Wouldn't This Matchmaking System Make More Sense?

Instead of this baffling and ridiculous MMR system, that's completely out of place in a game like DBD, wouldn't it make more sense, in a game where 'ranks no longer matter', that you base matchmaking on play-time. Being paired with people in certain brackets of hours played. So, for example:

0 - 50 hours

51 - 250 hours

251 - 750 hours

751 - 1k hours

1k - 2k hours

2k - 3k hours

etc...

And if there are no (or not many) players in your bracket, it searches one bracket high and lower than yours to pair you with a bracket that would be more suitable. I mean, that seems wayyyy simpler than this MMR that will take way too much time to find out if it even works.

Comments

  • PrettyFaceKate
    PrettyFaceKate Member Posts: 1,776

    Too logical and straightforward. DbD needs something more convoluted or else it would be impossible to translate it into spaghetti code.

  • Owlzey
    Owlzey Member Posts: 442

    I can see this being easily abused by smurf accounts tho.

  • Onyx_Blue
    Onyx_Blue Member Posts: 1,060

    Every game in the world has matchmaking that can be abused by smurfs though.

  • Nanglaur
    Nanglaur Member Posts: 124

    To be fair, that will be great, its simple enough for this game to actually work and not get ruined by spaghetti code. I will add some more brackets, but overall way better for a casual game like this one.

  • Ghouled_Mojo
    Ghouled_Mojo Member Posts: 2,287

    ‘If it makes sense, it’s not allowed.’

    that always seems to ring true.

  • ich_häng_mal_rum
    ich_häng_mal_rum Member Posts: 435

    Sorry, but I think a matchmaking based on playtime doesn’t work, because hours say nothing about skill. Sure you can expect some experience but that’s it. A player with 1k hours can often easy go against a 3+k hours player. I only agree to say newbies (-20 hours) have to be matched against the same.

  • Onyx_Blue
    Onyx_Blue Member Posts: 1,060

    It's impossible to matchmake based on skill in dbd - since there is no logical way to determine someones skill based on in-game criteria:

    "Oh, you seem to get safe unhooks and not go down quickly in every game."...not realising that the reason for that data is that the player uses BT all the time and is a W-key gamer that drops early and runs to the next loop without ever looping; not exactly skillful as the data would have you believe.

    At least with matchmaking based on play-time, the people you go against have grinded as much hours as you have, does that mean everyone you go against will be really skilled at the game? No. But it does mean you will be more liekely to vs people at your level for the majority of matches in the bracket criterias. Noobs will vs noobs, veterans will vs veterans. The people in the middle brackets will get varied matches but the more you play the sooner you'll be paired with a new bracket of players.

  • Isambard
    Isambard Member Posts: 6

    It won't work on console as it doesn't log your hours

  • ich_häng_mal_rum
    ich_häng_mal_rum Member Posts: 435
    edited August 2020

    @Onyx_Blue

    I don’t say the „new mmr“ works, I see the same problem to rating a player by his chases, safe unhooks and so on cause there were so many factors (perks, pallets, deadzones, killed by teammates...). But if you look only at playtime what is for example with a survivor main with 3k hours and he decides to play first time killer or just more killer than before??

    I prefer a matchmaking based on the ranking system with a few changes:

    • make piping for survivors harder, so all boosted player were on the rank they have to be, and we had more purple/green rank survivors for killers on this ranks
    • remove rankreset
    • you can only derank to the same „rank“ of the next lower rank color (for example rank 2 max -> rank 6)

    At least give us a trainingsmode where player can practice different things like blinking with nurse, using flashlights, discover new maps...

    That’s it!

  • Onyx_Blue
    Onyx_Blue Member Posts: 1,060

    It wouldn't be as general as that, it would seperate play-time for both roles. If you main one with 3k hours and the other dwindles with 300 hours it would seperate the two when you click on the role to play as.

    Yeah they could make ranking up harder, but what's the point? Ranks don't matter anyway. If they did that then they'd have to reset everyone to 20 and make them rank up completely. Since people will still get hard carried by safety pips etc

    Training mode is still a seperate idea though. It should be implemented

  • Reaver_Raziel
    Reaver_Raziel Member Posts: 400

    It unfortunately wouldnt make more sense. Considering people learn at different speeds and people play in different ways, and beyond that if someone plays the game for 1000 hours as survivor and decides lets try killer for the first time, thats probably not the people he should be matched against. The play time is about as bad as the previous ranking. Now after the mmr system is fixed you can argue whether you want the old system back or keep the new. But the "playstime system" is not a better suggestion than either.

  • teamdehn
    teamdehn Member Posts: 222

    Time played is not necessarily an indicator of skill imagine being bad but enjoying the game and eventually you keep getting paired with stronger and stronger opponents. I have a phenomenal amount of time on another game but gold is where I belong it would not make sense for me to graduate for time played. Should time played be a factor probably but not the only metric