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Questions about the upcoming MMR system.
I'ts been about a month since the announcement of the new MMR system and people have developed a lot of questions within that period of time, I think me and many others have the same questions, so I thought I would make this to see if they could be answered.
1: While rank would no longer correlate to your matchmaking "skill rating", could the current ranking system be changed in order to show our rating, or is another system being created to display our "skill rating"?
2: If there are no plans to display our matchmaking "skill rating", how will we know this new MMR system is working?
3: What will happen to the emblem system?
4: Is their an estimate on when we can see these changes tested on live servers?
Those were the most common questions that I've seen from the community, if any of these have been answered already in another thread, please link it below. Thanks!
Comments
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We do not plan to show people their exact skill ratings. The idea is to give people fairer matches, not to try to raise that number as high as you can. Showing it puts an emphasis on it, and naturally people want to make that number as high as possible. You'll know it's working if you're having relatively easy matches (win about half of them, lose about half of them).
The emblem system will remain as the way to gain pips. What will happen to emblems and the old ranking system later on has yet to be determined.
As for an estimate, it's already being tested behind the scenes, but it has not yet started to be used for matchmaking purposes. We'll be sure to let everyone know when that does happen.
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win about half of them, lose about half of them
What's a win and what's a loss in BVHR terms?
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They have said multiple times that the game is balanced around 2 kills, meaning that anything over 2 kills would be a win, and 2 kills and under would be a loss/draw. That's just what I would assume
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What is a win and what is a loss? I hope it's not just kills because that would be ridiculous.
I've had games where I two hook everyone and have so much pressure it feels great, and then they all get out by the skin of their teeth and it was a great game. I don't feel bad because I probably let one of them go or something near the end because I enjoyed the game so much.
Then there are games I can't do anything, I am bullied and taunted, feel useless and can't win a single chase or do anything at all, I am punching bag for the survivors- but maybe they get cocky at the end and I get like one kill and one more kill because they get overly altruistic trying to save them. I effectively got beat all game by people better than me and only got 2 kills barely because of bad circumstances. That's not really a "win" in my book I still barely got points anyways.
I won't want the latter to become the games I get more often than the former ones. Then again.....it would be hard to make a system worse than the current one.
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Define a win and a loss please, because everyone has their own view on what a win or loss is. Plus why even have a ranking system if you aren't going too show the MMR? May as well remove it entirely.
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I always assumed the two kills a match thing was a rough estimate of what a good game should be.
If we convert to hooks, then that's at minimum 6 hooks with 12 total. If I get everyone on death hook and they all escape, I do consider it a decent game.
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I would just love to know what is considered to be a good player.
Like if a survivor runs a killer the entire game and the killer never leaves them, are they then a good player?
And what about the 3 survivors doing nothing but gens the entire game, becasue what else should they do?
Are they good players? on the one hand they merely held M1, but on the other hand they are the ones that progressed the match for their side.....
I mean this is completely up for discussion as a concept outside of the game, how the F is the game going to choose who a good player is?
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In all seriousness I would assume this is why the emblem system was implemented. A killer should be focused on halting generator progression, winning chases, and sacrificing survivors.
The problem is the emblem system (at least killer side) penalizes the player for stupid nonsense like if someone kills themselves on their first hook trying to jump off that hurts the killer in the end cause of lack of sacrifices. Or the fact that survivors healing hurts a killers score even though there is obviously times where letting survivors go off and heal while you chase other survivors is a good and sound strategy.
A better, more refined emblem system that takes into account differences in styles between killers would help in defining a "win" and loss.
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What reason is there for hiding it?
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He gave the reason.
"Showing it puts an emphasis on it, and naturally people want to make that number as high as possible."
They don't want people to know and grind their mmr.
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But won't the current issues of mismatched rank and low killer turnout still be an issue with the new rank system? It'll still be easy for survivors to rank up, or whatever you want to call it, while killers will struggle. The new system will have to stretch to find matches, right? Meaning it'll still have to pull lower ranked players into higher ranked games. There just isn't enough killer players to balance the scales.
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That isn't really an answer. Putting an emphasis on it and people wanting to raise the number isn't an issue. Who cares if they put an emphasis on it and want to raise it? Without a good reason this just seems like a way to cover up the problem.
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If they show it we'd be able to see when it goes up and down. We would be able to see matches that improve the rating. It's obvious they want to hide this. I think us not knowing anything is kind of the point it removes those spam threads showing pictures of rank disparity without actually making rank matching strict increasing queue times.
No emphasis/knowledge/ladder climb just the gameplay
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this sum super smash bros gsp rating shenanigans
even though they sound exactly the same, hoping it doesnt turn out like the gsp system because it sucks lol.
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"I think us not knowing anything is kind of the point it removes those spam threads showing pictures of rank disparity without actually making rank matching strict increasing queue times."
In other words, hide the problem. The issue isn't those spam threads showing rank disparity problems, the issue is the rank disparity in matching itself.
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