Dota 2 matchmaking how does it work




















Essentially matches are supposed to be balanced and fun. One of the main factors it takes into account for all this is the MMR. There are five different MMRs at the moment and they depend on the type of game you're queuing for as well as who you're with. You'll have a number assigned for solo unranked games, party unranked games, solo ranked, party ranked and team games. Of these, solo ranked has been the cause of a lot of my recent misery.

Your solo ranked MMR shows up on your profile once you've played enough games and is visible to friends as well as viewers if you're streaming said games. Not long after this I was idling by my PC and contemplating some solo queue. I can't remember the exact sequence of wins and losses which peppered the intervening period but this process of self-improvement has, if I remember correctly, now wiped roughly points off my MMR. I'm worried that at some point I'll queue for a game and then it'll just drop me into Animal Crossing so I can wander about and gank the more non-threatening fossils for 45 minutes.

There's a lot which has been written about the meaning or lack of meaning when it comes to MMR. There are guides on what types of heroes to play to give you the best chance of scoring a victory. They tend to involve assuming your teammates are a liability and choosing to play as someone who can either guide the match or who doesn't rely heavily on others to excel. Essentially, everyone else is the problem.

But rather than retread those topics, I'm interested in why the number now matters in a way it didn't before. It's not the lack of improvement that bothers me because by other measures I'm sure I'm getting better at Dota. I know I have a bigger hero pool, a better understanding of abilities, statistics and items, I can predict other people's behaviour better and co-ordinate with the people I play with on a regular basis.

The problem with the solo MMR number going down is the sense that I've spoilt something or made it worse. That number was fine until I started to tinker with it but now there's a gnawing frustration — a sense that I need to repair the damage I've done. It's a sensation almost identical to one I associate with trips to the seaside back home. The current system was introduced in November of , where players are allotted a medal based on their MMR. Also read: Dota 2 fan talks about Valve's errors; receives support from the community.

To be eligible to play ranked games in Dota 2, players must fulfill two criteria. First, they must have hours of unranked games played, and second, they must link a phone number to their account to be eligible for ranked matches. Dota 2 now requires your phone number to play ranked matches. Once these two criteria are met , players can search for ranked games. Initially, players are given a small amount of role-queue games, using which they can play any role they desire.

Without a role-queue match, players must either play as a Support or select all five roles. The first ten games of a new player are calibration games. Players are not given a rank or MMR before these ten matches, and they earn their rank after completing these calibration games.

Ranked games are also of two kinds: Solo and Party. Every medal has five different divisions within them. The only two exceptions to these rules are Divine V and Immortals. While most ranked medals have an upper ceiling, Divine V does not.

If we are talking about what determines your performance, it generally will be just how much you have won vs lost, and in a team game it will likely sum up the two teams player scores to determines the probability of who should win, and what impact that will have.

Many systems take into account how close each game was, though we do not know if this is a factor used in Dota 2's matchmaking system. Some players like to party with friends of much lower level than they are.

This is why you sometimes get players who are a lot lower level than you are in the game, and though the system won't jump this lower level player for high level wins if it already understands that players matchmaking rank, it could mess up if they are still in their first few games. Smurf detection is it's own complicated issue, but we know for sure that the system checks if you completely pub stomped almost every one of your first several games, and if you did, it will skyrocket your matchmaking ranking.

So high level players with new accounts will quickly leave the low level matchmaking pool. This is the only scenario where kills and deaths have any effect on your matchmaking rank. The system can't grantee the outcome of a game even with what is supposed to be a very balanced match.

Finding a Match When you enter matchmaking, you enter a localized pool of eligible players to join a game. What pool you are in is determined by the region you selected for example, US East, Europe West, etc If you selected multiple regions, you are in every pool you selected. This pool lists you by your matchmaking ranking, and during the time you wait, it's going through players within a certain range of your skill level and placing them in a match lobby with you.

If it doesn't find enough players within that range the first time, then it will repeat the loop, except with a less restrictive range, meaning their is a larger skill differences between you and these players, than the difference between you and the players it has already found. This loop repeats until it finds ten suitable players, and has balanced the teams between those ten suitable players found. Once you are in a match, you leave your pool s and connect to the game server. So the skill difference between you and the players in your game is determined by what players are available, and even if their is a large skill difference, it's still better than you waiting in the matchmaking pool for hours, waiting for that perfect match.

Specific to Dota 2, the larger your party size going into a match, the lower the range of skill between you and your opponents it will tolerate. So you will wait a little longer for what will be likely be a better quality match. So you are more likely to find a good match if you have a ranking with a lot of players, which is around , at the time when the most players are on, and in the highest traffic region.

So unfortunately, this means that in the reverse scenario, if you are near the highest or lowest ranking possible, where there are fewer players, you play around am, and if you live in a region with the least players, you will have matches of lower quality, and longer wait times. This is why some players decide to play in other regions than their own, because they want to avoid the tremendous wait times they get in their region. Some regions also have terrible internet, so they will get the same ping nearby as they would in another region anyway.

Potential Inaccuracies There is only one issue I have gathered that has strong evidence for it, to following is a direction quote from the playdota member xpforever. This is not a complaint thread, this is a partially informational and partially speculative thread that will attempt to explain why you have so many problems with the matchmaking, and why players from some regions seem to cause problems in your games.

This is a problem with how rating systems work in general. Suppose we have one big happy dota region. The skill distribution and MMR would be consistent, and would look like something like a bell curve note that the numbers aren't the same scale that dota 2 uses : In fact, if we took a sample of players, gave them their own Dota 2 region, and had them play lots of matches against each other but never against people outside of this region , then the MMR curve would look more or less like that, with the median being or whatever Valve uses.

It doesn't matter if you took a bunch of completely new players or a bunch of professional players. The average MMR would be the same since it's relative to the group. Now, what happens when we add multiple regions? The problem is that the average skill level of every region won't be the same no offense meant to anyone.

There are highly skilled Russian players, and there are low-skilled US players, but just assume that the average skill level of the Russian region will be lower. If the regions were completely separate region-locked , we would end up with a distribution that looks like this note that this is highly exaggerated : Now in theory, if nobody played cross-region, this wouldn't be a problem.

Despite there being a disparity in terms of actual skill, this wouldn't be a problem since they would be playing within their own region. And, as shown with the first graph, if there was significantly more cross-region play, it would fix the matchmaking since it would push everyone towards their true MMR relative to the world rather than just their region. The problem comes with Dota 2's current matchmaking situation where MOST matches are played on one's originating server, but a few are played cross-region.

This means that in order to get evenly-skilled cross-region matches, you need to have world-relative MMR. Does Valve know about this? Yes, they acknowledged it as a problem on the dev forums a while back.



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