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Apex 英雄:匹配测试更新
X ThreadX@apexlivecomms2026/06/08

Apex 英雄:匹配测试更新

《Apex 英雄》开发团队近期发布了匹配系统更新报告,旨在通过提升透明度解决排队时间长、大厅技能差距大、单排与预组队失衡等核心痛点。目前已实施的改进包括:将匹配搜索窗口延长至 60 秒以提升对局质量,并在全球范围内推广;在低段位非排位模式引入机器人以优化匹配效率;将排位赛地图轮换缩短至 4.5 小时。此外,团队正在测试钻石及以上段位仅限单排的机制,以及更严格的 1 个段位组队限制,力求在公平性与游戏体验间取得平衡。

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ApexLiveComms (@apexlivecomms)#1Root2026/06/08 17:12 UTC

Apex 英雄:匹配测试更新 如需查看本次更新的完整翻译版本,请点击此处。 作为我们持续致力于提高透明度的一部分,我们一直在更直接地分享我们开发 Apex 英雄的方法。这种方法的核心在于倾听社区中每一位玩家的声音,理解大家的需求,并努力解决这些问题。因此,我们希望重点介绍我们在匹配系统上所做的工作,旨在为玩家提供更好的游戏体验。 在下文中,我们将讨论我们一直在努力缓解的痛点、我们所做出的各种更改与测试、我们的目标成果,以及我们从中获得的经验,以及我们将如何利用这些经验在未来改进匹配系统。 请继续阅读以了解以下全部内容: 五个主要的匹配痛点 近期匹配测试的参数与结果: 增加最大排队搜索时间 在低段位非排位大厅中加入机器人 钻石及以上段位仅限单排 4.5 小时的排位赛地图轮换 排位赛预组队限制为 1 个段位差距 测试所面临的挑战 定义匹配痛点 你们已经表达得很清楚,我们也完全理解:长时间的排队和永无止境的“高强度”对局一点也不好玩。 我们一直在倾听并与玩家交流,我们听到了大家的反馈和挫败感。平衡玩家反馈与匹配数据至关重要,虽然我们看到大多数对局都是快速且公平的,但我们也发现了一小部分不可接受的异常对局,我们致力于解决这些问题以改善整体游戏体验。在过去的几个赛季中,我们一直专注于玩家的反馈,并深入研究匹配数据,确定了五个主要的痛点,以此指导我们在匹配系统上的工作。 以下是我们收到的反馈: 排队时间:没人想在进入对局前无休止地等待。更快的排队时间和更公平的对局之间存在固有的权衡,但我们也知道,任何人都不应该在排队上花费比实际游戏更多的时间。在排位赛中,这种挫败感尤为强烈,因为这是玩家为了获得更严谨的匹配而等待时间最长的模式。 大厅技能差距:对局中的技能差距可能过大。老手和休闲玩家不应该在同一个大厅中竞争。排位赛和非排位赛都存在大厅技能差距的问题,我们根据玩家的不同需求,为这两种模式提出了不同的解决方案。 单排与预组队的失衡:单排玩家在面对配合默契的三排队伍时处于劣势,尤其是在排位赛中。沟通与协作是游戏核心循环的一部分,确实能带来真正的优势,但它们不应该成为决定性的因素。 队友质量:你匹配到的队友可能与你的游戏风格或技能水平不符。不一致的体验会影响对局质量。 高强度大厅:当每一场对局都让你感到痛苦,而对手却乐在其中时,没人会觉得开心。高强度的竞技对局有其适用的时间和场合,你应该在选择加入这种体验时有所预知。 这里的每一项都触及了匹配系统的核心功能。牵一发而动全身,这是一个艰难的平衡过程。这就是为什么在过去的一年里,我们一直有条不紊地测试解决方案,并追踪每一次调整对匹配系统产生的影响。 