Common sense tells us that multiplayer Call of Duty It works by matching the best players against each other, however, that is just a fraction of everything that is measured to make the experience the best possible for everyone involved who enters the lobby.
Now, Activision is making every effort to show some transparency to players and thus clarify how its online gaming methods work, especially when a game is set up between users who don't even know each other, because if 5 and 5 get together, well A private lobby is set up and everyone starts playing.
These are the points when setting up a game in a CoD, especially in Modern Warfare III:
- Connection: Players with the best ping get together faster in the process.
- Time to match: the second most critical point in the process because everyone wants to play fast.
Then come these points:
- Playlist Diversity: The number of playlists available for players to choose from.
- Recent Maps/Modes: Recently played maps, mode preferences, and quick play settings are considered.
- Skills/Performance: This section is used to give players the opportunity to have an impact in each match.
- Input device: controller or mouse and keyboard.
- Platform: where the user plays.
- Voice Chat: enabled or disabled.
Users must consider that each of the aforementioned sections are taken into account before starting a game in the multiplayer of Call of Duty.
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Call of Duty: Connection is the king of games
Any online game that has to do with shooting requires players to have an efficient internet connection. Of course, sometimes dealing with the provider and its limitations makes the experience not the best, so the video games themselves have to do their part to make everything work.
In the case of Call of Duty, connection is the most important part of making the online experience the best it can be. The connection dictates the speed at which the game can transfer information from each player to and from Activision servers.
The matchmaking process Call of Duty evaluates a metric we call “Delta Ping,” which is the difference in data round-trip time between your best data center (almost always the one closest to the player) and the data center where your lobby (based on all players in a lobby). That is why it is normal to match users according to their region.
So what about skill? According to what Activision says, skill is determined based on a player's overall performance: kills, deaths, wins, losses, and more, including mode selection, and recent matches as an overall metric across all multiplayer experiences.
This is a fluid measurement that constantly updates and reacts to your game. Skill is not only a factor in matching players against appropriate enemies, but also in finding teammates.
What do you think of this data? Have your doubts been cleared? Follow the conversation in our Discord.
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