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Match Making Idea - Map Forgiveness
From my understanding of what was said in the QA, Match Making is currently broken into two parts.
The Matcher - Matches similar MMR players or ones that have been in que for a while.
The Checker - Guesses which side will win the match once it begins loading.
From what was said in the QA The Checker knows almost all of the time which side will win and The Matcher prioritizes lowering excessive que times over MMR rating.
My suggestion is to add a third part, The Builder.
After The Checker determines the probable outcome of the match, The Builder would take the imbalance and add things to the map to compensate. For example, if the match was determined to be more killer sided it would add stuff like more pallets, stronger loops, better chest loot, a further spawn distance, or maybe a BP compensation at the end of the match. The opposite could be applied if it was more survivor sided.
Comments
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And....who does it apply these changes too? Not the Same Survivors AND Killers, since they won't run into each other again. So...The next Killer? But he's coming from a match he WON, so why would he get the boost form a Killer who LOST? Same with Survivors.
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There is no way this would not cause massive issues.
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It would apply as the match is being loaded. As the map is spawned in it would have these changes.
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Current map generation goes for balance, yet still spawns LT walls three in a row or 4 pallets on the map.
This would most definitely cause massive, yet fixable, issues.
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Instead of basing it off matchmaking, it needs to be fixed in general via tile weighting logic. For example, a shack can never ever spawn connected into an LT tile or a jungle gym. LT walls can never ever spawn connected to more than one LT in a row. LT walls can never ever spawn connected to a jungle gym. Jungle gyms can never ever spawn connected to a jungle gym. For a certain multi-tile zone, the maximum "point" distribution is A, and the minimum point distribution is B, and the maximum possible for the entire map is C. So on and so forth. This would stop things like there being only 4 pallets on the entire map, things like there being 29 pallets on the entire map, there being way too big of dead zones from the start of the game, and there being overpowered tile setups.
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My suggestion would take your well designed system and change numbers only when the matchmaking realizes it made a mistake. If it realizes it matched 4 700 MMR survivors with a 2500 MMR Spirit it would increase the A, B, and C to compensate.
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It shouldn't be matching them together in the first place (in a world where MMR actually works well).
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Currently, SBMM tries to match people of a similar MMR but is designed to increase the range of values depending on the time they were in que. It is a flawed but necessary system made to stop excessive que times. I agree that it is currently failing to accomplish its task, but this suggestion is supposed to mitigate these issues.
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