Does 2v8 not have SBMM?
I feel like it doesn't and that is precisely why it feels so nice. I am actually having the time of my life for the first time in years in DBD. Really hope they keep it in the game. It just gives you that party game feeling again cause DBD IS NOT A COMPETETIVE GAME so why tf does it have MMR… Anyways have a great day boys
Answers
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Yeah same and it made me realise how bad soloQ in 1vs4 has been. 2vs8 feels so much more fair for solo players and you feel like having chance to win. There is not unfun strats tunneling/camping/slugging in play. I only miss items and saves and those could easily be added in 2vs8 in future. Would like to see class with dh and ds.
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Its not only the lack of mmr its also the lack of perks. You are not completely countered anymore just becuase someone happens to run a certain meta perk and now you are forced to run meta aswell if you want to keep up with the pace. And this counts for both sides.
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It does have it, but I'm glad to hear it feels nice!
To quickly touch on the question at the end, pretty much any casual game (or game with a casual queue) has some form of hidden MMR. Simply put, not having MMR it totally fine if you're a really good player, but it's absolutely brutal if you're on the lower end and constantly getting matched with people who are way better than you. It's sole purpose is to keep those people apart so everyone can have a fair chance, nothing more. It's also why we don't show it to you, it's not something you should care about or stress over.
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Oh but tight mmr definitly does lead to stressful matches, maybe not for new players but for the majority of the playerbase, the part of it that has been paying customers for years for example.
The hard border (softcap) also does not help, most players when they are new and actually stay in the game to gain a couple of hours are in for a very frustrating experience when they got beyond the low mmr pool. Because then suddendly they actually do face people way above their skill level and more often than not, until they learn all the micro gameplay the hard way.. Or leave dbd out of frustration.
MMR basicly is punishing for winning, as you will eventually face oponents that are tougher than you are, which is nothing bad if it happens now and then. But there is litteral loosing streaks before a player learns the same amount of in depth skills that all others in their mmr pool have. But thats not a DBD issiue in itself, MMR is generally a bad concept. Especcially when the playerbase is too small for it to properly work on top of that. Yes it divides brand new out of the whomb players from the rest.
But there are more layers, some people play for 6 years while others have around 1000 hours. Both kinds of players end up in the same lobby, how is that for a fair chance?2 -
Not being able to see MMR causes its own issues.
If there are generators left, there is only one survivor alive, and the killer closes hatch… we don’t know if the killer will lose MMR (and the survivor will gain MMR) if the survivor escapes through a gate. This means that if the gates are too far apart and the killer can’t defend them both, then the killer should never want to close hatch, and the survivor should never want to jump in hatch.
And since we don’t know if a 3k and 4k is a big MMR difference or small MMR difference, killers should always slug for the 4k, because they don’t know how badly their MMR is being affected by letting the 4th person have a chance at hatch.
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Unfortunately, it doesn't feel good either to always have the outcome be a tie because everyone is evenly matched, despite that being more fair. It's not fun to do really well and then hit a wall and see no progress in Grades. It's not fun to have your skill invalidated because you get a string of people who know how to totally counter your Killer or a Killer that counters your Survivor build. It's not fun to feel so disenfranchised, you either self-end on the Hook to get away from new players who don't know better in SoloQ, or try to smurf to get weaker Survivors by juggling lobbies (something hiding Prestiges will not fix). The intent may be to make it better for new players, but it's miserable for everyone who's been playing for a while.
MMR needs to have swinginess, and it needs to not cap you so easily. The Softcap NEEDS to be much higher than whatever it currently is and getting out of it if you hit it needs to be made a bit easier, because it's way too easy to hit it and get hardstuck having a miserable time. Certain Killers do not work at very high MMR, against SWFs, on certain maps, etc. You also really need to improve cheat detection and put all cheaters on a "Cheater's Island" on FIRST offense, period, so the rest of us never have to deal with them. In addition you need to show us our MMR so we know where we stand, or at least loosen the MMR so people have a chance of understanding where they lie. MMR gain and loss should reflect skill and playstyle, not kills versus escapes because that breeds things like genrushing, bully squads who smurf to hurt new Players, slugging for the 4k as fast as possible, etc.
