Thanks to rykoszet for the transcript 🙂
What changes did you make to Matchmaking and did it bring the results you expected?
– Andrey Biletskiy: Yes, the goal has been achieved. Impressions at many levels of the game have been significantly improved primarily at levels VII and VIII, where eventually the number of battles has significantly decreased, where these vehicles started at the bottom of the list. This is not the end for us, we have further iterations that we are gradually introducing at even a good pace. We are testing a system that allows us to control situations where the battle system is very strange, which we are never satisfied with. Think about it this way: Matchmaker is fed with a huge amount of random elements at once and what we are trying to teach him is to manipulate time, because it is the only variable that we can play and control. So Matchmaker uses these minimum delays in the selection of players to assemble more predictable teams. This will avoid situations that are theoretically possible, where we have 16 light tanks in the battle.
Or it will give us the ability to control how often specific levels will land in MM +1 or +2. This, of course, does not mean that every player will have mathematically such chances that he will play one such battle, the other such battle, sometimes of course there may be differences. We also want to make sure that we provide players with the most diverse experiences possible. We are also testing the mechanism controlling the effects of battles with three, two one and no artillery and it seems to me that after one more iteration of the test we will be able to say that we have achieved what we wanted. Interestingly, we are testing this MM on official servers, introducing new rules for a short time to get the most organic, real data, not their statistics. Sometimes players write to support that they had a strange battle, or that they waited too long in the battle queue, and that gives us a lot of information. When we’re done with what we’re working on now, we’ll extend work on MM to many situations that he hasn’t considered before.
For example – we have a vehicle tagging system, used even in Ranked Battles. When it happens that MM finds too many alpha tank destroyers in the battle, for example, the queue will be rebuilt by delaying matchmaking for some people in a few seconds and allowing new ones.
In general, work on Matchmaking is like skateboarding blindfolded.
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