First off, get used to not carry in future, when you get to your actual rank. Second, when you are above gold 4 you will have more and more players, actually willing to play the game with calls and team. Other option is puging (esea), but you are much to low for that atm. While the games there may be more professional, they often are much more unfair. 8 Problems of Matchmaking & CS:GO (lonelyghost.xyzOffensive) submitted 3 years ago * by lnkofDeath In January , I updated this article and formatted it online here. I've bought this game a week ago, and I've played now for 4 - 5 days, but I can no longer win any matches. I've got a losing streak of 20, I have played monday. First off, get used to not carry in future, when you get to your actual rank. Second, when you are above gold 4 you will have more and more players, actually willing to play the game with calls and team. Other option is puging (esea), but you are much to low for that atm. While the games there may be more professional, they often are much more unfair. 8 Problems of Matchmaking & CS:GO (lonelyghost.xyzOffensive) submitted 3 years ago * by lnkofDeath In January , I updated this article and formatted it online here.
This may not be a good one to do if other suggestions are implemented. The point here is that the system is rather inflated in figuring out MMR and placing players in their ranks.
The other team all have mics. As in a lack of direction, or a very narrow one. Ive been playing CSGO a LOT lately! match making seemlessly throws you into incredibly unfair About the so called "lazy matchmaking from valve," that is where.
Aug 25, · Some CSGO MM here. Not the most fair game considering it was 4v5 but I still learned a bit from it. Take your games a learning experience if you want to. Why did I receive a competitive cooldown? This should be a natural system that flows elegantly in cycles but fixes the stagnation of map pools that we have now. And maybe I am. Singles, and is more suited to this matchmaking agency found that it just doesn’t work a better.
Written especially for a teenager looking for someone online is a. Article "Counter-Strike: Global Offensive - Competitive skill levels across CS:GO; the amount of time players are restricted from matchmaking. Aug 10, · Matchmaking is unfair.
matchmaking here is totaly unfair and not balanced at all, CS:GO Improvements 2, ideas;.
A competitive cooldown may be issued for any of the following reasons: New players can win two games a day until they have completed enough games to calibrate their skill group.
Full calibration requires ten wins; this helps the game accurately calibrate skill levels across CS: How long will my competitive cooldown last? Any additional cooldowns received during the one-week probationary period increases the amount of time players are restricted from matchmaking: How do I determine my current cooldown level? Your current cooldown level can be determined by the length of the last cooldown you have received: My last cooldown lasted 30 minutes - you are currently at level 1 My last cooldown lasted 2 hours - you are currently at level 2 My last cooldown lasted 24 hours - you are currently at level 3 My last cooldown lasted one week - you are currently at level 4 or above.
How do I troubleshoot network errors and disconnects? Overwatch bans An Overwatch ban will be issued to any account that is convicted for cheating or abusive behavior by Counter-Strike: Problem with this game? Help Me With My Issue. Oh well, whatever, through them in there.. Also, match making seemlessly throws you into incredibly unfair games, based off of the ranking.
I know this sound rediculous but i can explain since its happen to me for the past 5 days and ive seen a trend. I dont know how it does it, but the game with throw you in a match with equal ranks, which is great! The other team all have mics. My team has 2 including me. It happened to the game after that and ect. Pretty soon, I deranked 3 ranks from this system. I dont know how you did it but thanks. Theres a large difference.
Well match making ugly cousin, ranking, also has absurd problems! Im not even going to explain it! Disagree all you want, its the way it is. Because my team won. The ranking is not based off of skill! Ranking is just far worse. Its all based off of wins, not skill. So about a week ago, I got DMG! I was incredibly excited and happy!
I felt like i had put in hard work to earn this rank! Well so I went to bed the night I got it. Next day, played two games, lost both. Game put me in with gold novas and the weight of gold novas and my rank equalled out. I lost the rank.
Then for the next four days, until today, It was the same old trend and I finally blew a blood vessel. Tonight I lost 2 games won 3. All because of ranking and match making. Why cant i go back to casual? Its completely different and Im used to competitive. Like many of you, I have played CS: GO since closed beta, followed all the hype and growth, and have enjoyed every step taken by Valve, and the community.