近期测试 匹配测试和实验是在特定的区域服务器上进行的,以确保我们在与同期其他区域进行对比时能够获得清晰的数据。 在过去的一年里,我们增加了测试次数,并计划在未来保持定期的测试节奏。以下是我们学到的经验。 测试:增加最大排队搜索时间 我们正在解决哪些痛点?排队时间、大厅技能差距、队友质量 测试内容是什么?匹配系统最初会搜索技能水平相近的对手,并随着时间的推移逐步扩大搜索范围,放宽技能限制。在此次测试中,我们将搜索窗口从 30 秒增加到 60 秒,然后再放宽匹配标准。这让匹配系统有更多时间去寻找水平相当的玩家,而不是为了快速填满大厅而立即扩大技能范围。 结果如何?我们看到对局质量得到了积极影响,技能不匹配的情况大幅减少,特别是在高水平竞技中(如下图所示),且排位赛和非排位赛的排队时间均未显著增加。 下一步计划是什么?鉴于积极的测试结果,我们已于 2026 年 5 月 7 日在全球范围内将其作为排位赛和非排位赛三排模式的标准匹配逻辑实施。但我们不会止步于此。我们将继续调整并监控边缘情况,以确保任何人在进入对局前都不会等待超过预期的最大排队时间。 测试:在低段位非排位大厅中加入机器人 我们正在解决哪些痛点?排队时间、大厅技能差距、队友质量 我们测试了什么? 我们在双排和非排位三排模式的中低段位大厅中启用了机器人填充功能,以了解它们是否能改善匹配质量和整体玩家体验。提醒一下:我们没有计划在排位赛中加入机器人,且机器人不会填补你小队中的空位。 结果如何? 在低技能对局中加入少量机器人对匹配质量非常有益。在非高峰时段,机器人使我们能够在合理的时间内创建公平的对局,并减少了我们不得不将高技能玩家拉入技能不匹配对局的情况。然而,机器人仍处于开发阶段,它们只能被加入到能发挥有效作用的大厅中。在新手或低技能大厅之外,它们难以跟上节奏,并会导致对局体验下降,因此我们仍致力于改进机器人的行为。 下一步计划是什么? 我们将继续投资于机器人技术,并逐步将其推广到能创造积极玩家体验的情境中。目前,机器人在扩展的新手引导体验中发挥着关键作用,特别是在玩家通过实战学习游戏时,并有助于在那些原本不得不创建极度不平衡对局的情况下,促进匹配质量的提升。 测试:钻石及以上段位仅限单排 我们正在解决哪些痛点?单排与预组队的失衡、大厅技能差距 测试内容是什么?在第 29 赛季的后期,所有地区的排位赛将对钻石及以上段位的所有玩家实行仅限单排的限制。如果你处于钻石或更高段位,你将无法以预组队形式进行排位赛。每个人都将与新朋友一起游戏——没有例外。 为什么要这样做?我们看到钻石及以上段位玩家对单排与预组队小队之间的失衡感到明显的挫败,这是玩家呼声最高的解决方案之一。这一限制旨在拉平竞争环境,让每个人都能依靠自己的技能和两名新队友进行竞争。结果,大厅的匹配将更加均衡,玩家可以相信他们与对局中的其他小队拥有同样的获胜机会。 我们做出的权衡:与朋友一起游戏是 Apex 的核心部分。我们理解这项测试在最高段位的排位赛中移除了这一核心原则,我们也知道这对习惯一起排队的玩家来说会感到痛苦。通过这项测试,我们优先考虑公平性,以了解它如何影响匹配系统的改进。我们正在衡量这种公平性的提升是否值得,并准备好倾听各方的坦诚反馈。归根结底,这只是解决这些痛点的一项测试;如果测试结果表明这不是长期的解决方案,我们将评估其他方法来解决这个问题。 与朋友一起游戏是社交联系和长期留存的关键驱动力。话虽如此,即使是社交活跃的玩家也会花费大量时间进行单排。因此,单排体验不能被视为次要的;它是整体玩家体验的关键部分,包括对我们最忠实的玩家群体而言。 数据支持:在钻石及以上段位,反馈最为强烈,我们的数据也支持这一点。