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I am curious what you mean by matchmaking is only individual, it is common to party up and queue as a 5 stack, both in csgo and valorant. now when you have a bunch of solo qs playing against a 5 stack, the actual team is going to win 9/10 times...

I do miss the old days of CS with "clans" where it wasnt so hard to join up and have a lose group of people you played with regularly and got to know ~20-30 people and whoever was on would join up to play together (maybe this still exists, but I havent found it..)



> I am curious what you mean by matchmaking is only individual, it is common to party up and queue as a 5 stack, both in csgo and valorant. now when you have a bunch of solo qs playing against a 5 stack, the actual team is going to win 9/10 times...

That's exactly the problem. The MMR system isn't based off of team ratings, but off of players. Otherwise, teams (e.g. 5 players) would always play against other teams (another 5 players). Now, even ignoring the model problems this generates (and the gymnastics that something like TruSkill does to mitigate it), it's just a bad experience.

For example, if I go to the beach and join some random volleyball pick-up-game, I'm expecting that the purpose of the game is to "have fun." If I'm joining a team to play in a rec league, the expectation is to try and win. The idea of "matchmaking" mixes these two concepts, so you end up having different people with different expectations. Some are going to say "why are you trying so hard" while others will retort "why aren't you trying harder?" This misalignment of expectation is, imo, the chief cause of toxicity in (competitive) video games these days.




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