Why don't you create a tutorial hard-locked Beginner's Mode until the Player reaches a threshold of "good" and then they can unlock the main game? Why don't you offer a Beginner's Mode option so people who need it can practice new Killers or learn Survivor (but lock them out of it if they have playtime exceeding 1000 hours on a certain Killer or on Survivor in general)? Why don't you create an expanded Beginner's Queue that has limited perks, more forgiveness features on both sides, and awards pips and BP more freely so new players can gain the BP and Shards they need to unlock characters, prestige, etc. without being absolutely ROFLStomped by a 5000 Hour four Slowdown p78 Blight or a four man SWF with a collective 10,000 hours easily genrushing a new Huntress? Why don't we have a casual mode like Chaos Shuffle permanent that only uses MMR for matchmaking, no gains or losses? Nobody learns ANYTHING by constantly losing, all they learn is that the game isn't fun and they don't want to play.
Kills and Escapes aren't the same as skill; it's too easy to boost yourself as a new Killer and too hard to escape the low MMR mire as a SoloQ Survivor. Is it really reasonable to ask Killers to always pick the very best options to get the sweet dopamine of a win, or ask Survivors to always be in SWF so they don't get bad teammates who don't know better yet? Something has to be done, because the new player experience is awful, and just making more handholding measures and help perks isn't the solution because that only overbuffs already strong players.
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I like how relaxed this mode is, and the matchmaking chaos keeps this from becoming too serious. And it it's simple, with no complex builds/strats, and it's very hard to tunnel/camp.
All that said, I got a little perspective last night after playing some killer in the 2v8 after a hundred or so solely as survivor (have no patience for long waits. My theory had been that one of the reasons it was fun/relaxed as surv was because many (most?) of the killers in the 2v8 were normally surv players who were playing killer because they could now do it with a friend. And consequently, lots of the killers were simply not that good.
After playing several killer matches last night, I feel this is probably true. Even playing laid back, almost every match I played in ended in an 8K. This stands in stark contrast to my surv games, almost all of which ended with multiple escapes.
It's totally anecdotal of course, but my takeaway is that as the inexperienced killers get better and learn to coordinate at the same level as surv teams, and the killer roster expands and people can play their killers of choice, some of the fun/relaxed vibes will wear off.
I still think it's a good addition to the game, though.
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All online PvP games are competitive.
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No they are not? Games that give both sides the same tools to win (League of Legends Gold/XP/Champions/Runes/Towers etc) CS (T & CT) etc are comp games… DBD has 2 completely different sides and therefore can not be a competitive game :) No matter how much u would want it to be
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I actually think the simplicity is a big draw to it.
Tried out 2v8 3 days ago because my friend wanted to play, and I had no desire to play by myself, so loaded it up and we went to town. I was on Nurse because she's the only one of the five I know how to play besides Wraith, and my mate went Wraith and Huntress 50/50 so I figured it was easier to stay as her. Bear in mind, when I say "know how to play" I mean "I know the basic mechanics" not "I am a god gamer Nurse". But it was so much more fun than 1v4 has been in a while.
We didn't have to worry about coordinating builds, or what the opponents were bringing. We didn't have to overthink 83 different situations in our heads worrying about "oh if they bring x then I must do y, but if they have z I need to do w instead". We could just get on and play; I'd done basically no research into anything 2v8 wise (and got confused when I spawned in with 3 Blinks lol) but it's something I could actually figure out on the fly.
Similarly, when I played Survivor, having to know 5 maps and 5 killers and 4 different possible perk combinations was so much more simple than what's currently in live. I went to 1v4 (solo) and was hit with a Vecna and spent the whole match thinking about how needlessly complex that power actually is when you compare it to "I teleport through walls", "I place bear traps", "I throw hatchets", "My chainsaw goes broom and sometimes it goes broom broom", "I go invisible and when I stop being invisible I have a speed boost". Which is why I think 2v8 is going to become a lot less fun over time, because all of the excess bloat and complexity and unnecessary things from the rest of the roster, particularly the later additions, will make its way in and ruin that simplicity.
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Exactly, and as I think about it more, I 'm not sure they should expand the killer roster, at least not fully.
Part of me wants to play my main killers in 2v8, but I think that expansion might ruin the mode. At they very least they should be very intentional about which killers they implement, because I can easily imagine some profoundly unfun combinations.
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the part of it that has been paying customers for years for example.
This almost sounds like you want the game to be pay to win.
most players when they are new and actually stay in the game to gain a couple of hours are in for a very frustrating experience when they got beyond the low mmr pool.
What other situation could help this? Looser MMR or no MMR is just going to unsure a less experienced/skilled player is going to run into matches where they are out their depth.
But there are more layers, some people play for 6 years while others have around 1000 hours. Both kinds of players end up in the same lobby, how is that for a fair chance?