那些大部分时间以预组队形式进行游戏的玩家确实能以最快的速度达到最高段位。在钻石以上的对局中,我们也看到了单排玩家与预组队小队之间最大的表现差距。一个所有成员技能水平同样高超的三排小队很可能会显著优于其他人。协作带来的优势是真实存在的。 我们正在观察什么:社区情绪和匹配数据。我们想知道拉平竞争环境是否真的能改善整体体验,并提高高段位排位赛的完整性。这是一个为期两周的观察窗口,以便我们在决定下一步行动前进行学习。 为什么不直接拆分队列?将单排和预组队队列拆分带来的问题比解决的问题更多。玩家群体会被分割成更小的池子,导致所有人的排队时间变长或匹配范围变得更广。举个简单的例子:如果我们拆分匹配池,且正好对半拆分,那么每个版本的排位赛中加载的玩家将减少 50%,这意味着在最好的情况下,每个子集的等待时间将增加 50%,对局质量也会受到影响。 仅限单排的单一队列保持了玩家群体的完整性,并使排队时间保持在合理范围内。在测试这一“拉平竞争环境”的选项时,我们将继续深入分析数据和情绪,以了解该变化带来的更广泛影响,然后再评估更永久的解决方案。 测试:4.5 小时的排位赛地图轮换 我们正在解决哪些痛点?常规生活质量(QOL)改进 我们测试了什么?我们将排位赛的地图轮换时间从 24 小时缩短至 4.5 小时。 为什么要测试这个?这主要是一项功能性测试,我们验证了这对玩家或内部系统没有产生不可预见的负面影响。我们还想了解排位赛社区对于在赛季的一个阶段内,能够在自己的正常游戏时间内游玩更多地图会有何反应。 结果如何? 一切顺利!系统运行正常,我们看到在一周内有更多的玩家能够游玩更多的地图,社区讨论也非常积极。 下一步计划是什么? 现在这就是所有人的排位赛体验了。展望未来,我们可能会继续测试不同的轮换时间表,以获得新鲜感与熟悉感的最佳平衡。 正在进行的测试:排位赛预组队限制为 1 个段位差距 我们正在解决哪些痛点?大厅技能差距 我们测试了什么? 我们的数据显示,白金玩家匹配到大师玩家,主要是因为玩家组队并将这些技能跨度巨大的小队带入了大厅。玩家经常带着挫败感和困惑报告那些对局前的段位分布图。因此,我们将组队限制改为只能比你的段位高或低 1 个段位,而不是 2 个,看看我们是否能为所有人创造更好的对局。 此测试在撰写本文时正在进行中,我们将在获得结果后跟进! 测试所面临的挑战 由于我们刻意专注于测试匹配参数,有时过程中会出现问题。这是一个罕见且不幸的结果,我们努力从中吸取教训,以确保不再重蹈覆辙。 例如,在“超频(Overclocked)”赛季发布当天,我们经历了一次持续数小时的匹配中断。我们行动太快,进行了最后一刻的更改,错过了一个关键的 Bug,结果导致中断影响了我们所有的玩家群体——这坦率地说是不可接受的。 那么我们在未来会有什么不同的做法? 流程执行:我们要求更严格地遵守我们的变更管理工作流程。 技术保障:我们正在实施自动机制来自动释放队列压力,以便未来的故障能够更优雅、更快速地恢复。 当系统崩溃导致游戏离线时,团队会齐心协力尽快解决。当匹配系统崩溃时,越来越多的玩家堆积在队列中;如果队列无法通过进入对局来清空,它会持续增长,一旦达到一定规模,就会导致数据库过载。为了让游戏恢复在线,我们的团队必须手动清空队列,然后以降低的容量逐步重新引入玩家,从通常队列的 10% 开始并缓慢扩大。 只有在匹配队列的压力得到充分缓解后,我们才能恢复正常服务。 结论 我们希望这能进一步提高我们匹配测试流程的透明度。这是一个难以把握的领域,因为它需要微妙的平衡和严格的持续测试。我们将继续测试和迭代,并在每一步与你们沟通。在接下来的几个月里,我们还有更多关于匹配系统和排位赛的内容迫不及待地想与你们分享,敬请期待!