GO, have over competitive matchmaking games played, achieved Eagle, compete in pugs, and events, contribute to the Workshop, and of course, watch all of the wonderful streams on Twitch! GO, and I want it to succeed in the long-term, and grow beyond our wildest imaginations. Thus, when one feature of CS: GO could be drastically improved, yet remains incomplete, it is disappointing, since this feature is incredibly important to everything we enjoy in CS: I have identified 8 issues with the current Matchmaking System that seem to be the most prominent negatives.
I will highlight each problem, explain why it is a problem, the effects it has on the players, and the game, and of course, possible solutions. From here on, I ask greatly for feedback on every single issue, and the rework. I am only one person, with one perspective, nothing I come up with will be perfect, but together, we can formulate something greater. This is a problem for plenty of reasons we are all aware of.
Legitimate players commit time into CS: Cheaters undermine this commitment, which lowers the motivation of players to play the game. It ruins all fun and enjoyment, and no value is gained when a cheater is present. Ranks in competitive matchmaking mean nothing at all with how prevalent cheaters are. The impact of cheaters is not just a simple issue with singular side-effects.
This problem extends into all parts of the game, tarnishing every aspect of it, and pushing legitimate players away from the game. No matter the quality of the content, cheaters will undermine it, and degrade the quality. Developing new content is great, but an easy way to make all existing, and new content folds better, is to simply address the cheater issue. If some miracle solution stopped all cheaters, all content and game play in CS: GO would surge in quality.
This should be a valuable point to consider for developing the game, in regards to efficiency. But there is no miracle solution. There is no immediate fix to a cheater in a game.
There will probably never be an actual way to block cheaters code-wise. It is a human nature that entices cheaters, so why not focus on another human nature to combat the problem?
Introducing social pressures to discourage the use of cheats should reduce cheating drastically. Add another layer of indirect methods that devalue the benefits of cheating, and we may see the impact of cheating lessen. And what luck do we have, Valve and CS: GO are on one of the best social platforms available, Steam.
It is my belief that this great DRM platform can combat cheaters. GO Overwatch Forum is where Tier 3 Overwatch users can communicate more intimately with Valve on the issue of cheating and other things like player behaviour. They can discuss policies for rule breakers, how to deal with things that arise, or how to improve the system in a more mature area, with others who actively use Overwatch, and are contributing to a better game.
Lots of choices here. Basically, all of the above Overwatch changes motivates players to contribute in reducing cheaters, but in a legitimate manner. This should mean that those who utilize Overwatch will use it correctly, and not abuse it. Those that abuse it will be in the same spot as they are now.
Tier 3 Overwatch users could even have an extra system to police all Overwatch users or something. Someone else should elaborate on this if this is an issue. The goal here is to make Overwatch incredibly active so that rage cheaters get banned within a couple of games, which will burn through all of their back up accounts quickly. However, there is one thing that could be changed. There should be a comment box that players can optionally fill in, and provide additional details of what the Overwatch reviewer should be looking at.
This should aid a lot in figuring out more intricate details of each case. This is only for Competitive Matchmaking.
This may not be a good one to do if other suggestions are implemented. All official servers should automatically track individual clients that frequently play with other players who are convicted of cheating. Once a cheater is convicted, the system can scroll through their player history, find steam IDs of high frequency, and add a mark to those steam accounts. Then the system can pool all of this together, and analyze who pops up.
If the above conditions are met, punish automatically. Or add this to Overwatch in some fashion. We should also expand this system to voting no in polls to kick players. If a user continually votes against kicking a high volume of confirmed cheaters, they should be punished. Combined, these two automatic systems could drastically reduce cheaters by giving users incentive to vote them out, instead of keeping them in the game to gain a free win.
This also prevents boosting by eventually detecting obvious cheat boosted accounts. The one thing I have no idea how to fix through social means is rage cheaters burning through dozens of backup accounts. I have other suggestions in this thread that could aid in this not being that big of a deal, but it would still be a problem. So there are my solutions to reduce cheating. I believe that setting the mindset of a community is more effective than trying to continually patch against cheat engines.
The symptons of cheating listed above could be eliminated completely with the above concepts. Cheating may still be possible, but it may not be feasible! For a living, I work in business intelligence. This is a fancy term meaning, "assemble data from a process and summarize it that allows for easy viewing and analysis.
There is so much damn data generated by this game that any BI solution should be easy to do. You hit the nail on the head here. So much data is generated by each player, and with each game. I mentioned in the post that there should also be an accessible public API to reach the public player data, but to go even further and grab global data as well, would be fantastic.
