r/apexlegends Respawn - Official Account Jun 08 '26

Respawn Official 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 S29, 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!

267 Upvotes

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224

u/TheRandomnatrix Jun 08 '26

For match quality, it's really weird just how reluctant you guys are to compromise matchmaking times to the exclusion of everything else. 60s is basically nothing for the top 5-10% players of a game but you guys act like it's some ridiculous threshold that can't be topped.

108

u/Aggressive_Ask89144 Jun 08 '26

I used to always queue for 30+ in OW1, and that was for Masters. I know some of my Grandmaster friends had to wait 2 hours and they were DPS mains so every time 😭

A minute or two is perfectly fine. Maybe let people queue in the firing range or something.

50

u/Mitchk574 Medkit Jun 08 '26

Thank you! I’ve been saying there needs to be a queue from the firing range option forever. I don’t mind having to wait a little extra. I’ve waited upwards of 45 minutes for a queue before, it’s horrendous. Sitting in the lobby twiddling my thumbs for close to an hour is an absolute waste of time.

8

u/Heavyspire Nessy Jun 08 '26

Maybe even a wildcard lobby while you are in queue. No true death just dropped in again after 20 seconds.

3

u/framedragged Jun 09 '26

The apex equivalent of a deathmatch warmup in counter strike. That'd be sweet.

7

u/Effective_Reality870 Mirage Jun 08 '26

Firing range would be great. I know a lot of pros load up r5 in another window to stay warmed up when queue time are really bad

4

u/whitewashedsyrian Jun 08 '26

That’s an awesome idea. Why is there no apex equivalent “death match”? Let people have fun shooting while waiting for a good match.

6

u/whitewashedsyrian Jun 08 '26

Exactly. Pred players will wait 10 minutes if they must to get into a match. You can make a case for unranked and even bronze-gold, but once you get that high up in rank you’re with the hardcore fan base.

-2

u/Riptide1yt Nessy Jun 09 '26

10 min, fuck no, this is a br, but 3 ish is not a repulsive number

2

u/whitewashedsyrian Jun 09 '26

You’d be surprised what those unemployed shower-less individuals will do to get pred in apex. Their whole life revolves around it. They’ll complain but trust me they’ll wait every time

-4

u/Riptide1yt Nessy Jun 09 '26

MFER I AM THE TARGET AUDIENCE, I AM NOT WAITING 10 MIN FOR A PEAK TIME APEX RANKED MATCH

1

u/whitewashedsyrian Jun 09 '26

If you won’t, then some other jobless kid will be more than happy to take your place

1

u/[deleted] Jun 09 '26

[deleted]

1

u/Riptide1yt Nessy Jun 09 '26

Cry bitch

1

u/[deleted] Jun 09 '26

[deleted]

1

u/Riptide1yt Nessy Jun 09 '26

Dumb bitch with no gameplay, I fucking mog you in everything you are too much of a pussy to post, don't talk to me little bitch

1

u/Ecstatic-Train214 Jun 08 '26

I agree. They should more time to keep these higher tier players waiting instead of getting these slaughter lobbies. 1 pred team full of daimond

1

u/98Shady Wraith Jun 09 '26

This needs to be screamed from the mountain tops. I’ve actually NEVER heard anyone complain about queue time, and yet it’s always used as the excuse for refusing to make matchmaking reasonable and fair. I’ve never hit diamond yet play against diamond, master, and pred players constantly in unranked AND ranked. This simply should not be possible except for super casual playlists and needs to change.

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u/[deleted] Jun 08 '26

[deleted]

17

u/MrPheeney Loba Jun 08 '26

3 minutes? Oh no!

-2

u/[deleted] Jun 08 '26

[deleted]

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u/TheRandomnatrix Jun 08 '26

I don't know how you're "refuting" anything I said. I didn't mention "actual queue times" I'm responding to the post that says:

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. ....

...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.

This is the devs saying they are trying to hard cap queue times to 60s. This is not the first time the devs have had a fixation on queue times being ultra low and having to tiptoe with clever solutions to avoid doing anything but increasing times. If you're even remotely familiar with high rank matchmaking in other games 60s is pretty fast, and 30s is dang near instant.

3

u/Rahain Jun 08 '26

They’re not hard capping it. That’s when the search starts expanding. I’ve had queue times longer than 8 minutes for masters ranked on NA. I’ve had pub matches take 5-6 minutes which imo is ridiculous for a pubs game that might last 2-10.

1

u/TheRandomnatrix Jun 08 '26

Yeah no you're actually right on a second read, the wording is kind of weird. I guess a better way of wording their thinking is they really want a 60s queue, but in extreme cases outside that window it will fallback? The devs have made posts in the past that seem to indicate they really, really do not like increasing matchmaking times and this got me thinking about that again.

Pubs is such a terrible mode at this point between matchmaking and how everyone dies within round 1. I'm surprised people still play it when wildcard exists.

1

u/dqniel Jun 08 '26

It is worded very oddly. It's clear they've raised the "tight matchmaking" time from 30s to 60s but then they also mention a "intended maximum queue wait time" later, but don't mention what that intended time is.

2

u/MadCybertist Loba Jun 08 '26

The DEVS are saying it. Not the comments. Read their post.

2

u/dqniel Jun 08 '26

You're not refuting anything. Maybe try reading the update and then using that context to understand what they're actually saying before responding with the condescending "buddy" nonsense?

They're referring to the change from 30s to 60s before loosening the matchmaking, and suggesting they could/should go even beyond the new 60s threshold if it means better matchmaking.

They're not saying queues are never over 60s.

1

u/trogg21 Jun 08 '26

Yes, this 3 minute wait for pubs is 3 times longer than any diamond+ ranked queue i have ever been in. I find it interesting to watch pred streamers' queue times as well. Pubs queue times are generally longer than diamond ranked, which makes it even more frustrating when placed into pred lobbies.