Arc Raiders, the unforgiving PvPvE extraction shooter, has been a topic of discussion for its matchmaking system. Players have long suspected that the game's matchmaking system attempts to group players of similar playstyles together, which is particularly crucial in a game where some players can be ruthless and others more cooperative and friendly. Developer Embark eventually confirmed that there's a complex, sort-of aggression-based system under the hood, but the revelation wasn't the end of it. In May, the studio admitted the game's matchmaking system needed work.
Personally, I think the new update is a welcome change, but it also raises a deeper question: how can we create a more nuanced and fair matchmaking system in games? The idea behind matching players with others who share similar playstyles is a good one, but the system had two core shortcomings. First, defending yourself from aggressors previously counted as starting a fight with another player, which caused some to be moved to a side of the matchmaking pool they weren't compatible with. Second, the old system weighed 'low-activity' rounds more heavily than it needed to, making it so an 'off' round could have an oversized impact on a player's matchmaking profile.
What makes this particularly fascinating is that the new update addresses both of these issues. The matchmaking now tracks behavior in a more nuanced way, and the weight of rounds with minimal interactions has been reduced. This is a significant improvement, as it allows players to have a more accurate representation of their playstyle and behavior. However, the changes also expose an issue that's been bubbling under the surface for a while: Arc Raiders has separate pools for solo players, squads of two, and another for three-player teams. The problem? Your behavior across all three counted towards your overall profile, rather than being confined to each one separately.
One thing that immediately stands out is that the new update effectively creates three profiles for every player, each tracking their behavior across the different playlists. This is a clever solution, as it frees players up to mix up their playstyles depending on the size of their squad. For example, a player could use their solo runs to farm materials and help others with PvE quests. The same player could then switch to a more aggressive, player-hunting style when they're in a squad with their friends, and so on.
What many people don't realize is that this update also has broader implications for the game's future. By creating separate profiles for each playlist, Arc Raiders can now more easily track and analyze player behavior across different playlists. This could lead to more informed decisions about game balance, matchmaking, and even new features and content. From my perspective, this is a significant step forward for the game, and it's exciting to see how it will evolve in the future.
In conclusion, the new update to Arc Raiders is a welcome change, but it also raises a deeper question about the future of matchmaking systems in games. By creating separate profiles for each playlist, Arc Raiders is setting a new standard for how games can track and analyze player behavior. It's a fascinating development, and I'm eager to see how it will shape the future of the game and the industry as a whole.