Was the mmr cap reduced again?
I came back to the game after a few months break and the quality of my teammates feels awful, i remember that before i left the mmr cap was raised, its possible that they reduced the cap again?
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While not confirmed by BHVR, it seems they reverted the mmr improvements after some people complained about queue times. Ultimately this is why we'll never have good matchmaking, because BHVR is too focused on quick queue times.
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i thought data miners could see that info, but i truly hate this the game was better with a high cap.
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My games as survivor are also awful and ezzz as killer. I wish they would just introduce rank (back) into the game. SBM is such a bad thing in games.
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Who knows at this point? Maybe nothing at all has changed.
I'm getting the usual wild swings in player experience and abilities from trial to trial. Had two Billy games back to back: One was a 4K machine that had everyone dead at 3 gens left, the other had one yellow perk equipped and played like a brand new Killer. DBD matchmaking at its finest.
As always, playing at specific times seems to have more of an impact on the strength of my teammates or my opponents (early in the day = absolutely terrible. Later at night = generally much better). Weirdly, I've had a lot of new players in my lobbies on my PC account (800 hours), whereas on Switch they've been more experienced (200 hours).
I've given up trying to divine how the SBMMR system works these days.
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rank was the same or even worse than this, i really wanted to smash my head againts the keybord everytime i had a 20 rank bill in my game when i was rank 1 also it happened 1/3 games
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Survivor MMR is just broken in general. The game has no idea how to determine if a survivor plays well or not. If you play well enough to get three iridescent emblems but die you lose MMR, and if you let your teammates die and escape your MMR goes up.
How can survivor matchmaking ever work under those conditions?
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They could fix that easily and at least you knew how good everyone in the round was (the rank), instead of a hidden mmr you can‘t see.
Also ranks supported a far healthier gameplay like you couldn‘t pip by slugging and tunneling, which by itself would be good for the game.
I much more prefer to see a rank of everybody instead of nothing and I want to say to my friends:“Look how good I am.“
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After a certain point nobody gave a ######### about the rank everybody from people to 50 hours could reach rank one in a few weeks
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This isn't fully true. They added in MMR adjustments that give you MMR for each survivor on the team that escapes.
Team Based Ratings
With escapes being the win condition for Survivors, dying heroically to save your team can feel a little anti-climactic. We’re introducing Team Based Ratings to remedy this. Your rating will adjust based on not only your own performance, but the team’s performance as well. Sacrificing yourself to save the team won’t be nearly as punishing.
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SBMMWTFBBQ has always been pretty bad. When the metric is quality or quantity, a business will usually choose quantity. More queues, less quality of games.
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But if the matchmaking fails then the most common result is that everyone dies. Those adjustments don't really have much impact in the majority of matches. Maybe it works in a match where one survivor can keep the killer busy long enough to power all the gens, but how often does that happen?
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The MMR gain/loss is calculated based on how likely the game thinks you would have won.
For faster queues it gives up accuracy so there's more likely huge skill differences in the lobby than if queues were longer than more accurate. Dying is likely not dropping your MMR as much as you think it is considering the main complaint is how unbalance the matchmaking is.
On top of that, lobby dodging is a big factor in mismatch matchmaking, because filling up an empty slot is even more loose in accuracy.
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I had two killers DC against me in a row today which I don't think I've ever seen before so it wouldn't surprise me if they changed something.
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It still doesn't change the fact that somebody who runs the killer for 5 gens and gets a 3 man out is still 'punished'. Whereas the person who hid all game running left behind, wake up and sole survivor specifically to snipe exit gates after letting everyone die will increase in MMR.
'Sacrificing yourself to save the team won't be as punishing' but it is still PUNISHING. Whereas escaping is rewarded no matter how little or how much you contributed.
Even if the first person loses only 1 MMR and the other person only gains 1 MMR, it's still punishing people for playing well and rewarding people for playing badly if they want to 'game' the system.
Granted these are two extreme examples but there are many lesser examples and it explains a great deal why 'stealth' players are rated a lot more highly then they should be, whereas players who are competent/good in chase are still seemingly everywhere in the rating system.
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I can only guess based on the kinds of teammates that I get, but they are consistently weak. The amount of survivors I get matched with who have under a hundred hours is absurd.
Sometimes I just think that a lot of the more experienced survivors have stopped playing, so all that's left is inexperienced survivors. My experience in solo queue is so poor, so consistently, that it's sometimes hard to believe it's just the matchmaking screwing things up.
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More likely the better survivor players are queueing up with others. I do still get some really good people in solo queue, but trying to fill 3 spots is much harder than if you already have the spots already filled.
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Probably a good reason to just scrap the whole idea if it dosent work unless the que times are long.
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Tis the BHVR way. Also, while I agree this playstyle sucks, regardless of what side you're on.
That being said....
Even if the first person loses only 1 MMR and the other person only gains 1 MMR, it's still punishing people for playing well and rewarding people for playing badly if they want to 'game' the system.
Granted these are two extreme examples but there are many lesser examples and it explains a great deal why 'stealth' players are rated a lot more highly then they should be, whereas players who are competent/good in chase are still seemingly everywhere in the rating system.
I want to just point out, this playstyle is in the same boat as tunneling. Artificially inflating ones MMR. Didn't win by skill, but by dirty tactics. I'm actually having a good chuckle to this thought lol.
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Sort of. Tunnelling is hated so much because it outright takes one person out of the game and makes what little time they have in the game utterly miserable. The other thing about it is that unlike stealthing tunnelling is the most optimal way to win the game for killers. Mathematically reducing the number of opponents you are facing increases chances of victory. The best killers do it as much as terrible ones. Whereas the best survivors won't ever excessively stealth because it's obviously inefficient.
Also ignorance is bliss. You are usually not aware that one team mate is stealthing until later, whereas when you are getting tunneled you KNOW. Ironically these two things can happen together for extra frustration. You are getting tunneled and one of your team mates is stealthing which also lowers the chance of them getting tunneled too :D.
Still don't get me started on tunnelling... or Nurse... or excessive slugging or... many other things that should have been addressed several years ago that have had several good ideas on how to counteract them but none have been listened to.
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Ok hear me out...I genuinely think the survivor numbers have dropped which has forced MMR to be more forgiving and grouping people together with more varying hours (eg. 1k survivor with 100hr survivor, 10 hour survivor) so matches are quicker to load.
Also I believe with how the devs want the survivor rate to be they are paring high skilled killers with 1 high skilled survivor with the rest being mid or low skilled surviviors to create 'balance'.
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