Overview
- Design director Virgil Watkins says matchmaking mixes players and reflects longer‑term PvP versus PvE habits rather than assigning “friendly” or “aggressive” lobbies.
- Post‑match surveys do not influence placement, with matchmaking based on in‑game behavior tracked over multiple rounds rather than player feedback forms.
- Embark plans public communications to clarify how behavior signals inform matchmaking while keeping precise thresholds and weights private to deter manipulation.
- Embark acknowledges Matriarch and Queen encounters are being cleared too quickly because they were not tuned for full‑server dogpiles and player abilities are currently too effective.
- The team notes early boss kills suppress PvP conflict and strain loot distribution, and says events like Locked Gate and Hidden Bunker that incentivize camping are candidates for revision without a set timeline.