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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.
+The Elo System Adapted
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Your trophy count is a numerical representation of your skill; win a match, and you take trophies from the loser.
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This is why winning streaks inevitably end in a 'wall' of difficult matches; the system is functioning exactly as intended.
+Understand that a 50% win rate is normal.Because there are fewer Grandmasters, the algorithm struggles to find perfect matches.You will eventually stabilize.
+The Problem of Card Levels
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The standard Elo system works perfectly for chess because all pieces are equal, but [tower rush](https://gitlab.jmarinecloud.com/valerieboulger) games feature upgradeable cards.
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The system will try its best to match you with someone who has the same trophies AND a similar tower level.
+Matchmaking FactorSignificanceCurrent RankAbsolute Highest PriorityUpgrade StatusThe 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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The algorithm is blind; it only respects victory.
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