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SBMM is basically the old ranking system with hidden ranks and 0 improvement

BirdSpirit
BirdSpirit Member Posts: 186
edited January 2022 in General Discussions

BHVR has stated that hidden MMR increase and decrease is based on kills and escapes, which is a terrible reflection of skill, as we all know.

First, let's address things that should be taken into account ASIDE from killing and escaping.

Killer:

  • Length of chases - the shorter the better
  • Ability to damage and down survivors/hit them with abilities
  • Increasing hook count
  • Time spent in the trial

Survivor:

  • Length of chases - the longer the better
  • Stealth
  • Ability to utilize environment and items to slow down killer - blinds, pallet stun, vaults, etc.
  • Safe hook rescues and healing
  • Time spent in the trial

Let's also look at some other sources of frustration in the current system:

  • Hidden MMR - players do not know their skill level
  • Grades that use colors reflective of previous ranks - often associated with the old ranking system
  • Some categories are misleading/frustrating to obtain points in
  • The point cap is easily reached in slightly longer matches


So what can we start with?

  • Reveal the MMR! Let people see the MMR of themselves and reveal it for everyone in post-game lobby. Players should be able to see evidence that matchmaking is fair. In fact, just bring numerical rankings back! The issue with the system lies with how skill level is determined, not with the way ranks were presented.
  • Create a point system beyond Rank 1. As with legend in Hearthstone or grandmaster in League of Legends, give the best players in the game a limitless progression so they can truly flex their skill level.
  • Reward players based on their rank. BP for everyone at each reset. Give them out alongside grade rewards. The grind is insane anyway.
  • Grades should NOT be called grades! Whenever anyone hears or sees the word grade they think they're being rated on how good they are at something. This is extremely misleading as grades are now only an indication of monthly playtime. Instead, call them Monthly Milestones.


How about a better skill-based system?

The goals of a good MMR system should be to create matches of players of equal skill with each other. It should promote players obtaining objectives and playstyles healthy to the game without encouraging toxic behavior.

Using categories for the initial ranked system was a good start, but BHVR took two steps backward and no steps forward by no longer relying on the pip system. The categories SHOULD matter. In fact, they should matter a lot. Way more than escaping and killing.

  • Fix the evader category so that the name isn't misleading and it is easier to earn points from outside chases.
    • Reward more points to survivors who are able to remain undetected when the killer is nearby.
    • Reward survivors who are running in the view or have recently been in the view of stealthed killers (it's weird that doesn't give points). The points, in this case, should be hidden and not appear in the top right for the sake of not revealing stealth killer positions.
  • Decrease the points received for escaping and distribute them more amongst other actions of the same category.
  • Decrease the points received for killing and reward more for hooking and damaging survivors killers have yet to hook and damage. Ultimately the total points should remain approximately the same while also accounting for slugging.

Players often like to focus on certain playstyles that will net them many points in one category but very little in others. This is more of a survivor issue than a killer one. The following promotes focus on certain styles of gameplay without it feeling too punishing but still encouraging well-rounded survivors that participate in all aspects of the game:

  • Increase the cap for the number of points obtained in each category. BP cap remains the same (although really it should be increased since the grind is so insane).

The MMR calculation should account for all actions in the trial as well as the length of the trial.

  • Tally up the points at the end of each match and create a ratio using time spent in the match to determine the MMR. The purpose of the ratio is to determine whether killers and survivors are actively doing something during the match.
    • Extra points (as in, more than we have now) in the altruistic category and the chaser category are awarded after the exit gates have been powered.
  • Quick deaths on the killer side have higher impact on increasing their MMR.
    • BUT WAIT. That just increases facecamping! Correct, so let's add the following:
      • The longer the killer spends with the hooked survivor in their view without being in a chase, the less MMR received. MMR can fall into the negatives in this fashion and decrease the killer's MMR for getting the kill if they decide to facecamp.
  • Short matches that result in quick deaths on the survivor side have less impact on lowering their MMR than long matches that result in deaths.
  • 5 (or whatever amount) placement games at the beginning of each reset compared with previous MMR to determine standing. Average of placements games if no previous MMR.
    • Should also subtract a certain MMR amount at each reset too so players can actually climb.
  • DCs and AFKs lessen the MMR impact. The person who DC'd should get a set MMR decrease but DBD needs a reconnect system first for that to work.
    • The trial time will freeze at a certain point in these cases to prevent MMR farming.


