Does online matchmaking work

It's hard to say. The staff is always extremely secretive when comes to the inner mechanics of the game and the algorithm that determines matchmaking isnt public knowledge.

Although I do find it rather strange that simply adding a Shaymin EX made such a huge difference. Anything I can tell you is mere speculation, so do take the following with a grain of salt. Supposedly the main thing that determines matchmaking is a secret number known as elo or mmr. This number is probably determined by your most relevant play sats like winrate, number of games played etc. The matchmaker will attempt to match you with someone with a similar mmr, and as far as I know it does not take into account the deck matchup.

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I suppose it is possible that, given Shaymin's impact on a game, the matchmaker is programmed in such a way that it instantly bumps your "level" so to speak several notches up by just having the shaymin. Frankly the only reliable thing you can do is testing. Play some games without shaymin or other meta cards and see if it makes a diffence. I am very curious to know if this is something others have faced too. By the time I got my first Shaymin I was already being matched against meta decks so I wouldn't know. If you're actually getting these matchups beause of shaymin alone, the matchmaker may be needing some tuning soon xd Edited by Sakura, 24 September - Back to Player vs.

Lobbies are menu screens where players can inspect the upcoming game session, examine the results of the last, change their settings, and talk to each other. In many games players return to the lobby at the end of each session. In some, players joining a session that has already started are placed in the lobby until the start of the next. As lobbies consume very few resources they are sometimes additionally used as a "holding pen" for players while a suitable host for the coming session is found.

Lobbies created by playlists often have a countdown timer before the session starts, while lobbies created by a player generally transition at that player's discretion.

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Many matchmaking systems feature a ranking system that attempts to match players of roughly equal ability together. Games with ranking will usually offer unranked sessions for players who do not want their performance to be recorded and analysed.

These are kept separate so that ranked and unranked players do not mix. Some games particularly those with dedicated servers present a list of active sessions to players and allow them to manually select one.

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This system can be used in conjunction with ranking and lobbies, but is frustrated by the on-demand session creation of playlists. Most of these server browsers allow players to filter the results they provide.

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One of the most basic and common forms of matchmaking is providing players with a list of other players who they have met previously and might want to play with again. Each player's status offline, online, playing is shown, the option to join a session in progress is given, and generally it is possible to send chat messages.

In many cases contacts lists are managed by the platform that a game runs on e. Xbox Live , PlayStation Network , Steam to save players the overhead of managing many separate lists for many individual games. In most modern online multiplayer, there is a chat system where people can communicate with others across the globe.

Chatting helps friends stay connected with one another, talk strategy, and befriend others to keep the game more fun. The earliest online games, such as Doom , required players to exchange their personal IP addresses.

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Players stepped in by listing servers on their clan websites. In both cases a "master server" stored and transmitted a list of IPs; Diablo also featured a contacts list.

Server browsers made online gaming easy for the first time and its popularity grew rapidly as a result. Matchmaking saw its next major evolution with the release of Halo 2 in The clan culture needed to support dedicated servers had not made the leap to consoles , and expecting players to self-host had proved limiting.