The six year player might not be that good, or the 1000 hour player might be great.
Also not sure how it's better if a 6 year player ends up with a 8 hour player.
And since we don’t know if a 3k and 4k is a big MMR difference or small MMR difference, killers should always slug for the 4k, because they don’t know how badly their MMR is being affected by letting the 4th person have a chance at hatch.
But why do they care? No one can see MMR, there's no reason to try and min max it. If we had public MMR people would definitely try and max out the number for bragging rights. Right now you can just play the game however you want in that situation.
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I can comfortably say that if I can't choose anyone I want between my roster of Ghostface, Pinhead, Dredge, Onryo, Wraith, Myers, Legion, Nemesis, and Demogorgon in 2v8, I do not wanna play Killer 2v8 longterm. It would absolutely turn me off of the mode entirely if I can't at least play as Ghostface, Dredge, Onryo, or other simple characters in my roster alongside just Wraith. I specialize in stealth, mobility, and info-based Killers. I want to be able to play that in 2v8 in a way that isn't just Wraith being my one and only option.
I want the ability to play Characters I enjoy in the mode. Otherwise half the fun for me is kinda gone. I don't want to be restricted. I understand maybe not allowing someone like Onryo or Pinhead or anyone who spawns an interactable like Nemesis, but if they don't allow my stalky boys it's over.0 -
Maybe having it hidden means not to stress over little things like this.
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I'm not sure you know what the word competitive means. DBD has two completely different sides competing against each other. It's the very definition of competitive. There's nothing about the word that implies parity.
How can you say it's not a competitive game when the modes have a V in them? Do you know what the V stands for?
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There's no stress here. But I do try to climb MMR in every PvP game I play, and there's zero reason to make an exception here just because MMR is hidden.
Therefore, I should absolutely play in whatever way maximizes my MMR gains, since I'm given any facts on the MMR details.
If the 4th survivor really isn't important, then BHVR can just flat out tell us the MMR details about the 4th survivor… We have been told that hatch escapes are 0 MMR, but we still don't know if gate escapes are worth 0 MMR if there are still generators left. That is very important information. if there are still generators left, then any escape survivors make should be 0 MMR points. We shouldn't have a loophole that survivors can gain MMR from gate escapes when there are still generators left.
…and if killers are not supposed to slug for the 4k, then BHVR should tell us the 4th survivor is always worth 0 MMR points, and therefore it literally doesn't matter what happens to them.
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Yes it feels so good tu just have fun. Even if you do mistakes theres 7 other survivors... on 1v4 mistakes are less forgivable.
The more survivors the healthier it is. i hope it stays permanent and add every killer and more classes. I really like the classes. We could add a specufic 4th skill for each class or each character.
Its ok to keep a competitive mode, but pls bring non competitive mode like lights out, 2v8 so we can play a game and just relax
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If you're that worried, then this is basically how it is.
Survivor dies = killer +1
Survivor escapes = killer -1
Survivor escapes via hatch = draw
Now, the system bhvr deployed has a soft cap. Meaning there is a limit to what match making uses to match you with someones else. Say the soft cap is 17,000. You could have an MMR score of 50,000 but match making will only see you as 17,000. Thats why it's meaningless to raise your MMR. Even if you let every survivor escape for the next 100 games, your MMR wouldn't fall below the soft cap threshold.
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If there are generator left to be repaired, then why should the killer lose MMR if the survivor escapes through a gate?
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First off, how can you quote only specific parts? i want to have this power too XD
And no, wanting it pay to win was not at all what i meant, thats the reason why they give nurse for free, which is good. I meant to have some respect towards veteran players when considering matchmaking, which MMR does not have. And this is not only about DBD or BHVR. MMR has proofen to be very faulty system in general as it punishes players for being good.
I heard alot of people say the old system pre MMR was better, but i wasnt around back then. I just noticed a HUGE gap between my low mmr hours and the moment i was getting out of the "play pen" so to say. It was highly frustrating experience and only later i learned about mmr and all that. In a perfect world there would be a more layered mmr which does not only divide new players from everyone else but also average players (like me) from pro players. Which currently is not the case either due to the game being very niche and not having enough players for more MMR layers.. Or its because the system is faulty in itself. Either way, people have more hard/frustrating games than enjoyable ones. And that shouldnt be.