    Let me know if I missed any glaring issues. Thanks for reading!

Comments

  • MeneLaw
    MeneLaw Member Posts: 341

    What took you so long to figure out?

  • ThiccBudhha
    ThiccBudhha Member Posts: 6,987

    Nah, if it was the same, it wouldn't trigger the vocal community as hard and long as it did... Um... Still does?

  • Murgleïs
    Murgleïs Member Posts: 1,105
    edited January 2022

    Public MMR / Ladder is good in a game that is balanced. Right now, in dbd :

    • You cannot chose your add-ons as killer, the web is random
    • You cannot chose the map offerings you want to buy. Let's say I want to play on glenvale, I have to lvl up until I can get ONE offering. That's not acceptable in a game with a ladder. Meanwhile, cheaters can have an unlimited amount of map offering.
    • RNG totems, gens, pallets location.


    I'll give you an example. Let's say I want to push my mmr as high as possible on nurse. I need to play with the best add-ons and map offerings, that means I have to grind BP on another killer to buy the best of them for my nurse. Does that seem healthy for the game ?


    Also, if you want a truly fair MMR matchmaking, you have to calculate survivor mmr at the end of the match as a whole not individual. Otherwise survivors would manipulate their behavior, for exemple extending the game so that they can get more chase / altruistic mmr points instead of getting out immediately at the expense of another survivor.


    "The longer the killer spends with the hooked survivor in their view without being in a chase, the less MMR received. MMR can fall into the negatives in this fashion and decrease the killer's MMR for getting the kill if they decide to facecamp."


    Do you realize how easy it is to manipulate this ? I can proxy camp any time with my nurse / blight to avoid this.


    "Short matches that result in quick deaths on the survivor side have less impact on lowering MMR than long matches that result in deaths."


    So you punish every early snowball build. Look at this Negoose fast death build. Do you think he deserved less mmr ? I would say that if you die very fast as a team that means you messed up a LOT. Stall is always good for survivors (healing, harassing gens), if they can't do it it means they are not that good.


  • BirdSpirit
    BirdSpirit Member Posts: 186
    edited January 2022

    Map offerings have always struck me as odd and I feel like they shouldn't exist. I sometimes feel like they're there just to add more junk to the bloodweb.

    As for RNG of stuff, I cannot think of anything that would serve as a reliable fix that wouldn't give either side an advantage. The most I can say is that totem spawns should never be in plain view. An amount of RNG is always going to be present in the game and not a whole lot can be done about it.

    Addons are another aspect of RNG, but survivors also have their items. Theoretically, the 2 are supposed to balance out, but again, I cannot think of a fix for those outside of changing core parts of the game.

    Also, if you want a truly fair MMR matchmaking, you have to calculate survivor mmr at the end of the match as a whole not individual. 

    I thought about this, but I cannot figure out how the system would determine the MMR without it once again being based on escapes and kills.

    Otherwise survivors would manipulate their behavior, for exemple extending the game so that they can get more chase / altruistic mmr points instead of getting out immediately at the expense of another survivor.

    If they want to risk getting killed, that's fine. Note that farming to a degree already happens currently. Also, points are still capped. However, the timer of the trial probably could be paused after a certain point.

    Do you realize how easy it is to manipulate this ? I can proxy camp any time with my nurse / blight to avoid this.

    This is why:

    • Decrease the points received for killing and reward more for hooking and damaging survivors killers have yet to hook and damage. Ultimately the total points should remain approximately the same while also accounting for slugging.

    So you punish every early snowball build. Look at this Negoose fast death build. Do you think he deserved less mmr ? I would say that if you die very fast as a team that means you messed up a LOT. Stall is always good for survivors (healing, harassing gens), if they can't do it it means they are not that good.

    The killer gets more MMR. They are not punished. I realize there is a misinterpretation in that sentence due to a missing word so I've fixed it.

  • Dino7281
    Dino7281 Member Posts: 3,294
  • BirdSpirit
    BirdSpirit Member Posts: 186

    It's just a variation of the same issue. Nothing was fixed.