Fall continues to be exciting with the many bug fixes and updates to the queuing process. Today Valve has released another matchmaking update and a blog post to go with it. Below is a summary of most of the sections, while the full blog post can be found at the bottom:
High MMR Partying
For any party that includes a Divine or Immortal player, every player in that party will be considered the same rank as the highest player in that party.
For any five-player party, they will now only be matched against other five-player parties, regardless of any other matchmaking consideration. Similarly, any solo player will now only ever be considered for matches against at most one party of two. This means that from a solo player’s perspective, matches will always be either against a team of all five solo players or against three solo players and one party of two.
We are back to 5 stars per medal now, 7 stars didn’t add enough upside compared to the visual noise and confusion.
With today’s update, your medal will no longer represent a strict high-water mark. Instead, if you are ever more than one star away from your actual current rank, your medal will be adjusted to reflect that.
Post-Game Match Evaluation
The post-game screen will now show the average and max queue times for players in the match to help you determine if we formed a bad match too quickly or not. A summarized behavior category of the match will also be displayed, to help players understand if the reason for the lack of a better match was a shallower pool as a result of poor behavior or if it was because of the matchmaker doing a bad job. Finally, we are sorting the list of players in the post game screen from left to right with position 1 through 5.
We’ve added a new post-game survey that is similar to ones we had a long time ago. Once a match has concluded, players will sometimes be surveyed to rate the experience in a match.
Communication with Low Behavior Score
Our last update included a wave of bans on users that were at the very extreme edge of the player population in terms of toxicity and negative behavior [...] players that have a behavior score below 3000 are no longer able to use chat or voice until their score rises above the acceptable threshold.
We’re reducing the acceptable MMR spread within a party from 2800 to 2000.
Core Matchmaking Code
We’ve made a significant revision to how the heart of the matchmaker iterates through the many players that are queuing at any given time.
Full blog post: