The autobalance system isn't exactly what's the issue here. The problem lies within the amount of players available, and the effect of leaving and joining mid-game.
OmegaNull pointed out that measurable MMR isn't the golden number to determine the skill of the pilot. In retrospect, MMR is (still?) calculated based on match performance. Defter, developer from the now defunct Adhesive, mentioned the way MMR was calculated per match. In essence, the formula was:
- If personal match score exceeded at least 50% of the enemy's (and/or team?), increase MMR
- If personal match score falls behind at least 50% of the enemy's (and/or team?), decrease MMR
- Comparison of server average MMR to personal, apply *insert MMR increase/decrease equation here*?
Feel free to correct me, as I'm not so sure if these details align with what Defter had mentioned. Also, I'm not so sure what the system looks for when in fact decreasing or increasing MMR. Is it team performance averaged out, or is it the comparison of each individual MMR value to your own?
The act of leaving and joining mid-game, usually always degrades the match quality, since it doesn't take this into account. Obviously, there are slim chances of it still being perfect, whether or not people leave the game and or join.
The other problem that we face in HAWKEN, is the low player base. I'm sure EM10 mentioned this before, but what it boils down to is: a larger player base increases the effectiveness of the autobalance system. In contrast, as what one would presumably guess, a lower player base decreases the effectiveness of the autobalance system. It's simple math and statistics. The larger player base allows a more accurate match-making system, since the chance of people leaving mid-game decreases significantly; the chance of finding a quality match increases significantly. It was probably designed with this fact in mind. Believe it or not, early to mid February 2014, there were almost 10,000 HAWKEN pilots in the game.
Edited by Draigun, 21 March 2015 - 03:22 PM.