SBMM, or Skill Based Matchmaking, is an algorithm used by developers to put you with players that are similar is skill to you. Games as far back as Halo 2, CoD Ghosts, and other similar games (primarily in the FPS genre) al have had some form of SBMM.
SBMM is not necessarily a bad thing. But the implementation of it in modern games has been very bad.
The point of this explanation is, while Halo has had SBMM in every Halo game to date with the exception of Halo: Combat Evolved, Halo: Combat Evolved PC, and Halo: Custom Edition, it has not been nearly as big as today nor has it affected matchmaking as it does today. This is how we have the three options available to us when matchmaking in Halo 5: Guardians and Halo: MCC. We have "Search for the fastest match," Find a Balanced Match," and "Extended Search." These alter the SBMM in a way to give us a match we want. One that gets us in quickly with any players of any skill close by. One gives us a match close but with similar skill. And one gives us a match with very similar skill anywhere the game can find one. Even if it isn't at the closest servers. But should remain in your region at the least.
Here is my thoughts on Halo: Infinite and SBMM:
Halo: Infinite needs to continue to use the same SBMM algorithms it has been using since Halo 2 and do NOT change to the modern system used by companies like Ubisoft, Activision, EA, and Epic Games.
I will not argue and ask 343 to not use SBMM as that would be pointless. 343 will use SBMM whether anyone here likes it or not. I just hope it will be the same as all previous Halos.
Anyone else have something to add? Do you disagree?
Some things are better left unsaid...
I think if it works, it is for the best. However, it requires some serious talented minds to put together a working system.
For example, this science works well with things like the gmat. But, I don't think 343 is going the $$* to make it realistic. I think more or less, simpler is better.
I'm not complaining, and it's just for fun. But, there are a lot of variables to consider when ranking a player and the devil is in the details.
If I were them, I would start from reach and build upon it. I don't really have any background in algorithm development but the premise for a good model is :
Outline your highly impactful variables for rank:
C) dependent variable on win/loss, kda of opponents
If a > 1 and c >1 ; increase c > 1.25
Kda = kda for matching teams (bop = balance of power)
Then just equate levels to win/loss ratio and match on equal kda.
That's kind of a example think tank of how start... Of course it is much more complicated than that but, like I said, I'm not versed in algorithms.