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Apex Legends: Matchmaking Tests Update For a fully translated version of the update, see here. As part of our ongoing commitment to transparency, we’ve been more direct in sharing our approach to developing Apex Legends, a critical part of this approach is listening to you all in the community, understanding their needs, and working to address them. As such, we wanted to highlight the work being done on matchmaking to provide an even better experience for our players. Below, we’ll be discussing the frustrations we’re consistently working to alleviate, the various changes we’ve made and tests we’ve run, what outcomes we’re targeting, as well as what we’ve learned and how we’re using it to improve matchmaking moving forward. Read on to learn all about: Five major matchmaking pain points Parameters and results of recent matchmaking tests: Increased maximum queue search times Bots in mid-tier unranked lobbies Diamond+ solo-queue only 4.5 Hour Ranked map rotations 1-tier locked Ranked premades The challenges of testing DEFINING MATCHMAKING PAIN POINTS You have made it clear, and we understand: Long queues and endlessly sweaty matches are the opposite of fun. We are always listening and talking with players, we hear the feedback and frustration. It’s important that we balance your feedback and match data, so while we’re seeing that the majority of matches are fast and fair, we also see a smaller outlier of unacceptable matches that we’re committed to addressing to improve the overall game experience. Over the past few seasons, we've been focused on what our players are saying and exploring match data to identify a list of five main pain points which we use to guide our work on Matchmaking systems. Here’s what we've been hearing: Queue Times: No one wants to wait forever to get into a match. There is an inherent trade-off between faster queue times and a fairer match, but we also know that no one should have to spend more time in queue than actually playing. We see this frustration amplified in Ranked as it's the mode in which players will wait longer for matches with tighter matchmaking. Lobby Skill Disparity: The skill gaps in your matches can be too wide. Veterans and casuals shouldn't be competing in the same lobby. Both Ranked and Unranked matches see the problem of Lobby Skill Disparity, and we approach both modes with different proposed solutions based on differing player needs. Solos vs Premade Imbalance: Solo players are at a disadvantage against coordinated three-stacks, especially in Ranked. Communication and coordination are part of the core game loop and bring real advantages, but they shouldn't be that decisive. Teammate Quality: You're paired with teammates who don't match your playstyle or skill level. Inconsistent experiences impact match quality. Sweaty Lobbies: No one has fun when every single match feels like it’s your pain and someone else's gain. There is a time and a place for hyper-competitive matches, and you should know when you’re opting into the experience. Every bullet here touches the core functions of the matchmaker. Pull one lever and everything else shifts along. It’s a tough balancing act. That's why over the past year, we've been methodical about testing solutions and tracking how each adjustment ripples through matchmaking. RECENT TESTS Matchmaking tests and experiments are run on specific regional servers to ensure that we can get clear data when we compare against other regions playing during the same period. Over the past year, we have increased the number of tests, and are planning to continue with a regular cadence moving forward. Here's what we've learned. TEST: INCREASED MAXIMUM QUEUE SEARCH TIMES Which pain point are we addressing? Queue Times, Lobby Skill Disparity, Teammate Quality What was the test? The matchmaker searches, initially, for an opponent of closely-aligned skill level, and incrementally expands the search, loosening the skill restriction over time. For this test, we increased the search window from 30 seconds to 60 seconds before expanding the matchmaking criteria. This gives the matchmaker more time to find fairly-matched players instead of immediately widening the skill range in favour of more quickly filling a lobby. What were the results? We saw a positive impact on match quality and much fewer skill mismatches, especially at the high end of competition (visualized below), in both Ranked and Unranked without significantly increasing queue times. What are the next steps? Given the positive results, we implemented this globally on May 7th, 2026 as part of our standard matchmaking logic in Ranked and Unranked Trios. But we are not stopping there. We are continuing to tweak and monitor edge-cases to ensure that no one waits more than the intended maximum queue wait time before getting into a match. TEST: BOTS IN LOWER-SKILL UNRANKED LOBBIES Which pain point are we addressing? Queue Times, Lobby Skill Disparity, Teammate Quality What did we test? We enabled bot-fill in mid-tier lobbies of Duos and Pub Trios matches, to understand whether they improved matchmaking quality and overall player experience. As a reminder: there are no plans to add bots to Ranked, and bots do not fill an empty spot on your squad. What were the results? Being able to add a small number of bots to lower-skill matches is very positive for matchmaking quality. During off-hours, bots enable us to create fair matches within a reasonable amount of time and reduce how often we have to bring high skill players into a skill-mismatch situation. However, bots are still a work in progress and they can only be added to lobbies where they participate meaningfully. Outside the new player or lower-skill lobbies, they struggle to keep up and cause the match experience to deteriorate and thus we remain dedicated to improving bot behaviours. What are the next steps? We will continue to invest in our bots and slowly roll them out to situations where they create a positive player experience. Today, bots have a key role to play in the extended onboarding experience, especially as players learn the games through live matches, and to help facilitate improved matchmaking in situations where we, otherwise, would have had to create very wide matches. TEST: DIAMOND + SOLO-QUEUE ONLY Which pain point are we addressing? Solos vs Premade Imbalance, Lobby Skill Disparity What is the test? Later on in Season 29, in all regions, Ranked will be solo-queue only for all players