This is a great feature to have for so many reasons. You specifically have to opt-in to stat sharing. My hope is that Valve can realize the value of stats, and properly implement them into the game.
Added on to all of this is the fact that this is an FPS game. You can literally see your progress in any number of data values over a period of time. And you can see your progress in MOBAs as well. Management of unreliable vs reliable gold.
People would start to focus on stats, instead on focusing on fun. MMR visible via console command? You can see the level basically only an indicator of how many games were played of other players? I doubt we will ever see those in any of those games. Unfortunately you are wrong here. A lot of players will notice that they just are not getting better especially in relation to other players and will stop playing.
I actually think private stats improve the gameplay experience. I remember when people used to kick players with below average win rate with a hero if they picked it, kicking players with "too low" rating and so on HoN.
I just tended to be outplayed on a tactical stand. My feeling not saying fact. The largest form of boosting is by cheat boosting, while others are much smaller, but will grow once cheat boosting becomes lackluster. Boosting occurs whenever there is value that can only be attained through skill.
For cheat boosting, I refer to issue 1. For other boosting concerns, the first step is to ensure the system accurately places partys of the same skill level, against others of the same skill evel. The skill curve per rank increases exponentially, not linearly. The skill gap is too huge, and is not reflected within the MMR. When I que with my unranked friends, I utterly destroy the Double AKs, on my own, with no challenge from any player on the other team.
There are plenty of examples of this, and one only has to look at pro streams to witness this in action. Thus, the current Matchmaking system is way too friendly towards boosters or those who que in a party.
This will aid in lopsided and totally unfair games being made. I do not have a degree in mathematics, and I have no idea how to go about providing any of the basic concepts in a more mathy perspective. Hopefully at least, the ranges can be identified, and a much better allotment of average MMR can be figured out.
This will be a huge problem to arise in the future providing the game grows, and cheater numbers get reduced. This should be addressed, if no Matchmaking rework is done. I am aware that the system takes into consideration communication by pairing partys of similar numbers against each other.
The problem here is similar but instead of communication it is the skill curve not being properly accounted for. Hearing or seeing 18 - 40 year olds rage, insult, act inappropriately, or be elitist is the greatest source of gamers being reflected poorly within society. New players to Steam, to the FPS genre, to the PC, are put against these players, and are automatically irritated, or immersed within this apparently ok type of behaviour.
It is no surprise why it is so toxic, and why new players quickly develop such poor behaviour. Harassment, death threats, sexually explicit language against minors This can not be right, and should no longer be tolerated. Everyone is a human, they deserve your respect, and you theirs. GO, or video games, should not be a place where it is ok to express racist, and illegal outbursts of emotional insecurities.
It is immature, unprofessional, and a stigma of our culture. There are so many other reasons! The emotional effects this can have on any regular player is quite apparent, but what about those underage, the young, or who are brittle? Do we really want to shun these players out of our community? Hearing a voice is reality. League of Legends has certainly shared their statistics, and opinions on player behaviour, and anyone who has looked into it, will know the positive benefits of reducing negative behaviour in the community.
Overwatch should be expanded into chat, and voice chat. If they face consequences for communicating negatively, they may refrain from being negative. Currently, they face none. Being banned, or punished for negative behaviour should be heavily enforced via Overwatch.
It is time to step up on this disgusting issue Valve. There are just so many positive reasons to crack down on negative behaviour, that this should be on the table for this year.
Why do I have to be degraded? Why do I have to see 15 year olds be berated for their age, even if they play well? Why do I have to hear girls being verbally abused for their sex? Why is all of this so commonplace in pubs, and in matchmaking? What kind of environment is this to play in? These issues are heavily connected to each other, and their solutions are essentially the same, providing there is no rework to the overall matchmaking system. Thus, I put them together.
I do not have the details on how the seeding process works for the first 10 wins, or how properly distributed the ranks are in relation to the player base, and skill levels. It would be interesting to see Valve release a player distribution graph of the ranks. If the skill curve is respected, then the amount of players in the prior 12 ranks is a ridiculous number.
This strikes me as odd, as CS: To me, this does not add up. Others on reddit, and on the Steam forums have expressed a similar view in this contradiction. Does the system give too much MMR for playing with a party for your placement matches? Is it too easy to rank out of the lower ranks for some reason? The goal of any rating system should be an equal distribution of players based on the respective skill curve to the population size.
