Dota 2 new matchmaking

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  1. Matchmaking - Dota 2 Wiki
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  3. Dota 2’s New Matchmaking System

The first major change is that players must register a unique phone number to their account in order to queue for Ranked matches. Players using multiple accounts create a negative matchmaking experience at all skill brackets, so our goal is to add just enough friction to this process that the number of players doing this will be noticeably reduced.


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Having more players using their primary accounts will have a positive effect on both Ranked and Unranked Matchmaking. There will be a two-week grace period from today during which players have time to register a number, but starting on May 4th, accounts without a registered number will no longer be eligible for Ranked play.

Matchmaking - Dota 2 Wiki

If a phone number is removed from an account after registration, a new number can be added, but there will be a three-month waiting period before the removed number can be registered on a new account. This is to prevent using the same number on multiple accounts. Online services that provide phone numbers are not allowed.

With the return of the Solo Queue, solo players who enter Ranked Matchmaking can now choose to be matched only with other solo players. Any player who selects this option will be placed into matches where all ten players are queuing solo. Simply having an even chance to win over the long run does not necessarily correlate to having competitive matches, but this change will make it so the matchmaker is able to take into account both the party teamwork skill component and the individual capability of the players on both teams.

With both teams having this same mechanic applied to them, the chance for each team to win over a large sample will still be the same as before, but with reduced volatility on a per-match basis. One such metric measures balance, based on the difference in gold farmed. This is easily visualized on the gold difference graph. Find the last time when the graph crosses zero, and then measure the area between the horizontal axis and the graph. In general, the smaller this area is, the closer the game was.

Although at one point in this match the Dire had a 10K gold advantage, the Radiant came back and then pulled ahead, only to have their gold lead reversed again. Despite the fact that at one point in time one team appeared to have a significant lead, our balance calculation judges this match a close game. Armed with this metric among others we have an experimental way to tune the wait time thresholds. We make an adjustment to the threshold, and then observe what this does to the quality of matches, as measured by the distribution of the match balance metric.

Hopefully this blog post has given you some insight into how the matchmaker currently works, as well as how we evaluate success and make design decisions. Like most everything else we do, matchmaking is subject to constant reevaluation. Matchmaking will never be perfect, and the technical details in this post refer to the current state of affairs and are likely to change as we find better approaches. True Sight — The International Jan.

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Feedback Forums For general feedback about the game. Steam Support Visit the support site for any issues you may be having with your account. Contact the Team To contact us directly about specific matters. Matchmaking December 6, - Dota Team. Ranked Matchmaking is Coming The next major update will add a ranked matchmaking feature to the game. Ranked matchmaking is unlocked after approximately games. All players in the party must have unlocked the mode. You may not participate in ranked matchmaking while in the low priority pool.

Coaches are not allowed in ranked matchmaking. Matches played in normal matchmaking do not impact your ranked matchmaking MMR, and vice versa.

Dota 2’s New Matchmaking System

Your ranked MMR is visible only to you and your friends. The MMR used for normal matchmaking is not visible. When you first start using ranked matchmaking, you will enter a calibration phase of 10 games. During this time, your ranked MMR will not be visible. We actually track a total of four MMRs for each player: Normal matchmaking, queuing solo Normal matchmaking, queuing with a party Ranked matchmaking, queuing solo Ranked matchmaking, queuing with a party Each of the two ranked MMRs has its own calibration period.

What Makes a Good Match? The matchmaker seeks matches with the following properties listed in no particular order: The teams are balanced. The discrepancy in skill between the most and least skilled player in the match is minimized.

This is related to team balance, but not the same thing. The language window allows you to select up to 2 languages. You will be matched with other players who have selected the same languages. Checking more languages will increase matchmaking speed.

If no languages are checked, you will be matched with the current language of your client. Players of roughly equal skill will be placed in the same game. Priority determines how quickly the player is matched with other players. There are 3 types of priority: Players in low priority will not gain battle points from the match, will find games more slowly, and will only be put with other players in low priority.

Low priority is a common punishment for abandonment.


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Base priority is granted to any player when they enter a matchmaking queue provided that they are not in low priority. High priority is granted when a player is returned to queue after a recently failed matchmaking attempt due to another player failing to connect to the game or declining the Ready Check. Players may be banned from matchmaking for a period of time due to several offenses. Match quality is presumably determined by a combination of the player's behavior score and their account flags value. Players with a high behavior score get matched with other players with a high score and vice versa.

The account flags supposedly determine in which matchmaking pool a player should be, independently of their mmr and behavior score. The current behavior score and account flags can be checked using the Console through the commands.