Diamond and above. If you’re Diamond or higher, you won’t be able to squad up as a premade in Ranked. Everyone plays with new friends - no exceptions. Why are we doing this? We see clear frustration amongst Diamond+ players stemming from the imbalance between solo and premade squads, and this is one of the most requested solutions. This constraint should level the playing field and allow everyone to compete, relying only on their own skill and two new squadmates. As a result, lobbies will be more evenly matched and players can trust that they have the same opportunity to win as every other squad in their match. The trade-off we’re making. Playing with friends is a core part of Apex. We understand that this test removes that core tenet from Ranked play at the highest tiers, and we know that will sting for players who queue together. With this test, we are prioritizing fairness first as the constraint to understand how it affects matchmaking improvements. We’re measuring whether the fairness gain is worth it, and we’re prepared to hear candid feedback either way. Ultimately, this is just one test to address these pain points; if the test results don't point to this being a long-term solution, we'll evaluate our other approaches to solve this issue. Playing with friends is a key driver of social connection and long-term retention. That said, even highly social players spend a substantial amount of time playing solo. As a result, the solo queue experience cannot be treated as secondary; it is a critical part of the overall player experience, including for our most engaged users. The data backing this. It is in Diamond+ that the feedback is the loudest, and our data supports it. Players who play most of their games as a premade squad do make it to the highest tiers at the fastest pace. In matches above Diamond, we also see the largest performance disparity between solo players and premade squads. A three-stack where all players are equally-high skilled is likely to significantly outperform everyone else. The coordination advantage is real. What we’re watching. Community sentiment and match data. We want to know if leveling the playing field does improve the overall experience and improves the integrity of Ranked at the top end. This is a two-week window to learn before we decide what’s next. Why not just split the queues? Splitting queues between solos and premades introduces more issues than it solves. Player populations get fractured into smaller pools, creating longer queue times or much wider matches for everyone. As an oversimplified example: if we split the matchmaking pool and it splits right down the middle, there are 50% fewer players loading into each version of Ranked, meaning that, best case scenario, wait times for each subset will increase 50% and match quality will suffer. One queue with a solo-only constraint keeps the player base intact and queue times reasonable. While we’re testing this option to “level the playing field”, we will continue to thoroughly analyze data and sentiment to understand the broader impact of the change before evaluating a more permanent solution. TEST: 4.5-HOUR RANKED MAP ROTATIONS Which pain point are we addressing? General QOL improvement What did we test? We shortened the map rotation in Ranked from 24 hours to 4.5 hours. Why did we test this? This was mainly a functionality test where we validated that there was no unforeseen negative impact to players or internal systems. We also wanted to understand how the Ranked community would react to being able to play more maps in Ranked during their own normal play schedule over the course of a split. What were the results? All clear! Systems were healthy, we saw a greater number of players over a week being able to play on more maps and the community chatter was positive. What are the next steps? This is now Ranked for everyone. Moving forward, we may continue testing out different rotation schedules to get the best mix of freshness and familiarity. ACTIVE TEST: 1-TIER LOCKED RANKED PREMADES Which pain point are we addressing? Lobby Skill Disparity What did we test? Our data shows that Platinum players matching up with Masters is driven primarily by players squadding-up and bringing those wide skill band squads to a lobby. Players often report those pre-match tier distribution graphs with frustration and confusion. As a result, we limited squad-ups to 1 tier above or below your rank, instead of 2, to see if we can create better matches for all. This test is currently active at the time of writing, we will follow up with the results when we have them! THE CHALLENGES OF TESTING With the deliberate focus on testing matchmaking parameters, sometimes things get broken along the way. It’s a rare and unfortunate outcome, and something we work hard to learn from to ensure we don’t repeat our mistakes. For example, the day of Overclocked’s launch we experienced a matchmaking outage that lasted several hours. We moved too fast, made last-minute changes, missed a crucial bug, and, as a result, the outage impacted our entire playerbase - which is frankly unacceptable. So what are we doing differently moving forward? Process enforcement: We are demanding stricter adherence to our change‑management workflow. Technical safeguards: We are implementing automatic mechanisms to release queue pressure automatically, so that future failures can be recovered more gracefully and faster. When something breaks and takes the game offline, the team bands together to resolve it as quickly as possible. When matchmaking systems crash, more and more players accumulate in the queue; if the queue cannot be cleared by loading into matches, it continues to grow, and once it reaches a certain size it overloads the database. To get the game back online, our team had to manually clear the queue and then gradually re‑introduce players at a reduced capacity, starting with 10 % of the usual queue and expanding slowly. Only after sufficient pressure was relieved from the matchmaking queue were we able to restore normal service.` CONCLUSION We hope this furthers our transparency surrounding our matchmaking test processes. It is a complicated space to get right, as it requires a delicate balance and rigorous ongoing testing. We will continue to test and iterate, and will communicate with you each step of the way. We have more we’re excited to share with you about Matchmaking and Ranked in the coming months, so stay tuned!

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