Feedback:For the trueskill as long as its just for ranked, the last thing I'd want is social modes to turn into an annoying struggle where you can't have fun because every match is treated like a million dollar tournament. One of the best reasons mcc is so enjoyable is the social composer doesn't take itself so serious and the skill range is a literal gamble from match to match. Plus if trueskill is so strict then if you are not searching vanilla team slayer you'd never find matches because it cant find anyone near your skill range. I'm very against trying to segregate good players from bad, everyone in social playlists should be able to mix it up. If there's to be any computer learning it needs to isolate on team betrayers and get rid of those players. This type of stuff unfortunately happens even more in ranked as well. I don't know how these players can betray literally every game and still be able to play so much.
- Replace TrueSkill1 (TS1) with TrueSkill2 (TS2); plus, adopt Computer Learning into the matchmaker's parameter settings. I had read that there was an update to the skill system. I sure was hoping to hear/read that it involved updating the system to TS2, but alas it apparently did not. Please do make this a future priority - at some point. I'm sure Josh Menke can tell you exactly how it'd be a massive benefit instead of me typing out the reasoning. This is not to advocate for the visual Ranking system to be converted away from 1-50, but to ensure that the matchmaker is using more accurate understandings of player skill to formulate balanced teams and to allow the matchmaker to automatically adjust the parameters based on the predicted population per the time of day and region.
To clarify, TrueSkill is simply a Skill Assessor. It's a system that's attempting to understand and predict player performance relative to match outcomes. The Matchmaker and Team Balancer/Picker are separate systems that use the information provided by the Skill Assessor. The Team Picker uses it to balance a lobby. The Matchmaker uses it as part of its search parameters related to skill gaps. So you're conflating a personal issue you have with a Matchmaker that's operating under a strict skill-gap parameter; particularly, related to the Individual-to-Individual (i2i) skill-gap allowance within the Social environment, for the role and function of the Skill Assessor. These are separate systems and it's vital to understand the differences between these components. To note, TS is also not the Competitive Skill Rank (CSR) system, which is represented by the visual 1-50 ranks within the MCC, but the CSRs are heavily influenced by the information provided by TS.
What I've advocated for here is that the Skill Assessor be upgraded to a system that’s much more accurate and flexible. A system that understands player skill and can predict player performance behavior as well as match outcomes at about 70% accuracy vs the older system's <58% accuracy. I find this even more important given the flexibility of the newer system to account for additional variables that the older system is incapable of. Again, if you want to know all the juicy details of the superiority of the newer system I direct you to have a conversation with Josh Menke and to read the White Papers on TrueSkill-Through-Time (aka TrueSkillv2).
Ideally, matches within the Ranked environment can maintain tighter skill-gap standards along with more stringent connection requirements at the cost of search speed. What you don't want in the Social environment is too many lopsided matches that raise the quit rate to levels that actively drive away population on a more permanent basis. In the end, there's a nuanced balance that needs to occur and it's best adjusted on-the-fly by Computer Learning hence why I advocate for it's inclusion.
As for crossplay, along with input based matching I also want an option to turn crossplay off full stop. I have zero interest playing with or against pc players. I don't want to deal with the cheaters and their higher framerate/FOV advantages they have. I prefer to just play in the console ecosystem where I know for the most part everyone is on the same even playing field. I'd rather have it disabled at first and if things look safe then maybe I'd turn it on but the option should be there to toggle off.
- I eagerly await Cross-Platform Cross-Play capabilities because of what it should do for the population pool that’s required for quality matchmaking, but can you please limit the Input-Based Matchmaking option, that's in the works, to the ranked environment only. I'm concerned that it will only manage to further fracture the player-base unnecessarily within the social (Match Composer) environment. An environment that likely shouldn't need to be as nit-picky about user input controls. And it’s an environment that’s already severely fractured, but from a somewhat necessary perspective given the MCC’s conglomeration of titles.
I don’t really take issue with those who advocate for choice on the matter of restricting their searches to particular platforms, but I think the default should be Cross-Platform Cross-Play. I just hope they’ll have really good anti-cheat detections in place.
Also, ideally the FOV feature will arrive on consoles in the future and hopefully with the Xbox Series X & S the framerates will be able to be increased on consoles too.
What’s absolutely clear is that a healthy population pool, throughout the skill spectrum, is vital for quality matchmaking to occur which is why I'm excited for the Cross-Platform Cross-Play feature to arrive. Those who make use of it should have a larger population pool for the matchmaker to draw from.
I do worry about the implementation of the Input-Based option (within the Social environment) because of its fracturing impact on the population pool in an already extremely fractured environment.
For JIP that should be an opt-in thing. The last thing I want is to join Halo 3 matches mid match where the score is 17-33. No thanks but I would just keep quitting matches until I got into a new game. I'm not going to be some team's cannon fodder because the previous players in the lobby failed to do a good job. It also ruins good runs when you are on the winning team and some new annoying enemies comes in and messes up your perfection or kill spree you earned dominating the previous players. Nothing worse than the JIP players coming in is like a whole different match and it ruins the match you played perfect at the start.
- Please implement a limited Join-in-Progress (JiP) feature into the social (Match Composer) environment to help mitigate some matches from quickly devolving into a waste of time due to an early quitter or two. This is not to advocate for an unlimited JiP system, but one that's fairly controlled in determining when it should be active and when it should get turned off.
A JiP system can't properly function if it allows players to “opt-out”. Your concerns are why it's important to ensure it's a limited or restricted JiP system, so that players aren't regularly joining matches that have already become lost causes. It's also why I'm a proponent of losses not being counted for players who get placed into active matches where the team they joined lost. These are some of the typical measures that I'd expect to be in-place with a heavily regulated JiP system.