I think Scott Jund's video nailed it on MMR
I'm referring to the stuck in a 'Stuck in a Killer MMR bullying loop' video. When I play solo queue survivor I also play very selflessly, take lots of protection hits, take aggro to save a teammate on death hook, etc and, because of that, I've been sacrificed a lot. Consequently, I end up in games where I get a string of brand new killers who literally can't catch me. As an example, I've been in games where the killer killed the potatoes at 3 or 4 gens and myself and the other remaining survivor did the rest of the gens and got out.
This would be incredibly frustrating to a new killer as, in an asymmetric game, the power role has to be stronger than any of the individual components of the other side or the power role is set up for a frustrating, terrible experience.
Honestly, I'm not a great survivor but I have enough basic competence to get to Iri 1 as survivor (pipping up at red requires doing 3 gens, 2 safe unhooks and 2 health states healed, evading the killer for roughly 45 seconds and surviving for 9 minutes so at least basic knowledge of gameplay) but I've also gotten hatch on killers I think I could have soloed if I had been willing to spend roughly an hour on one match.
If I've done enough as solo survivor to pip up at red ranks my team is probably going to win but since I play selflessly I quite often sacrifice myself to get the other three out. Yet this means my MMR drops.
I never tbag nor do I ever taunt the killer (I even offer mercy hooks if my team is being horribly nasty arses to the killer) but it's super frustrating for a new killer to go up against a survivor they can't catch and I say that from remembering my first few days. To help out the new player experience the MMR system needs to be tweaked and changed.
TLDR: The MMR system makes it a frustrating experience for new players due to mismatches in skill.
Comments
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Unfortunately, the current survivor MMR criteria do NOT benefit different playstyles. Until survivors are leveraged as a TEAM with everyone receiving the same amount of points for the outcome of a match, and that outcome is evaluated by the total of generators completed + total survivors that escaped the scenario will continue to happen.
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I'm not sure why survivors aren't treated as a whole, instead of individually. If 3 or 4 survivors escape, then all the survivors rank up in MMR. If 0 or 1 survivors escape, all survivors in the team lose MMR. 2 survivors escape would be a tie.
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Because that's just as bad as the current system. You can get people who carry you or drag you down. I don't want my MMR being tied to the urban evading and/or hiding in the corner of the map and/or throwing a match to complete their archive survivors.
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It's your average games, not a single instance of a game. You don't understand how MMR works.
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And you act like, as a solo queue survivor, this is not common.
You'd literally have people SWF their MMR.
You have no idea how DBD works =/
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Good idea but that would mean every player need to wait until match is over? If you get killed fast and then you have to watch 10min match just for your MMR to adjust?
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Could go the Identity V route where the game gives you the results after the game is over even if you left before the game was over.
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Or just adapt the old emblem system into mmr, it wasn't perfect, but it was better than what we have right now.
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You wouldn't need to wait for the match to end, the system could still use your previous MMR to start a new match and update the number when the previous one is over since the variance is so small compared to the total.
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That's not what would happen, though. Players who actually aren't helping the team, like the Urban Evaders you're mentioning, would negatively impact their team's survival rates and would therefore have low MMR. A system considering team outcomes would mean that you would be matched with other players who help the team exactly as much as you do. That sounds unbelievable. The current system values more talented but less selfish players the same as less talented but more selfish players. That's how you get stuck with Urban Evaders on your team who will happily leave you to die for a higher chance of escape.
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Those players actually influence your MMR already. Because you will probably not complete all Gens with them and probably not escape. The best you can hope for is a Hatch escape, but a) this will more likely go to the person hiding and b) will also only be a draw in regards to MMR.
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Omg this video is perfect. It's almost exactly what I've been trying to argue for in the MMR thread.
The only thing I disagree with is the main negative he lists for team-based MMR. In theory, once the rankings plateau out, you won't be held back by your teammates. You'll be matched with other players who help the team exactly as much as you do on average. They might let you down from time to time, but in theory you'll let them down just as frequently. Seems like a system with no major downsides and many advantages over the current system.
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Everybody knows how much Patrick's Magic Lottery sucks, but the devs have made up their mind that this system is here to stay. Either go SWF or start memeing.
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This is why it wouldn’t work, unless it’s somehow tracking after a dead survivor has already left the trial. Also, why should a survivor who was found first and immediately gave up positively or negatively affect my rating?
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Your opinion and the opinion of many others I respect of course, but I also have one about the MMR. Imagine if the MMR was calculated differently, (hook counters for example) then there would be almost only farm rounds in DBD and no losers. This does not work at all. The developers made the right decision here in my opinion. Maybe the MMR is not perfect yet (BHVR still work on mmr), but many other players and also a Scott Jund should finally understand that. It's like in soccer. Victory is victory and to achieve it you need skill! ( that's why sbmm, no matter if solo or swf ) Nobody asks how high you won. Whether 10:0 or 1:0 that does not matter. The only thing that counts is the victory and you achieve it by escaping or killing.
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Thanks for your input. I think solo survivor MMR is different from killer MMR though. A very competent, but altruistic, survivor can be put against a baby killer as their MMR drops a lot although they are highly skilled. Eventually the survivor is at a point where they can run circles around the killer. I think the suggestions for a team based MMR increase or loss being factored in are the best route to go.
Killer MMR has its own problems but that, in my opinion, is mainly due to too wide of a net for MMR. As an asymmetrical game though each side can have different issues since their basic premise is so different.
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