the skill gradient necessary for players to reliably wind up in matches that suit their skill. There’s a lot of adjustment going on and I always seem to find myself overskilled in matches, or way out of my depth. Makes playing the game incredibly frustrating.
Having fun while playing is an opinion. When I see pros matching and outslaying everyone it just informs me that the top tier players are far and in between the rest of us. SBMM for Halo Infinite isn’t new to matchmaking Halo. It’s always been here in one way or another.
The goal or purpose of it is to create more balanced matches than previous games and I truly believe it’s done that.
You’re free to believe it’s done that. I’m telling you that from my personal experience, I disagree.
I fluctuate from matches where I’m way too dominant to matches where I can’t keep up with anyone. I think that might be due to low population preventing a “sweet spot” for my skill level being consistently available, but I don’t know that for sure and won’t pretend to.
All I do know is that I don’t feel like I’m getting even matches very often at all, and it makes the game a frustrating experience. More power to you if you’re having more fun with it than I have and I genuinely hope most people are.
Nope. No problem.
Their winning rate should be higher until they get closer to their skill ceiling. And then it should settle towards (but not necessarily exactly) 50%.
This is categorically false. If you have played any other competitive ranked system out there, csgo or overwatch for example, you will find that grandmaster/top500 players tend to have 55-75% winrates
social matchmaking systems should NOT be attempting to make every game a 50/50. This causes every game to feel sweaty for every single player playing the game, which leads to quick burnout, a worse gameplay experience, and ironically, lower player retention.
I find it very funny that you’re trying to justify something like this. This should never happen. Even if i give the controller to my 84 year old grandma, it should never happen. The MMR should lower to the point that you’re carried to the win even in a 3v4 basically after 7-8 consecutive losses.
this is why it sucks to have a bad day. Your MMR doesn’t go down enough. You’re forced to play people better than you and your team, which ironically is the opposite purpose of sbmm.
But when you want to rank up, suddendly it’s the hardest thing in the world, for exactly the SAME REASON as above, but reversed
What a YOINK! system! And it isn’t a halo infinite problem, these dumb algorithms have infected most games currently available
this is so true. we talk smack about halo infinites matchmaking system but apex legends is on a whole other level of terrible. These modern eomm/sbmm systems being shoehorned into casual modes are really ruining gaming
Do you truly believe that players should have to play against better players on more times than not? Playing against your skill level makes sense. Sweat fest is what you make it.
no, social game modes should include very very light sbmm, to the point of feeling random. yes this would mean bad players sometimes play against gods (however this would not be very common, contrary to some peoples beliefs) but that’s the point of a social gamemode, you are exposed to the widest range of community possible in a fun gamemode that doesn’t force you to always be on top of your game. Ranked is where 50/50 balancing should take place, and only ranked. Good players tend to look at ranked gamemodes as some sort of competition which you only enter after you have warmed up, but for worse players ranked can also facilitate being their “safespace” of equal-skill players if they really don’t want to risk getting paired against a god, without ruining casual matchmaking.
50/50 winrates are a bad goal for casual gamemodes because if everyone is always on an equal skill-level at all times, then that makes matches stale, leads to quick burnout, limits the amount of people the playerbase can interact with by creating “pockets”, makes the satisfaction in the feeling of improving at the game negligible, and is very hostile to people playing in groups as if that friend group has someone who is a god at the game, none of their friends will want to play with them because the matches will be too difficult for said friends.
“Sweat fest is what you make it” is categorically false. If everyone is of equal skill level, everyone will be forced to play as well as they can at all times, naturally leading to the game feeling like a “sweatfest”. The keyword here is “fest”, because there is nothing wrong with getting sweaty games, but there is something wrong with getting sweaty games at all times. A proper casual system will have a good mix of chill lobbies and sweaty lobbies, but halo infinite casual tends to be the latter more than the former. Of course this could be in part due to the low playercount, but that then begs the question why this was a problem even at launch.
Ranked should be that. Social should be a mixed bag. Why should smurfing be necessary to casually enjoy a game? Playing on a main=sweaty games 24/7 == fun. You only get better by playing harder people
Simply put, Halo Infinite in its current state is a mediocre to borderline subpar arena FPS title. The matchmaker, skill assessor, and CSRs are not the culprits. There are a plethora of real issues and those are not.
The absolutely ridiculous challenge system that’s tied to the only progression systems (the seasonal battle pass & rotational events) and how it limits what players can play if they want to make any form of progression or unlocking of items.
More specifically, no match performance-based XP earnings. There’s just a Daily Challenge (Play a Match) that dwindles down to 50 XP after about 6 or 7 matches.
Lacking a match composer that allows players/fireteams to search a variety of modes/playlists simultaneously.
Generally speaking, a severe lack of content; though, there’s been notable improvement on the mode-side for the multiplayer since release. I’m still hoping to see a Squad Battle (6v6) playlist.
A pretty limited amount of maps; though, it’s hoped that the release of Forge should help solve this issue in due time.
The annoyance of having to manually begin a new search after a match ends (particularly when searching in social) and how trying to do anything else during the search period will kick you out of the search.
The inability to bookmark or save a past game for re-viewing in theater.
The fact that the social arena environment would greatly benefit from a more robust point-based scoring system (like featured in Halo 4) to reward player contributions more broadly and to help further distinguish the social experience from the ranked environment.
As hinted to earlier, extremely limited player customization options/progression if you’re not paying for overpriced items sold in the shop; though, cross-core sharing should somewhat help.
No playlist/mode XP or Win tally progression system.
Custom games/options are buggy and limited.
No assassinations (with an optional on/off toggle).
Vehicle play feels underwhelming — other than in the Ghost & Wasp IMO.
Voice chat is disabled by default which is an anti-social move by the developers.
Extremely minimal in-game career stats and accolades visibility.
And the list goes on and on. Despite being delayed a year this game needed quite a bit more development time and much better decisions from the developer leads.
1000% I agree with you. I enjoy this new ranking system. I don’t always feel accomplished and yes, I’d like a number ranked system ie 1-50 to feel more, but I’ll take it for what it currently is. You play your skill level always.