I guess what im trying to say is; it doesnt have to be either or. Keep the safe space for new players thats important for the growth of the game. But have some more actual skill based measurements for players mmr after they left low mmr pool. Sacrifices and escapes dont tell a huge story. One can hide all match and do nothing and still get away, also people can hookicide which they tend to do more on certain killers, which also bloats the killers mmr in that moment.0 -
Because that's the system bhvr made. You wanted to know what to do, now you know.
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First off, how can you quote only specific parts? i want to have this power too XD
Copy the portion of the message you want (or type it out I guess) and then highlight it. 5 icons should appear, at least they do for me on chrome, bold, italics,
strikethrough,inline code
, and link.I've heard others mention that some codes (html style perhaps) can also be used, but I've never tried that.
I meant to have some respect towards veteran players when considering matchmaking, which MMR does not have.
Again this might not be what you meant, but whether you bought the game this morning, or six years ago with constant play, BHVR should be equally concerned about you.
MMR has proofen to be very faulty system in general as it punishes players for being good.
Punish is a weird word in the sense that all it is doing is trying to match players with people of equal skill level.
The last time I was playing sports it was in pickup badminton where we formed teams on the fly. Skilled players tried to match with skilled players, novices with novices, etc. I don't know how anyone would have fun if we were just matching players randomly.
Additionally, survivors need to be matched with players of roughly equal skill. Killers can easily cut out a weak link in the team.
else but also average players (like me) from pro players.
The chance of hitting a pro level team, even if you were super top MMR, is extremely small.
But the point people miss is that every player should feel like they are hitting hard players if MMR is working. Whether you are bad, average, good, great, etc. if you are hitting players that seem challenging, MMR is doing exactly what it is supposed to. Unless you were playing a bunch of custom matches against players of a known skill level and then comparing that to the people MMR gives you, its really hard to tell.
The game also has tons of random elements and luck that are usually out of player view that can make it hard to decipher why a game went the way it did.
Sacrifices and escapes dont tell a huge story.
This is something I think lots of posters on the forum get wrong.
Can you have a game where you play absolutely amazing and still die? Of course. However that is true for all the players in the pool. Across 100s, 1000s, of games those exceptions become irrelevant to the overall number. It's not a perfect system, but it doesn't need to be perfect, it's just trying to find a general place for people to be matched.
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[quote=crogers271]Copy the portion of the message you want (or type it out I guess) and then highlight it. 5 icons should appear, at least they do for me on chrome, bold, italics,
strikethrough,inline code
, and link.[/Quote]
Ok it seems to be my browser not working with this forum then, i dont have options after highlighting. Same reason probably why i cant edit my posts. however i'll try code, dont wonder if it looks weird, as i said i cant edit after ive posted XD[quote=crogers271]Again this might not be what you meant, but whether you bought the game this morning, or six years ago with constant play, BHVR should be equally concerned about you.[/Quote]
Correct. And i think rn its not entirely fair to long time players. Imo. While it does a good job for new players and should keep doing that totally. As they are the ones keeping this experience monetized, aside from cosmetic nuts like me i guess but i think majority of players dont bother with cosmetics. i might be wrong on that.[quote=crogers271]Punish is a weird word in the sense that all it is doing is trying to match players with people of equal skill level.
The last time I was playing sports it was in pickup badminton where we formed teams on the fly. Skilled players tried to match with skilled players, novices with novices, etc. I don't know how anyone would have fun if we were just matching players randomly.
Additionally, survivors need to be matched with players of roughly equal skill. Killers can easily cut out a weak link in the team.[/Quote]
I mean this is true normally for PvP games, you want a challenge, otherwise you would go and play some PVE or a story game and set the dificulty to easy or something. So i get that. But this game doesnt really have an equal playing field, perks, randomness, maps, diversity in strength between the diffrent killers itself, like there is so much RNG involved its hard to see this as a comp game, usually comp games make sure anyone has equal chances no matter the situation, the ones i know at least. But just imagine you load in as trickster and huntress on any cornfield map, you'll have alot of free sight to try shots. Maybe with trickster not so mutch as with huntress. Now picture the same killers on Gideon or hawkins. Instantly you know from the start it will be a hard time. Same goes for when you have a build and a survivor happens to bring a perk entirely countering one of yours. Or lightborn against flashlights, your item is basicly useless. Yes a slot is traded, but that doesnt have anything to do with comp really, its just RNG.
