Smite matchmaking changes, find the good stuff
Losses deduct some points.
We are now adding a point system to the leaderboard that will show the backend calculation that determines placement. That said, the removal of Clash, as HiRezStew originally mentioned alongside Siege, does not seem likely due to its popularity. Clash is probably safe.
This Matchmaking Division will only appear to the player and will not be publicly visible at initial launch. This should better represent why players are ranked the way they are on the God Leaderboard. This means a player with in Bronze matches will likely be under someone with if those matches were Dad son dating site at a Masters level, and the new point system will show this visibly.
Starting with this patch, this Hidden Matchmaking Rank will be visible.
During this short 30 second period, players can highlight Gods they wish to play, while also highlighting Gods they wish to ban.
The tipping button will appear on the scoreboard in the End of Match Lobby. If a player went out of their way to be kind, helpful, or got a Pentakill throw some Fantasy Points their way as a way to say they rock!
Having been a SMITE player for more than five years with over 4, matches played, the worst matchmaking I have experienced continues to be in Siege and Ranked 3v3 Joust. Those in favor of removing modes always bring up the following points: But you need to go.
Of course, we as experienced players understand that sometimes depending on the time of day and game mode, SMITE matchmaking may be off, but imagine being a bright-eyed level 15 player excited about the new mode you just unlocked.
This point formula uses a combination of how difficult a specific match was, how high ranked the match was, and the outcome of that match with that specific god. The Matchmaking Division is the division you are being Matchmade at what the system estimates your skill level to bewhile the Earned Division is a measure of your progress towards that estimated skill.
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The mode most cited for removal is Siege, a 4v4 objective-based mode similar to Conquest. You can now give that player Fantasy Points as a way to say thanks!
Previously, players qualifying were given a rank as well as a hidden matchmaking rank. With this extra information, players should be able to have a better understanding of what the system thinks about them as a player while giving more information to determine the quality of Matchmaking.
At the end of the match, players will be able to tip a percentage of their earned FP from that game towards an allied player and the whole lobby will be notified that the tip occurred. This can cause confusion as a Silver player who is very much on his way to earning Platinum gets paired against other Platinums.
Ranked is an important part of our game and allows players to play competitively against each other.
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And I think removing a few of these is a fantastic idea. We have taken the time to focus on improving some existing systems and give players more insight into the Matchmaking process. The goal is to improve communication for teams the second they are in a lobby together while giving console players additional tools to communicate their plans.
It is a progression system that over time will represent your actual skill.
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This phase will help improve player communication, especially in situations like Console where communication is more difficult. If you want to grind out some extra FP, being kind can really pay off. SMITE has an almost overwhelming seven casual modes — eight if there happens to be an Adventure running — and three ranked queues.
Then Siege, a casual mode, is unlocked at account level 15, which can be reached quickly, especially with double and triple XP weekends. Each win with a god gives that player a certain amount of points based on how difficult the match was and at what skill level the match was played.
If multiple players select the same gods they want to be banned, a number will appear next to that god to indicate how many players recommended that ban.
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