Some people have suggested I may have not been as "interacty" of late. Oh, for shame! Well, yeah, you're right. I've scheduled more forum/interaction time; it make sense after all! Besides, I like you guys, so I need to make extra sure I communicate that better.
Anyways, on to the datas!
We set the acceptable MMR to 800 plus or minus. Predictably, this would have the effect of matching much higher and much lower MMR players together. Well, here's what the data shows:
This is the avg MMR spread of the winning vs losing team Yeah, the winning team went up a little more than did the losing team:

This is another view of nearly the same data, showing the avg MMR spread and the Standard Deviation of that spread. As an overall view, it definitely shows that high-MMR players indeed were matched right along side lower-MMR players:
This shows the Standard Deviation of the Kill Spread and Max MMR player on each team. That jump up in August was from the 16-slot TDM servers. Notice both jumped up during the 800MMR time period, with the winning team showing slightly larger increases than the losing team:

Now what did all this do for retention rates? The top orange line is "1-Day Retention", meaning the % of first time logins that came back again. The other lines, in order, are 3-day retention rates, 7-day, 15-day, and 30-day. I've not included the actual numbers, since this sort of data is something that's usually kept pretty confidential, so feel very very speshal!!! ;) It's interesting, the 800MMR range certainly didn't destroy anything, though generally you'd want a longer test period :

We've taken another look at the MatchMaker code, and we made a few changes that may improve the matchmaking experience:
1. Focus more on matching players to the highest-suitable-MMR match for them, rather than throwing that out the window in favor of putting players in a match to address the case where there is a one-player difference.
The expected effect is that there will be fewer cases where a high-MMR player is put into a match that is *actually* pretty well-balanced, but because one team has an extra player, the matchmaker prioritizes filling that slot at the expense of overall MMR-based matchmaking. A hoped-for knock-on effect is that fewer people feel as much of the frustration that leads to leaving a match early, which further exacerbates the situation.
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