Quick answer: Assign each joining player to the team with fewer players (breaking ties by lower skill total), and rebalance on drop-in/drop-out so counts and skill stay within tolerance.

Lopsided teams ruin matches, and naive assignment that fills team one then team two guarantees it. Always placing a new player on the smaller team, with a skill tiebreaker, keeps sides even from the first join.

How to fix it

1. Assign to the smaller team

On each join, count both teams and place the player on whichever has fewer members. This alone prevents the fill-then-fill stacking pattern.

2. Break ties by skill total

When team sizes are equal, send the player to the team with the lower combined skill rating so balance holds in quality, not just headcount.

3. Rebalance on drop-out

When a player leaves and skews the counts, move or backfill to restore balance within a tolerance, ideally at a round boundary to avoid mid-fight team swaps.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.