If the devs are so horny on using MMR why are they unable to use it properly?

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  • knell
    knell Member Posts: 595
    edited April 2022

    You should really sticky something like this at the top - or make a FAQ which includes information like these that lay out the basic fundamentals of how matchmaking systems like ELO/Glicko/TrueSkill are usually created, and why they usually only consider win conditions and not players' performance levels within each match. Of course, most people aren't here to learn about how matchmaking systems usually get made, and rather just lash out and vent at things they don't understand, but I'm sure there are always few people who are genuinely curious about MMR and the theories behind it.

    I'd also mention about the difference between MMR and how the actual matchmaking gets made. As in, the difference between the algorithm to rate players, and the overall matchmaking that includes that algorithm, but also takes into account for things like players' queue times and the server/player location. There are too many people on the forums that don't seem to understand that even if SBMM is functioning correctly, they may constantly end up with opponents who shouldn't be in the same ratings in their matches due to BHVR's decisions to alleviate queue times and/or to make sure players are not lagging in their matches. Every pvp online games have to balance those elements out - but for some reason, your forum members seem to believe that it's because of SBMM.


    This also does not factor in the fact that not all perks are equal. Some perks are stronger when combined with other perks/add-ons. Take Dead Man's Switch, for example. On its own, it's okay. Put in on a Killer like The Artist that can easily force people off of generators and it becomes much stronger. How do you apply a single value to it that doesn't discourage using it on other Killers while also fairly penalizing it on ones that can make full use of it?

    It's not just perk-perk and perk-addons synergy, but also random elements like perk-maps or addons-maps synergy. So even if you somehow miraculously figure out a specific value to the likelihood of increase in meeting the win condition for one particular perk, then you would need to assign multiplier values in relation to every other perks, addons, maps, etc. Oh, and every time there is an update to the current state of the game, make sure to repeat the whole process of re-adjusting the value and their multipliers for every single perks/addons/maps/killer powers/etc and how they all interact with each other again! Right, seems doable.


    Overall I'm glad MMR was implemented in a way that it did. Hopefully it's revealing a lot of balance issues in the game - you've already mentioned the SWF problem, but MMR should also have shown massive problems at the top and bottom - not just balance-wise, but player population too. Not enough players at the top? Then perhaps BHVR should be lowering the skill ceiling, or making it easier for more players to play like the top players (e.g. adding keyboard and mouse support may increase the player population at the top, etc.) Not enough players at the bottom? Then maybe BHVR should add in a more intricate practice mode with individual killers and map options so that newcomers can jump into the multiplayers with more knowledge and confidence. There are lot of things needed to make the game better - MMR should be revealing those things very clearly right about now.