Just bring old matchmaking back
![jamally093](https://forums.bhvr.com/applications/dashboard/design/images/defaulticon.png)
There have been a lot of demonstration of why this making doesn't work. It only counts escapes sure simple but that's it so your saying I can do ABSOLUTELY NOTHING A MATCH and get hatch. That somehow means I'm at a good level no it doesn't even killer it counts how many kills you get okay but what if that's because someone is AFK. Skill shouldn't be if you escaped or how many kills it should be this. What did you do during the match let's say you ran the killer around and a gen went off good here's some extra points on your skill level. What's that during the chase you were downed okay why not take just a few points off not a lot just a few. What's that your AFK? Okay we're not taking any points or adding any your not doing anything meaning your not getting anything. Even for killer your chase was a few seconds but you downed the person okay some points.
Matchmaking shouldn't follow if you escaped or killed two survivors it should follow one simple thing how well you did in the match even then I think most online multi-player games somewhat follow that.
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I remember when I first played the game matchmaking was fair and easy now seeing it all it is and possibly will be is choas...maybe it started when cross-platform or something else.
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Ah yes the "good" old matchmaking, going by ranks with rainbow lobbies and more than 50% of the playerbase being clumped together in red ranks, not because of skill but because of time invested into the game each month.
Yeah, those times weren't full of mismatched lobbies, no no no, everything was peachy back than. /Big fckng S
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A theory is that the pool of players is not big enough to perfectly match everyone with same-skill teammates and opponents, so matchmaking has to make do with what it can and mix skill levels to shorten queue times.
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I think things would improve if they got rid of backfilling. Everytime I wait 3 or 4 minutes for a lobby I'm shoved in a game with multiple prestige 70+ survivors all with items all readied up that someone obviously dodged. So either I play and have an awful time or I dodge and wait 4 more minutes. Teams like that need to keep waiting for a PC Nurse or Blight that would actually be fair matchmaking
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Speed over quality, that's the name of the game for the devs.
The softened the matchmaking criteria for high MMR and implemented the above mentioned backfilling which ignores most matchmaking filters from the get go and you end up with the equivalent to old rainbow ranks.
But i don't have to tell you twice when you make two parallel threads about the same topic off MMR.
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Hatch doesn’t count as progression for MMR. Calculating escapes and kills is probably the easiest way to gauge performances. How would you calculate it? What do you consider “doing well?” Say 1 match i cleansed 2 totems and escaped, the next match i cleansed 4 totems but died, which match is better? Before you answer let’s say in that second match the 4th totem you cleansed was a 5 stack devour hope and you literally saved the whole team from gruesome deaths, you know you did it, but how would the game know of your accomplishment? I think MMR can be screwy at times because some people do go afk, or some deliberately tank their MMR to get easier matches. There is no quick fix, just enjoy the game, and have fun yeah?
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Not like we're in any better state now.
Now we just can't SEE that we're all grouped together.
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I am just pointing out that all this "old matchmaking was soooo much better" is BS. Not that the system at the moment is better.
In the other thread from the op, about the same topic posted 25minutes before this one🙄, i even point out exactly the fact that both system crap the bed the same way now.
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I think the mere fact that we could see the system ######### the bed made it a better system but it's a small point, I admit.
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Hatch doesn't count as an escape for MMR.
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Balance of the scales.
Wait 15 minutes and play the game with an ally or opponent of equal ability as much as possible.
Or, since you can only wait 3 minutes, play games with allies or opponents of compromised threshold competence.
Well, actually, it would be nice to have the option to choose one or the other.
The old matchmaking system was changed to MMR with no visible threshold as it is now because the rank threshold no longer works.
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Idd like to know how you detect the state 'we' are in.
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Mismatch complains on these forums and ones own experiences in game.
When you get a lobby with teammates with less than 50 hours and in the next ones with 5k hours each or the same for the killer and all that multiple times per session, i would say that paints a picture of the state.
Also the devs had already official announced that they softened the mechanism to not keep high MMR in hour-long queues.
Maybe you are an outlier going by the "we" you emphasized on. Maybe your region, crosplay on/off-platform constellation or your time of day give you different results? That is highly dependant on the factors mentioned and your personal MMR coupled with the player population "on your level".
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Matches are still completely random and lopsided.
So, I use my brain and eyes.
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I doubt one set of eyes and brain as a proper state detector.
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Shouldn't take more than that to determine that matchmaking is still random and completely inconsistent.
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apparently it does, like I see you complaining about matchmaking alot here. But I honestly aint got a problem with the matches im dealt, seems pretty fair to me. So I dont really see how you eye and brain that contradiction.
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BHVR has updated MMR to account for team play. This should alleviate the issue of teammates who only play for their own escape.
This just happened with 6.4.0 (unless BHVR says/said otherwise) Give it more than a week for the dust to settle. It'll at least take 4-6 weeks for this to start making an impact.
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