Arena matching system changed in patch 3.0.8
There's a new matchmaking system out in 3.0.8 for arenas, and the change (surprise surprise) did not make it into the patch notes.Update: Please see this post for further information.
The system is thus:
There is a rating, one that you cannot see, which will match you "against others of equal skill." This rating is different for each of the arena brackets. At the end of each match, the internal rating, the one you cannot see, is changed. The cycle then repeats itself when you queue up for your next match.
There isn't any more information that that, which was released by Bornakk late last night.
Bornakk warns that you might notice some odd behavior in arena matches.
And there are a lot of reports of oddities, but they're mainly QQ from people that are not giving any real specific feedback. We're on the lookout for some of that though so we can report on it.
One thing that does not sit well with many, and rightly so in my opinion, is that there are hidden statistics which affect our gameplay that we cannot see and manipulate. And by manipulate I mean manipulate in the good way, not the bad / illegitimate way. Blizzard likely wants to hide this rating and its internal mechanics so that people don't complain too much about it. But if history teaches us anything, obfuscation of important things / statistics is never a good idea.
We'll have to wait and see if this is a good idea or not.
Filed under: Patches, News items, PvP, Arena






Reader Comments (Page 1 of 2)
kryptich Jan 21st 2009 4:46PM
Blizzard blew it on this one. They keep complicating the system when they should just simplify it with one personal rating period
Kemikalkadet Jan 21st 2009 4:52PM
Isn't the whole point of the public personal/team rating to match people up against others of equal skill? What's the point of having a hidden rating that does the same thing? If there's still too much difference between the competitors, create narrower public brackets.
Amoriendi Jan 21st 2009 4:55PM
Its not that complicated, its just like the way Warcraft III works. You have a public score and a hidden one the public one is just a direct correlation of your wins and losses; the hidden one is more accurate because it takes more variables into account and can predict weather your team should be playing against a slightly tougher team.
Athlete Jan 21st 2009 4:54PM
On my server (Windrunner) all the arena goblins that are used to queue were removed...
For PvPers like me, it is the end of the world... of warcraft.
Kaedus Jan 21st 2009 4:55PM
This actually isn't any different than what they have done for Warcraft 3. Overall this will probably be a good thing in my opinion.
Ravioli Jan 21st 2009 4:56PM
"but they're mainly QQ from people that are not giving any real specific feedback"
Did you even read the forums??
I swear wow-insider reporting is really getting lazy these days.
There are many many detailed accounts of players experiencing rating changes that are beyond "odd" they're mind boggling.
Some people are finding they can go 10 wins and 2 losses only to come out with a lower team rating and a higher personal rating afterwards. Others are finding the exact opposite. This is not QQ, this is clearly documented and potentially bugged gameplay.
Grinn Jan 21st 2009 5:13PM
No, its just more lazy sensationalistic "reporting" by Adam Holisky. In terms we all can understand: "what a noob."
Kakistocracy Jan 21st 2009 6:21PM
I'd hardly call that mind boggling, now, if you did your ten matches and then your computer exploded... or if your character died in arena, and came back, but permanently dead, that would be pretty hard to understand. Given that you describe it as bugged gameplay, it clearly doesn't boggle the mind.
In other news, In an attempt to patch away some RNG from arena, ratings are not determined by it.
hammer Jan 22nd 2009 8:53AM
Actually that's not necessarily an example of bugged or mind boggling ratings at all. If a very high ranked arena team beats a very low ranked arena team 10 times, their rating should be increased significantly. And if they lose even once to a bad team then their rating should go do quite a bit.
It makes perfect sense. It will make the arena system much better and will also make it so that 95% of the people that try arena don't quit after the first few matches.
Veliaf Jan 22nd 2009 11:56AM
@Grinn
I don't see you reporting anything.
Oriflame Jan 21st 2009 4:56PM
I'm just hoping we can get more broken arena features to overflow into the PVE game.
T Jan 21st 2009 4:57PM
I love these "ratings you cannot see" types of implementations. As I recall, there is also some sort of hidden system for BGs that keeps you from getting steamrolled...but we can't see that either. I don't trust any of these things that lack transparency.
As for odd behavior in Arenas, would that maybe include the end of lopsided matches? I'd find that odd since the norm has been steamrolling by superior-geared players (note I said gear, not skill).
Sharkhunt Jan 21st 2009 5:01PM
Update: Arenas have been disabled while issue is being investigated.
jrizutko Jan 21st 2009 5:01PM
I think its pretty apparent that Blizzard has done everything in its power to a transparent matching system work, but the player base has proven that any public effort will be gamed for an illegitimate advantage. Thus Blizzard was left to choose between having an unfair system (because some could game it) or a secret system, which would at least be fair.
Klanfee Jan 21st 2009 5:07PM
How about hiding the entire arena game from world of warcraft?
Dontatsu Jan 21st 2009 6:25PM
Its quite possible that this "secret" rating survives switching teams to track players and reduce win trading and team hopping.
Trife Jan 25th 2009 4:36AM
I do think team hopping has always done more damage to the system than anything else.
At one point in time, I did do this, as well as participate in the "point selling" but not in any scale compared to anyone else I knew who was doing the same.
In the end I turned to having to ask for help from some of these high rated, many team farmed up teams, to help me buff my ratings a little bit, just because they have already leeches the points out of the system with the 7+ teams they weekly would sell on dried up the pool.
Muse Jan 21st 2009 5:17PM
Keeping in mind of course that this system is new and recently implemented; It needs time to collect data regarding all teams in order to match them.
here is a thought Jan 21st 2009 5:21PM
sigh, please people, do not be so dense.
the explanation is obviously a simplification of a complicated problem
the "hidden" stats are not a single number but a complicated formula with too many factors to explain to the QQ masses in a single blue post
start with race, add in class, talents, proffs, and gear
there you have the potential for a single char, mostly visible on your char sheet. emphasis on potential, not everyone plays to their potential
to guestimate at individual ability factor in that player's history in the arena: # of games played, average DPS (broken down by burst vs sustained), average Healing, avaerage DMG taken, how long they last into a match, etc.
with this you have a bit of a profile for one char, now multiply this complexity by 2, 3, or 5
now match that against an equal team, factor by factor and overall
i think a system like that would be pretty weak until some time passes and historical data for each player and team is accumulated. if my speculation is correct then i think this is what we are seeing. a system just beginning to function as intended.
the goal here is to make the arena fun and challenging for anyone that wants to play, regardless of the factors listed above. also it needs to be a system where team ratings above 1600 are not impossible to achieve for some classes, as it has been in the past. that is due mostly to the gear requirements, but, shrug, getting better gear matches you against stronger teams, so that upgrade will cost you anyway.
if a pair of poorly played nelf hunters want to do arena they will most like find themselves facing off against naked priests all day, but at the same time the l33t rogue/DK team will never face them. instead the l33t should be facing players with similar abilities, challenging teams, that are difficult to beat. ideally every team you face should be beatable, but not easily, this was not the case in the past.
Taladan Jan 22nd 2009 2:16AM
Well, that's the point of the arena rating: If you have the best gear but you suck @ PvP, your rating would be lower and you'd face other players whose rating is also lower but they may be better PvPers with shitty gear.
It really doesn't matter if you have 25k HP and have a burst of 25k damage/sec for 5 secs if you don't know how to avoid the other classes, protect/help your teammate and everything else. All those other values you mention are meaningless.
And that's the whole point of not keeping those secret ratings: The visible rating should be enough for that.