The idea of Skill-Based Matchmaking (or SBMM) in Cod it’s hotly contested, sure, but for those who sympathize with it, the argument is that it’s there to help average players or players with lesser skills from being outmatched by better players. This is not what happens. So, in this article, we will explain exactly why SBMM in Obligations doesn’t help the average player.
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SBMM hurts the average player more than it helps
The idea is that SBMM will protect the average player or less skilled players from facing much better players who will just destroy them and maybe encourage average or less skilled players to quit. However, the system is not really good at doing this.
See, a big part of SBMM is recent performance. So even if you’re an average or below average player, if you have a couple of really good games, the system will put you up against much better players and destroy you. Not to mention that if you join a party with more skilled friends, your lobbies will instantly become much more difficult.
Ultimately the system is not designed to prevent any player of any skill level from taking on better players, it is designed to keep it so that no player is constantly getting easy lobbies or extremely sweaty lobbies and rather makes it bounce between the two.
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Obviously, this doesn’t really benefit lower-skilled players in the same way that it doesn’t benefit more-skilled players. In fact, it keeps everyone in an endless cycle of predetermined wins and losses that makes it impossible to tell if you’re getting better or if it’s good.
If you think about the numbers, most Cod players are average or below average. This is how it always works: most people don’t have the time, energy, or inclination to improve, so if you just go for games based on ping and randomness, most players will have about the same level of skill, which would seem to be a better way to stop mismatches.
SBMM also doesn’t stop matchups with skilled players
Another big reason people defend SBMM is that it supposedly prevents high-skill players from getting rid of lower-skill ones, but in reality, this isn’t true either. See, the thing is, if you put in the time to become an expert in Codmost of these people want to become skilled so they can rack up kills, get powerful kill streaks, and sit comfortably at the top of the leaderboards.
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The problem is that, by definition, you can’t lose 70, 100, 150 kill games, even if you’re very skilled, if you’re not going up against less skilled players. If you’re up against people who are generally similar to your skill level, it’s never going to be possible to have that kind of performance in the game.
take a look at the Cod pros, and look at the kill/death ratios of pros in pro games. It hovers around 1.0 because naturally everyone has the same abilities, so it’s not very likely that one player could kill a bunch of other players with the same abilities in the same life.
All of this adds up to the fact that high-skill players will inevitably try to beat the system to get those high-kill games, and they’ll do so by trying to engage in large groups to break the matchmaking system as much as possible. , they will create new accounts, and some will even perform poorly in matches intentionally in order to be placed in easier lobbies.
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Players should be able to get better at Call of Duty
A player’s skill is not a static value. In fact, basically all players start playing a game as low-skill players. After all, each game has its own unique feel, mechanics, maps, etc., which you will have to learn to be good at a game. Over time, if you keep at it and try to get better, you’ll get better. It is unavoidable.
If SBMM was extremely light and matches were largely determined by ping, most games would be filled with players who aren’t particularly good at the game. So you would start out getting destroyed, then quickly catch up with the average players, and eventually if you kept it up you would get more skilled and could regularly expect that in most games you would do better than most people.
However, SBMM instead is a vicious circle. As you perform well, the game puts you into harder lobbies, and if you do poorly, you get shuffled into easier lobbies. So you’ll never really know where you stand in terms of ability. Every time you win a game, you won’t necessarily feel like you were better, but you’ll feel like SBMM gave you a free lobby because you got crushed in the last few games.
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And when you lose, it’s hard to tell if and where you made a mistake if you can’t tell if the enemy team is full of people like you who you could have reasonably outplayed with a different decision or if they just played you. Player gods who were 100 times better than you and used totally different strategies and mechanics.
Ultimately, it’s just a recipe for creating bad habits and never having a good idea of what’s going on or how you should play. This helps force everyone to stay at the same skill level they started with, other than getting better at learning maps, that sort of thing.