So i dont see a reason for a very strict matchmaking after the low mmr pool, because with that mutch rng involved its still never equally fair even though you see people of the same skill level. But you are right about the even skilled players, in that sense mmr does a good job as my average sacrifice count is 2 and a half (however the half survivor is possible lol, probably has to do with math which is my very personal cryptonite) But generally its a 2k draw, sometimes i "win" with a 3k, i cant remember when i had less than a 2k, has been long ago, so im not really complaining but the matches are sweaty af still, with no puffer zone as relieve.. because every match is just as sweaty as the other one. Which doesnt bother me in other pvp games because the reason is actual skill of the other players and not just "oh you play huntress on Gideon meatplant? Lmao you #########" you know what i mean? XD not to say my opponents dont have skill when they can have lady luck on their side sometimes, i also got carried by my perks once, where i faced a sabo squad and was running forced hesitation and the plague perk that lets everybody scream..
Sorry this one is a bit ranty, its hard to find the correct words. Only thing i will say lastly is about the counter argument of yours when i said sacrifices and escapes dont tell the full story.
Because i have to disagree with you there, i have according to nightlight the highest killrate on Legion and second highest on Skull merchant. While i used to main legion in the past, im fairly new to playing skull merchant. But people love to just give up against those killers, giving me free sacrifices. I bet if people wouldnt give up as mutch my highest scoring killer would be someone like wesker or nemesis.
I think the game should reward hook states and actions spend on the survivor side, again i can hide all game and let my mates do the job, that way i could also climb the mmr but im going to end up in a bracket where i dont belong eventually.0 -
As they are the ones keeping this experience monetized, aside from cosmetic nuts like me i guess but i think majority of players dont bother with cosmetics. i might be wrong on that.
I doubt money paid on the game necessarily connects to hours played. Streamers buy all the cosmetics, but whether you do that or not otherwise is a personal call. I've paid about $20 for the game and DLC and that's probably about all they are ever going to get from me. The amount of hours I put into it doesn't really translate into cosmetics, that's totally a question of whether they interest you or not.
But this game doesnt really have an equal playing field, perks, randomness, maps, diversity in strength between the diffrent killers itself, like there is so much RNG involved its hard to see this as a comp game, usually comp games make sure anyone has equal chances no matter the situation, the ones i know at least.
So DbD does have, by design, far more randomness then other games. On your examples though, it balances out. Sometimes the other side just has the exact right builds, sometimes you do. Whether randomness makes a more enjoyable game is a different question, I think it does (broadly speaking), many disagree.
But randomness and balance are different things. If the game creates a mismatch between survivors and killer that is going to override the game's randomness. You could give a elite killer the worst map in the game, but throw a low tier survivor in there and the killer has the advantage. Same situation if a mid tier killer get every advantage, but runs into high MMR survivors.
So i dont see a reason for a very strict matchmaking after the low mmr pool,
But the game doesn't have strict matchmaking. They tried that and lots of players didn't like the increased wait times. The MMR is relatively loose and it works better depending on the hours you play.
While i used to main legion in the past, im fairly new to playing skull merchant.
So someone like Skull Merchant probably will have their MMR inflated from players quitting against her. BHVR does have a check against that (short matches, less MMR impact), but yeah, for Skull Merchant, and maybe Legion, there's probably enough quitting to inflate the MMR.
I think the game should reward hook states and actions spend on the survivor side, again i can hide all game and let my mates do the job, that way i could also climb the mmr but im going to end up in a bracket where i dont belong eventually.
On hook states: I don't know how it changes anything. You're still going to have killers who survivors quit against, making it easier to get hook states. Tunneling would still be an effective strategy to maximize hook states.
On hiding all game: Letting the other survivors do the work is not going to work very well. It takes four survivors to beat a good killer. Hiding out all game might get you hatch, but most of the time you'll be losing MMR.
It's why Distortion is usually a trap perk (barring running it with something like Deliverance or a Hyperfocus gen rush type build). Sure, you are less likely to be found, but if the survivors don't work together, they're in deep trouble.
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I must say I really disagree with that, my old friend.
The best part of 2v8 is the fact that you can finally play killer with a friend, which was impossible outside of one specific glitch. The killer roster having severe restrictions just makes damages what is supposed to be a good experience, because you literally cannot play the characters you want to play.
That is how I felt with Lights Out, where Freddy was the only killer not available to play. These restrictions should not exist.
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SBMM just suck
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Do you not understand that unless both sides have the same tools to win which clearly is not the case here it can't be a competitive game…people can compete in it for the win yes but it does not make it a competitive game. Just because people compete in Mario Party does not make it a competitive game xD
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Did 2v8 just use your MMR from 1v4? Can you gain and lose MMR in 2v8?
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