MMR needs to be better

This game has never been this NOT fun before. Every match is so lopsided and filled with total try hards


On console I initially thought GOOD this will put all those insane PC players and streamers in a league of their own. Did BHVR realize this was basically like giving console the crossplay filtering options we've been asking for and then back out? Sure seems like it


Why is me a random solo player on console being put in a match with a 4,000 hour Huntress main on PC. That makes absolutely no sense.


Killer? Just as trash. Feels like 1 kill increases your MMR by 5,000 while getting 0 kills decreases it by 10 points. Not to mention balancing the game around 2 kills is the dumbest thing of all time. What killer who isn't new is going to feel like that is a win? Playing a match wehre they get outpaced and only manage 2 kills. Doesn't that also encourage ohg IDK...camping and tunneling? 2 kills isn't so hard when thats ALL you do. Why should anyone try to play normally?

Comments

  • Blueberry
    Blueberry Member Posts: 14,472
    edited November 2021

    That's why (among many other reasons) balancing around kills is a terrible metric to use. Most the other options all have issues as well don't get me wrong, but kills is probably the worst one to use as it has many more flaws than the alternatives. Pips for survivor and hooks for killers would yield much better results even with their flaws. Hooks at least somewhat allows us to distinguish between camping kills and actual kills for example. A killer that plays like garbage but just stands there face camping for his 2 kills all game looks "balanced" by our current system even though he did awful, while he would look terrible by a hook system. You'd see a similar result using the PIP system as well. Heck even the extremely old system we had ages ago of piping by bloodpoints would even be a more accurate system.

    Something else that artificially puts people at a higher mmr than they should be is running SWF. It boosts you up much, much higher than you could have normally acquired through solo queue.

    Post edited by Blueberry on
  • StarLost
    StarLost Member Posts: 8,076

    Yeah, this happens.

    SBMM is actually a great idea - when it works. It's supposed to assign you a 'floor' and 'ceiling' to your matchups, so that regardless of wait times, you'll never be matched with people far worse or far better than you.

    However, sometimes you get bonkers match-ups regardless of your own MMR. Then you spend some time reading around and realize that the system often just...doesn't work.

    • If you are inactive with one killer for 3 weeks (if I recall), the MMR of that killer resets. However, when you play with that killer next, it assigns a new MMR, pegged just slightly below your best MMR. Why this is the case I have no idea.
    • If a killer dodges a lobby, it grabs the next killer available. I'm not sure if the 'floor' or 'ceiling' applies here.
    • A lot of SWFs smurf their MMR down, usually to either farm grades more easily (you can't lose grades, so you can push it until you hit a point, then smurf down, then push it again) or to look better on streams. Sometimes they just want to stomp. If you see an obvious SWF with fancy skins, dodge that lobby immediately.
    • BHVR seems to sometimes take the system down entirely, probably to make changes or fix a problem. You'll have a day where you just get insane matchups - signaled by instant queues. This is usually a sign to go do something else for the evening.

    What do you mean by it boosts you?

    Do you mean that it makes winning easier so your MMR inflates, or that simply playing in an SWF increases your MMR?

  • Blueberry
    Blueberry Member Posts: 14,472
    edited November 2021

    "Do you mean that it makes winning easier so your MMR inflates"

    ^ This.

    It allows you to win matches that you aren't necessarily winning threw skill but more artificial advantages. IE gen efficiency as one example. The group can be completely terrible loopers (<15 seconds) but as long as they don't waste time and sit on gens holding m1 they can still win because of how imbalanced the objective times are on each side.

    MMR is supposed to represent your skill level, but using SWF doesn't allow it to do that accurately.

  • bm33
    bm33 Member Posts: 8,505

    They need to incorporate the emblem system with their SBMM because just kills/escapes doesn't work and is not fun. I had decreased my playtime because of performance issues but continued to play a bit because I atleast would have fun. Now if I hop on it's for couple matches and then I go play something else because SBMM has killed all the fun.

  • Blueberry
    Blueberry Member Posts: 14,472

    Yeah this is why the old system worked a lot better. You could play well as a survivor, die, but still rank up for how well you played. Current system it doesn't really matter how well you played if you die. That isn't good design.

  • StarLost
    StarLost Member Posts: 8,076

    Ah.

    Frankly, what BHVR should do is what other games do with premades.

    If you queue up in an SWF, you get a stacking, temporary and proportional increase to your MMR. Say 1.1x for a 2man, 1.4x for a 3man and 1.7x for a full 4man. This would mean that SWFs would face proportionally more skilled killers to counteract the incredible coordination and information sharing bonus.

