Forums / Community / Matchmaking Feedback & Discussion

[Locked] Matchmaking Feedback Update – November 27

OP ZaedynFel

  1. 1
  2. ...
  3. 2
  4. ...
  5. 3
NODASH wrote:
OP,

I just thought of an idea to deal with the smurf issue. All silver accounts must complete the campaign in normal or higher difficulty. This should discourage plenty of people from using alt accounts while new players use the campaign to familiarize themselves with the controls. You are welcome.
People are only smurfing because they can't find games on their main, once you hit diamond in certain playlists like SWAT it takes 10+ minutes to match and as you hit onyx/champ it can take way over 30 minutes easily, when/if the matchmaking is fixed I guarantee you the smurfs will drastically decrease. People bought the game to play but are being forced to either not find a game or make a fresh tag, it sucks, I have played many smurfs and they all say the same thing and I have experienced it first hand.
I have seen way more Smurfs since OT and I have heard the same thing from a handful of them. They said if they go social they use their brothers/friends/smurf or whatever account because it simply matches games much faster than their veteran account.
Matchmaking update 12/4

Ranked: It seems to match fairly efficiently although it still seems a bit slower than previous seasons.

Social BTB:
2 years before update maybe 3 to 5 "Unable to Match messages"
Since OT Update: I am up to 54 "Unable to Match" total.
I have now tested all group types:

Worst ways to enter current BTB :
  1. 7 to 8 Very competitive players in our Fireteam (Likely very high MMR's). We simply only match a game about 30% of the ques.
  2. Solo with a high MMR - You will seemingly get the sweat but wont get the teammates that are used to the sweat.
Best ways to match BTB:
  1. 3 to 5 players in your fireteam with 1 or 2 buddies that you are fairly confident have low MMR's. Yes escorting people you like but you know have a rough time with FPS games are your ticket to getting more efficient ques. You will have more gaming frustration but the good news you are actually firing a weapon instead of lobby's galore.
  2. You are a Smurf or low MMR Social player - Rumor has it they are queing slower now than the last 2 years but it is much less drastic in Unable to match error messages.
Affecting all types of players:
At first we were getting unable to match messages without ever seeing a 4/4 screen. This apparently meant the system could not find a team with a 30% or better chance to beat us so it simply failed us out. The newer realization we noticed is when we que smaller (4 or less) we have hit a ton of screens that have 16 players and start the 4 of 4 process which will eventually get to a 5 second countdown. But the matchmaking loses one player and shows 15/16 players and the other slower searching for someone to fill it. Then 2 to 4 min later it fails and 15 people are kicked back out into the menu. The reason we are finding this insanely frustrating is I would say roughly 50% of the games we play have a player drop at some point of the game. So why is the system so obsessed with starting the game with 16/16? Especially in a JIP match making type? The system seemingly obsession to be fair has caused a monumental amount of "Unable to Match" error messages in BTB especially.

WZ:
I haven't played it much but I have actually had way more "Error there may not be enough players in this gametype:" than anything else. So maybe it is just the time of night I am on or WZ Assault has less pop than the other WZ types.
So why is the system so obsessed with starting the game with 16/16? Especially in a JIP match making type? The system seemingly obsession to be fair has caused a monumental amount of "Unable to Match" error messages in BTB especially.
Careful about what you imply you'd like to see changed. I don't think you're thinking through all the unintended consequences of what you're suggesting. Halo 4 was built with the matchmaking system backfilling matches on the fly via JiP and that was an utter mess. It also ensured that matches rarely ever began in fair fashion; meaning, you just crap on the concept of even starts.

