Some Thought About the Current Status of Matchmaking
Before I begin I'd first like to point out the fact that there are many, many, many forums where the creator simply provides empty blame towards matchmaking because they lost to a high elo player. While this post may seem similar, and it sort of is, I intend for this forum to actually provoke greater thought towards the future of matchmaking. With that being said, let's begin.
The first thing I'd like to explain is how the system is designed to compensate for a high elo queueing with a low elo player. Typically the game will seek the average elo between the two players, and try to build a match around this factor. While in theory this sounds ok, there are some key flaws which cannot be detected by simple algorithm. However I'll touch on this later. There are also some cases where players spend an excessive amount of time waiting for players, and the system is pressured to create a lobby as soon as possible. When it does this it expands the pool of elo that it grabs players from, usually rising and decreasing by little amounts until a compromise is found. This is typically where you end up with a plat elo and a bronze vs high silver / low gold. Like the first example, there are some flaws to this.
Now that systematic algorithms have been clarified, it's time to begin analyzing the actual theory of why averaging elo should work. in theory, as you move up the tiers, you begin to correct previous mistakes that you used to make in the lower elo. For example, farming / last hitting. The higher in the elo ladder you climb, the closer to perfection you become (although it's nearly impossible to reach a perfect status). One huge factor people notice when viewing high elo vs low elo is the ability to capitalize on people's mistakes. Now this is the key factor that one should realize: high elo players are very good at exploiting mistakes and turning them into advantages. Well, most of the time at least. That being said, it is theorized that the platinum will exploit the golds, and the golds will exploit the bronze.
This brings me to the main point of this article, the ability to exploit mistakes is increased in higher elos than it is for the middle-end of the tier. So if you place a high platinum in a low gold game, in addition to adding in a level 20 player, the platinum is going to have an easy time exploiting the low golds. In theory, the golds should be able to gain an equal advantage by killing the level 20. This is where the mistake in theory is made. Platinum's are way better at explotiing mistakes made by gold's, than gold's are exploiting mistakes made by level 20 players.
When you have a conflicting advantage through this, it obviously causes some issues. Not only does the platinum player gain an advantage, but it causes the mood of the other team to drop. Nobody likes losing, and nobody likes admitting they're the reason they're losing. You'll end up with players throwing insults left and right, quitting the game out of rage, and people just unhappy in general. Now I don't know about you, but it frustrates me to see players insulting each other when in reality they both contribute to the failures and successes of the team.
In conclusion, I suggest that the matchmaking system provide a sort of curve in the matching of elos. Rather than averaging the two players elos, curve it higher by a small amount. Chances are, players will be able to compensate more rather than rage and insult. The matchmaking system has been complained about for a while now, and I try to formally submit my thoughts and provide an alternate solution rather than complain about it. If you see any sort of loophole or simply want to provide feedback, by all means do so. I wish to have a healthy discussion about the topic rather than submit a one and done.
TL;DR The matchmaking system averages a high elo and a low elo to create a "healthy" game. In reality, it is much easier to not feed than it is to kill lower elos, so this theory provides some obvious errors. For an answer to such a problem, I propose a curve. Take the average and add some additional elo proportionate to the gap in elos. Any feedback is welcome, so long as you wish to have a healthy discussion about the topic