http://dbd.game/killswitch
MMR and hockey makes sense
But not as scoring goals which lead to victory but rather the same way how players are evaluated to be MVPs
So many topics, why not another one?
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Except in this example the MVP would need the score the goal. No matter how many assists, blocked shots, stolen passes, and more the individual player has. In DBD they don't care about all the smaller stuff for your MMR. At least in hockey an MVP has a chance to be recognized for their skill and move to a team that wins. In DBD despite all your great plays in game, if you don't escape you're doomed to lower MMR if you die.
Personally I don't mind the system. But BHVR needs to add more categories to the MMR scoring. Kills/Escapes are fine to include but they cannot be the only factor.
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Imagine renegotiating your top player's salary because his teammate failed to score the winning goal.
"If things outside of your control go awry, are you really a good player?"
-Patrick, probably.
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I think using kills/escapes is maybe a good enough solution.
Using the hockey analogy is not really a good comparison for current DBD, because in hockey the whole team is evaluated based on the number of goals, not individual players.
MMR in DBD should work in a similar way, the entire team should be evaluated after the match is done. Yes maybe there will be corner cases when a survivor is hiding all the time and still escapes, but that behavior is not sustainable and eventually will start losing.
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"I always wanted to design an mmr system. Can't be that hard, can it?"
-Patrick, most likely.
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It's a hint for an up coming chapter😲
😂🤣
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MMR is designed so that if everybody is around the same rating the match’s median results will be 1-3 kills averaging 2. That’s all it’s for, so measuring anything other than kills and escapes isn’t necessary in that regard. Doing gens and being good at chases increases your chances of escaping on average and MMR is about long term averages, not individual games, so measuring chase time and gen time isn’t needed either.
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if its such a good solution. Then why is the soloQ such a problem?
I dedicated my solo survivor matches to be completely egoistic. I only care about escape.
Since my escape : death ratio feels something as 5:1, why am I still teaming with:
1) survivors who seem to be new to the game.
2) Is it perhaps that they have inflated/boosted MMR?
3) Am I really that awful of a survivor
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Man... the solution no one saw...
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Coach Patrick sacked all the defenders, they have no discernible skill you see, and wonders why the team loses every time.
You all are realize were losing our shirts, right?
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One thing is MMR, the other thing is matchmaking, i.e. how are people selected into a match based on the MMR values.
It is possible that the matchmaking is aiming for an average survivor MMR. So if your MMR is high, the other survivors will be potatoes to get a target medium high average MMR.
It is also possible that there are too many survivors waiting and matchmaking speed is prioritized over matchmaking quality.
The devs also mentioned some bugs: if someone leaves a party then the system just quickly adds someone, possibly this will be a potato. Or maybe you are quickly added to potatoes.
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long story short. It should not be in a live dbd which such flaws.
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The system before was also bad. This MMR is also not good, but better than it was.
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The neat thing is that they introduced emblem system because kill/escape was decided to be not good when considered alone. Making mmr nothing more but a step backwards XD
Post edited by LastShoe on2 -
No. But as a soloQ no matter how good you are, by bad team mates you can be stuck in the bottom of soloQ.
So, the thing that is not called skill in dbd, means that you loop killer for 5 gens, but if you do not escape, you will end up with worse team mates and a killer.
In conclusion:
You can be much better in a metric that is not called a skill compared to others, but you will have hard time crawling out of that mmr hell.
Which leads to survivors seeking SWF or quitting due to boring limbo.
Which leads killer to stomp or either be stomped, where they either quit from stress or boredome, or role in as a survivor. but then, read the part above what will most likely happen.
Also buffing SoloQ with action icons WILL NOT increase escape rate. Also it will not help with basekit BT or anything, if you are being queued with those who hide or play like a bots
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"looping killer for 5 gens and not escaping" is a nice story but it rarely happens.
Also these terrible scenarios that you presented implies that survivors never escape, which is not true.
How would action icons not help? Maybe not for complete noobs, because they don't understand what's going on, but everyone who knows a bit how to play will find the action icons beneficial.
I am not saying that the current MMR and matchmaking is good, but it is also not so terrible like your pessimistic descriptions.
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Lol right!? The emblem system tracks almost every action a player would consider skill on both sides. The devs would only need to adjust the point values into the MMR system. You could use this to punish camping too b/c the emblems deduct points for hook proximity. It's hard to understand bhvr thinking on this one. Their communication as to why they chose kills/escapes only isn't clear. It sounds like they didn't want to put in the effort.
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I had the same comical notion.
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No, but honestly. 2-3 gens is quite simple.
Also I know, that the killer is not quite experienced when he is chasing somebody, right past you, and doesnt even care if you are doing that gen or not. The true tunnel vision
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