I hope they never go back to that kind of system. JiP is necessary, but not in that regard. Halo 5 has gotten its JiP implementation damn near perfect -- only minor adjustments are necessary such as potentially allowing someone re-entry into a ranked match when they unintentionally got kicked from their match, potentially restricting the total amount of players the social JiP system can put onto one particular side related to the initial team's size in order to help combat kill farming within certain types of modes, and it'd be nice to see players who get JiP'd into a social match where the team they join is losing not have the potential loss indicated on their statistical record or negatively affect their match-make rating (MMR) unless the team they joined managed to take the lead before going on to lose.
eLantern wrote:
So why is the system so obsessed with starting the game with 16/16? Especially in a JIP match making type? The system seemingly obsession to be fair has caused a monumental amount of "Unable to Match" error messages in BTB especially.
Careful about what you imply you'd like to see changed. I don't think you're thinking through all the unintended consequences of what you're suggesting. Halo 4 was built with the matchmaking system backfilling matches on the fly via JiP and that was an utter mess. It also ensured that matches rarely ever began in fair fashion; meaning, you just crap on the concept of even starts.

I hope they never go back to that kind of system. JiP is necessary, but not in that regard. Halo 5 has gotten its JiP implementation damn near perfect -- only minor adjustments are necessary such as potentially allowing someone re-entry into a ranked match when they unintentionally got kicked from their match, potentially restricting the total amount of players the social JiP system can put onto one particular side related to the initial team's size in order to help combat kill farming within certain types of modes, and it'd be nice to see players who get JiP'd into a social match where the team they join is losing not have the potential loss indicated on their statistical record or negatively affect their match-make rating (MMR) unless the team they joined managed to take the lead before going on to lose.
Well then why was the JIP for BTB nearly perfect before OT but the system is simply crashing out regularly now? So maybe they just need to plug that spot more efficiently then. The system has a consistent issue filling that last slot when a last minute DC/Turn Off/ Hard Quit or whatever happens. That 15 of 16 endless spin of searching then dumping the entire group is a huge issue in my opinion. Gamers like to game. Not be kicked out of matchmaking with 15 other frustrated people. There was a guy on a mic that finally bought an X Box One and Halo 5 last night...he asked if this matchmaking system was always this slow? He also asked if there is something he needs to do with his set up to not get as many drops or errors in matchmaking. I told him recent changes are the issue and hopefully they can clean it up soon.
I think if they do the JIP suggestion, then it says to me that they're never going to fix it, so I'll put up with this issue as long as it gets fixed asap.
Well then why was the JIP for BTB nearly perfect before OT but the system is simply crashing out regularly now? So maybe they just need to plug that spot more efficiently then. The system has a consistent issue filling that last slot when a last minute DC/Turn Off/ Hard Quit or whatever happens. That 15 of 16 endless spin of searching then dumping the entire group is a huge issue in my opinion. Gamers like to game. Not be kicked out of matchmaking with 15 other frustrated people. There was a guy on a mic that finally bought an X Box One and Halo 5 last night...he asked if this matchmaking system was always this slow? He also asked if there is something he needs to do with his set up to not get as many drops or errors in matchmaking. I told him recent changes are the issue and hopefully they can clean it up soon.
The issue you're raising needs to be investigated to see if there's a more serious problem that causing it (potentially related to the OT update), but I was simply trying to point out that the solution you floated regarding starting matches with uneven teams seemed to lack thinking through all the unintended consequences and problems that could relate to it -- as was experienced in Halo 4.

I do thank you for bringing the problem to 343i's attention and I hope that they can improve/fix the issue as I too have experienced that annoyance. Again, I just wanted to clarify that your proposed idea wasn't what I'd consider a good solution which is why I responded and I gave my reasoning for why.
eLantern wrote:
So why is the system so obsessed with starting the game with 16/16? Especially in a JIP match making type? The system seemingly obsession to be fair has caused a monumental amount of "Unable to Match" error messages in BTB especially.
Careful about what you imply you'd like to see changed. I don't think you're thinking through all the unintended consequences of what you're suggesting. Halo 4 was built with the matchmaking system backfilling matches on the fly via JiP and that was an utter mess. It also ensured that matches rarely ever began in fair fashion; meaning, you just crap on the concept of even starts.

