The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

Even when ?

iltano88
iltano88 Member Posts: 14


I don't understand DBD they really want to maintain a stable game and can't fix the MMR. People stop playing because they don't know how to make the corresponding adjustments. It's the same story from years ago, Soloq survivor, it's impossible to play with your team. And when you try to play the opposite side that is not your strong point, you get toxic SWF. The game is starting to get tiring little by little....


I have 5 thousand hours, andthey pairs me with people who don't even know how to do a quick window jump. I'm fed up

Comments

  • iltano88
    iltano88 Member Posts: 14


    Today I played 10 games, 1 escaped through the hatch. People blessing totems against plague, people letting themselves die, not making gens. The game is getting very boring.

  • TheSubstitute
    TheSubstitute Member Posts: 2,495

    While the matches were more lopsided with ranks one of the big pros of ranks is that if you tried to 4 hook 4K you didn't pip up so people were encouraged to play healthier gamestyles than now. That's a nice benefit.

  • blackfox0408_fr_
    blackfox0408_fr_ Member Posts: 79
    edited March 19

    I think they should just bring back the rank system but with 100 ranks instead of 20 ... or 1000 that resets either every week (edit :)day by one or monthly by 50% you gained in the meantime.

  • jonifire
    jonifire Member Posts: 1,437

    100 is too much. I didn‘t play back then, but I would make bronze, Silber, Gold, Platin, Diamond, Master (call it something more fitting in dbd) and then divide each one into 3/4 parts. It would also be nice to have a ranking list to see who are the best players.

  • blackfox0408_fr_
    blackfox0408_fr_ Member Posts: 79

    100 is not too much, the biggest detriment to the rank system was that it was too easy to go to the first rank, and making it so there is a bigger scale makes it more bearable and would also show how much ppl play weekly ... or keep it at 20 but make it so there is more pips at the start ... going from 20 to 10 was EZ.

  • scoser
    scoser Member Posts: 488

    The devs don't worry about MMR, they only worry about queue times being long. As long as you can load into a lobby in 10 seconds, they're happy, even if you're going up against a 4 man sabo SWF or teamed up with literal potatoes.

  • xltechno
    xltechno Member Posts: 1,026

    There is not a problem with MMR itself, but a problem with dev operations that ignore them for matching purposes. On the other hand, they absolutely hate changes that take time to match, so we have no means to do so. Originally, it would be best to match by battle mode, but many people dislike having the population spread out.

    What I would like to suggest is implementing an MMR tolerance width slider. This is a mechanism that allows players to individually set how far apart they are allowed to match with players who are far apart in MMR. This allows you to narrow down who can be matched with each other without having to separate modes.

    However, if this continues as it is, there remains the problem that ``if the matching width widens over time, it will end up being a mess.'' Therefore, regarding MMR matching, we should introduce a mechanism that matches in a two-dimensional format instead of a one-dimensional format.

    In other words, with the current system, the allowable range is increased after one minute, but for this one minute, only those who have the same slider settings are matched. So what do we do after one minute has passed? In that case, matching is allowed between people who are close to each other even if the MMR tolerance slider settings are not exactly the same. In other words, the MMR slider is like a lane, and after first referring to the heights within that lane, it gradually refers to the adjacent lanes. 

    For example...well, let's assume that the slider width can be set from +-100 to 500 in increments of 100. A person with a setting of 100 will still only be adjacent to someone with a setting of 200 even after a minute has passed, and will not meet someone with a setting of 500. Similarly, people with 500 settings will only meet people with 400 settings. People with 400 settings are likely to meet people with 500 settings and 300 settings. In this way, you will gradually meet people with similar slider settings to people with far away settings, making it difficult to match players with excessively different skills.


    The advantage of this system is that people with a comp style narrow down the slider settings because they want to match people with strictly comparable abilities, so people who want casual and fast matching can distance themselves from them. Another advantage is that people who are not too confident in their ability and don't want to be beaten in a match can also compete with people of relatively similar ability by narrowing the settings. Some people may want to put away a tough game, especially if they've had a bad day. 

    I don't think this proposal is far off base, but there is one problem. In other words, it is questionable whether the dev, which is currently operating so badly, still has the technology to build and operate such a system.

  • cburton311
    cburton311 Member Posts: 409

    This. This is why I barely play anymore. I am not delusional though, the old rank system was terrible. The MMR can work fine, they just need to turn the knobs to get it back to good matches. I'd rather wait 3-5 minutes to get a match that would be fun, than get an instant queue that I wish I would get camped out of.