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If this system fails, the game becomes a frustrating, unplayable mess that bleeds players instantly.
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This article explores how developers design these algorithms to keep queue times short while maintaining a competitive environment.
+Trophy and Rating Systems
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Most modern strategy games utilize a modified version of the Elo rating system, originally designed for professional chess.
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This is why winning streaks inevitably end in a 'wall' of difficult matches; the system is functioning exactly as intended.
+It only looks at your numerical rating.With millions of players, you will occasionally draw a bad matchup.It helps them learn before facing real humans.
+The Free-to-Play Dilemma
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The standard Elo system works perfectly for chess because all pieces are equal, but [tower rush](https://git.wikiofdark.art/charlihyh83358) games feature upgradeable cards.
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However, if no such player is available, the algorithm will prioritize queue speed over level fairness, resulting in those frustrating, mismatched games.
+Matchmaking FactorWeightTrophy CountThe system will always prioritize finding an opponent within a 50-trophy rangeKing Level / Card LevelsThe system tries to match levels, but will abandon this check if the queue takes longer than 10 seconds
+True Fairness
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Because the ladder algorithm must balance queue times against fairness, it will never be perfectly balanced.
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Trust the math, ignore the conspiracy theories, and focus on improving your own gameplay.
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