    The elephant in the room though is the fact that clearly the 'floor' and 'ceiling' for matchmaking break down sometimes, and that sometimes the system seems to be offline entirely.

    I don't mind waiting for a minute or two extra for a good match. I don't want to be pooping on newbies and I don't want to get skunked by a crazy TTV premade.

  • Blueberry
    Blueberry Member Posts: 14,472
    edited November 2021

    "If you queue up in an SWF, you get a stacking, temporary and proportional increase to your MMR. Say 1.1x for a 2man, 1.4x for a 3man and 1.7x for a full 4man. This would mean that SWFs would face proportionally more skilled killers to counteract the incredible coordination and information sharing bonus."

    The issue with this idea even though it sounds good on paper is that it wouldn't matter because of how unbalanced the game is at high mmr. IE you can put them against as high an mmr of a killer as you want and he's still getting destroyed. SWF is just too much of an advantage to add onto an already extremely unbalanced game. If the game was actually balanced at top mmr then yes your idea would work.

    I agree I'd also wait triple even the current wait times if it meant I never had to play against SWF. I care more about a "fair" match than I do a fast queue. I want to lose because I was outplayed, not because of balance issues. I can do something about being outplayed (improve), I can't do anything about balance issues. Feeling helpless to an outcome isn't a good feeling in a game.

  • bm33
    bm33 Member Posts: 8,505

    My swf teammate keep having matches where we legit are doing everything, our BP at end will be 15k+ or 20k+ (depending on the match) and one or both of us will die but our random teammates will have less than 10k if they escape, less than 5k if they die, because they didn't do anything. It feels like 2v1 not 4v1. Before if I died but did enough to pip/double pip I knew the odds were with me that I'd have good teammates next round - now I have higher odds of having useless teammates or teammate that is working with killer.

  • StarLost
    StarLost Member Posts: 8,076

    You won't get rid of or nerf SWF, sadly. BHVR have been emphatic about this - they don't want to 'punish people for playing with friends'.

    The best that can be hoped for is a system to detect smurfing (if a player is AFKing or suiciding multiple matches in a row, they may need an audit), the various weirdness that happens with SBMM to get fixed and for SWF to be put up against better killers by default.

    That said...a lot of SWFs, especially 2-3man groups are fine. It's the smurfing ones (or however I'm getting matched up against 4000+ hour stompcomps) that cause grief.

  • Dwigtht
    Dwigtht Member Posts: 462

    MMR is very efficient at picking survivors with the same skill level. This creates 2 types of games:

    • Low MMR Survivor Hell, when survivors are so bad, so you cannot increase your survivors MMR because you die, because your teammates cannot do a thing
    • High MMR Killer Hell, once you have raised MMR as a killer, you start getting survivors efficient at:
    • 1. Gen rushing -- because this is what they do to escape the trial
    • 2. Pallet pre-dropping -- no mind games, no risk
    • 3. Hold Shift W


  • Blueberry
    Blueberry Member Posts: 14,472
    edited November 2021

    Well I'd never even want SWF to be nerfed or got rid of, people should be able to play with their friends. What I would want however is ranked/unranked modes to separate them. I think the player base is large enough to support it. IE SWF in unranked but only solo in ranked, something like that. Dynamic alternating blood point bonus for wherever the larger queue is to help keep them balanced in wait times. (something that should also be applied to survivor/killer queues for that matter).

  • ASurvkillivorer
    ASurvkillivorer Member Posts: 1,911

    It amazes me how everyimr someome shares an MMR feature with me it gets worse. If ture that is BEYOND dumb


    Yes your MMR should drop if you don't play. But to think a killer I don't even play coulkd get upped to about as high as my best killer for no reason? WHAT

  • drakolyr
    drakolyr Member Posts: 322

    I still dont understand that they tweaked this for so long with multiple test and at the end....



    its just

    escape = win

    Dead = Loose


    3X kill = win

    2x kill = even

    less than 2x = loose



    Why getting MMR when nothing else is considered.

  • BadLooperQ
    BadLooperQ Member Posts: 277

    Kills might work for some tryhard killers, but overall it's not a balanced way to analyze your skill.

    But survivors though, it's a insult in ALL ways. The overall performance (gens done, chases, team help) should count towards that and if you escaped or not should be just a multiplier for the average score.

    The mmr is made for SWF's. So good luck trying to maintain your mmr in a good position while depending on your fellow random teammate