This is the basis of ELO, and is exactly how it works in Chess, flawlessly. GO does not reflect what your individual skill is.
I achieve DMG on my own, but does it matter when someone who goes with their Global Elite friend gets placed in Eagle? How is that fair? How does that reflect individual skill among the ranks? How does that secure the integrity of the ranks, and MMR?
I was DMG at the time. We won all 10 games. Within another 2 game wins, our friend ranked to Legendary Eagle, while none of us have ranked up.
The point here is that the system is rather inflated in figuring out MMR and placing players in their ranks. All of this degrades what these high ranks should mean.
They should be prestigious, and offer value as being reflective of high skill levels. Yet, someone who belongs in the first 12 ranks, can achieve the top 6 ranks by ranking with a Global Elite or Legendary Eagle. This is the heart of the problem for new players being able to compete with high ranks much too quickly. The seeding process should be slower, more refined, and restricted. Top ranks should be earned, not easily gained via friends.
Putting a limit on what ranks or lowering this limit, that can be achieved by placements. Reducing the amount of MMR gained by reducing uncertainty levels, just slowing the system down overall. And those unranked should gain less MMR for doing their placements with a group of ranked friends in the current implementation of the system.
This is because a higher rank can just destroy anyone a rank or two below them, with no issue. And if they only play games a week, they are going to stay high in ranks for a long time before falling down to their proper rank.
Valve needs to comment on this, and explain the CS: GO implementation of Matchmaking with more depth. Dota2 had a nice explanation, but CS: GO is a different genre, with different skill curves, and different carry potentials.
Fine-tuning the system to FPS games is a must. I hope these flaws can be considered with weight in relation to the genre of which we play. This is why MMR does not reflect individual skill. GO are not valued have no meaning. This is why there should be a Solo Que, and a Team Que. You can not put two systems together, and use 1 MMR to express skill. Why are there two systems? Those who que with friends may have unequal skill levels, but due to one person, they can elevate all of their MMRs to a higher rank, than they could on their own.
Two Silver Elites can be carried by an Eagle to a higher rank. This is the flaw, and shows why there are two systems at work here, that should be separated. GO that properly accommodates teams.
This could be the first, and much needed, step. Which could result in that party of 2 being ridiculously skilled individually, which skews the overall average team MMR, and provides an unfair advantage to them, instead of the 5-man party.
As you can see, having a rank imbalance guarantees a complete stomp. Add on to this the problem of party skill, and it is quite apparent that this is a major flaw of having these two systems mixed together.
Competitive Matchmaking should have two options, team and solo. For Solo you get paired with others who are playing on their own. For team, you get paired with others in a group. There should be separate MMRs as well. I explain this separation of ques in Issue 4, and 5. Please look at those issues as well for more details on what a Solo and Team Que could like! Being able to accurately review, and understand your progress is key to improving your play. Not only do you gain a better appreciation of your skill, but you enable motivation to keep playing the game.
You create internal goals for yourself, that you strive towards naturally by just playing. This is why extensive statistics, and other features are so important in facilitating growth and interaction with a player. Imagine being able to review your ADR for each game for the past week, month, or year. You could see one interpretation of your growth, and really feel that improvement.
Imagine being able to break that ADR down by gun, to pistols, or to grenades. You would be able to see which guns you perform the best with.
Imagine having a graph for each round that shows your average ADR for that round.
How can we improve FACEIT? Csgo unfair matchmakingEverytime he spoke he csgo being berated by a age ish kid. I originally had it at twenty, then I remembered that you could unfair give rep if you were tier 2 of Csgo. Specialist who would see me through your site, the more likely. To me, this matchmakings not add up. No idea if they unfair matchmaking numbers, or shuffled things around, but it has been really irritating lately. Glad to see you in the gaming scene. CS:GO Matchmaking S1:E01: Unfair
Cs go matchmaking unfair
Tournaments, and pro player events. The first step for those who csgo in the Workshop, or unfair on reddit. I know this sound rediculous but i can explain since its happen to me for the matchmaking 5 days and ive seen a trend. Now I am by no means a great player. I feel that having a fresh cycle of maps, and map creators getting feedback is a huge benefit over not being able to pick specific maps in Competitive Matchmaking.