I hope they never go back to that kind of system. JiP is necessary, but not in that regard. Halo 5 has gotten its JiP implementation damn near perfect -- only minor adjustments are necessary such as potentially allowing someone re-entry into a ranked match when they unintentionally got kicked from their match, potentially restricting the total amount of players the social JiP system can put onto one particular side related to the initial team's size in order to help combat kill farming within certain types of modes, and it'd be nice to see players who get JiP'd into a social match where the team they join is losing not have the potential loss indicated on their statistical record or negatively affect their match-make rating (MMR) unless the team they joined managed to take the lead before going on to lose.
Here's JIP in action... This. I need not say more...
eLantern wrote:
Well then why was the JIP for BTB nearly perfect before OT but the system is simply crashing out regularly now? So maybe they just need to plug that spot more efficiently then. The system has a consistent issue filling that last slot when a last minute DC/Turn Off/ Hard Quit or whatever happens. That 15 of 16 endless spin of searching then dumping the entire group is a huge issue in my opinion. Gamers like to game. Not be kicked out of matchmaking with 15 other frustrated people. There was a guy on a mic that finally bought an X Box One and Halo 5 last night...he asked if this matchmaking system was always this slow? He also asked if there is something he needs to do with his set up to not get as many drops or errors in matchmaking. I told him recent changes are the issue and hopefully they can clean it up soon.
The issue you're raising needs to be investigated to see if there's a more serious problem that causing it (potentially related to the OT update), but I was simply trying to point out that the solution you floated regarding starting matches with uneven teams seemed to lack thinking through all the unintended consequences and problems that could relate to it -- as was experienced in Halo 4.

I do thank you for bringing the problem to 343i's attention and I hope that they can improve/fix the issue as I too have experienced that annoyance. Again, I just wanted to clarify that your proposed idea wasn't what I'd consider a good solution which is why I responded and I gave my reasoning for why.
I get it and agree with you eLantern. It has been frustrating the past month so not all of my ideas are crisp. But I am starting to feel like the official colors of my screen are red and black.
I don't understand 343. Even on halo reach I can find matches quicker... How on earth has this problem not been fixed?!? They add alpha zombies which was SO much fun and perfectly balanced felt even better than halo reach living dead... But then oh of course they accidently remove it... Then a month later STILL can't be bothered to add it back even when they can add shotty snipers back just like that (no hate against shotty snipes) and why are playlists still soooooo basic?! This idea also might get some hate but why can't the modes within playlists vary more?? Swat has BR swat, swatnums, halo 2 swat (not sure of all of them haven't played it for a while) why can't snipers have a beam rifle mode, a binary rifle mode, heck even a nornfang mode it would mix it up a bit! A social slayer playlist could have promethean slayer and covenant slayer? And infection for example could have alpha zombies added back! I know Rippin use to complain about how basic the playlists were. Idk I feel like more people would play if the playlists didn't get so repetitive. Even if they just did this with the social playlists
eLantern wrote:
Well then why was the JIP for BTB nearly perfect before OT but the system is simply crashing out regularly now? So maybe they just need to plug that spot more efficiently then. The system has a consistent issue filling that last slot when a last minute DC/Turn Off/ Hard Quit or whatever happens. That 15 of 16 endless spin of searching then dumping the entire group is a huge issue in my opinion. Gamers like to game. Not be kicked out of matchmaking with 15 other frustrated people. There was a guy on a mic that finally bought an X Box One and Halo 5 last night...he asked if this matchmaking system was always this slow? He also asked if there is something he needs to do with his set up to not get as many drops or errors in matchmaking. I told him recent changes are the issue and hopefully they can clean it up soon.
The issue you're raising needs to be investigated to see if there's a more serious problem that causing it (potentially related to the OT update), but I was simply trying to point out that the solution you floated regarding starting matches with uneven teams seemed to lack thinking through all the unintended consequences and problems that could relate to it -- as was experienced in Halo 4.

I do thank you for bringing the problem to 343i's attention and I hope that they can improve/fix the issue as I too have experienced that annoyance. Again, I just wanted to clarify that your proposed idea wasn't what I'd consider a good solution which is why I responded and I gave my reasoning for why.
I get it and agree with you eLantern. It has been frustrating the past month so not all of my ideas are crisp. But I am starting to feel like the official colors of my screen are red and black.
We are investigating the process we have for replacing players that drop pre-game to make sure something isn't making it harder to fill those spots.
  1. 1
  2. ...
  3. 2
  4. ...
  5. 3