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MMR - The big talking point lately

Fair warning - This will be a long post!

Myself, and probably many others on the forums has noticed a lot of talks about MMR and matchmaking in general lately. Why is this the case? and what could be done on BHVR's part to rectify the problems that people are having?

I have a few ideas of my own, but I will write them later in this chapter.

What is MMR?

In an ideal world, it is a hidden rating given to players based on their performance in played matches. It is used to match players with or against other players of a similar rating.

Why is MMR in DBD so problematic?

Well, time to get into the meat and potatoes of things.

MMR in DBD has always been a hot topic, due to the way that the matchmaking algorithm works, with a weighted priority of matchmaking speed over quality*
Matchmaking quality can be determined by two factors, listed below:

  • Ping - Ideally you would want to match to people on a server that is closest to your own location, to have as little latency as possible. This is to ensure that you get the smoothest and fairest gameplay possible.
  • Matching you with players of your own skill level - This is pretty self-explainatory. Some variation is allowed, but the best experience comes from a group of players that are as tightly matched as possible.

Now, here is the problem. Thanks to the matchmaking priority being "finding matches in the shortest possible time", more often than not you end up with a very imbalanced spread of players, ranging from obviously new to the game, and to players who might as well be practicing before a tournament, also with very inconsistent ping. This is why you might end up playing against a turbo-broken Blight player who knows every little detail down to a sub-pixel level, who also plays on high ping compared to you.
Then in the match, the server tries to compensate for the player with high ping, often times ending up with hits that seem impossible on your end. In turn, this leads to frustration for the players on the receiving end.

How MMR is calculated:

If you load up the game on a fresh account, your MMR score is set to 650 points (or at the tipping point between the "protected player bracket" and the "below average bracket").
Depending on how well or poorly you play in your first matches, you gain or lose a base value of points based on these parameters:

For killers it looks like this:

  • 4 kills = +20 MMR points
  • 3 kills = +10 MMR
  • 2 kills = No change
  • 1 kill = -10 MMR
  • 0 kills = -20 MMR

For survivors it looks like this

  • Escaping a match (Exit gate) = +20 MMR
  • Escaping a match (Hatch) = No change
  • Getting killed/sacrificed = -20 MMR

Then, match time will also play a role in points gained or lost, with points deduced if the match time is less than 10 minutes long.

MMR Brackets - What are those?

Players are essentially divided into 4 pools (or brackets) depending on their MMR score.
Like mentioned before, you start out with 650 points*, and here is how the individual brackets are divided:

  • 0-649 points (Bronze-tier, or "protected player bracket") - This is where most beginners will end up when starting out and learning the game. This bracket is omitted from the general matchmaking pool, and players from higher brackets are not matched against these players.
  • 650-899 points (Silver-tier, or "below average") - This is the bracket people start out in, and this is where you will find the most casual players, with around 100 hours put into the game. Now if the matchmaking backfills players into a lobby, or prioritizes speed, players in this bracket might be dragged into a lobby of much more experienced players.
  • 900-1399 points (Gold-tier or "average") - Most casual players tend to find themselves in this tier, and is often referred to as "solo-queue hell". Players in the upper echelon of this tier will most likely stomp over players in the lower-end of this tier, since speedy matchmaking places people from the entire tier together in a matchmaking pool.
  • 1400-2100 points (Iridescent tier or "above average") - Casual players on a winning streak will often times tip over into this tier, and this is where the most extreme player differences takes place. Also because of the matchmaking algorithm prioritizing speed, players in the lower end of this tier will often times be matched against someone who is pushing well over 2000 points. These players are the hardcore elite, with several thousands of hours put into the game.
  • Players who are promoted into the next tier has a grace period where they can not be demoted. This is the cause why so many players experience long losing streaks before finding a more balanced match.

A more in-depth description can be found in this video by a youtuber called Choy - Bear in mind that his tier names differ from mine, but the grouping is the same. The video is around 14 minutes long, if you want to watch it from beginning to end.

How MMR could be better - My take.

  • A tighter grouping of players, especially in the two uppermost tiers. Maybe separating the "average tier" into two parts, where one half ranges between 900 and 1149 points, and the next part ranging from 1150 to 1399 points. And in the case of the highest tier, separating it into 3 parts would be the best outcome.
    1400-1649 / 1650-1899 / 1900-2100
    Doing it like this would prevent some imbalance in the matchmaking, since now, the matchmaking is separated into 7 tiers instead of 4, which is the case for many other games that has rank-based SBMM in place. 7-tiered systems seems to work well for other games, so why not have it in DBD as well?
    With Bronze → Silver → Gold → Platinum → Diamond → Master → Grandmaster being the default template, I am sure a more DBD-themed naming scheme could be found.
  • Match players based on ping. This should definitely be a priority. Allow players to set an "acceptable matchmaking ping". This is an option present in many other games. It might impact queue time, but it is a worthy tradeoff for better quality gameplay.
  • Back-filling of lobbies should also prioritize finding players of a similar skill level, instead of drawing from the entire player pool.
  • Having a much better focus on match quality over matchmaking speed.
  • Using the emblem system to better calculate MMR, like how pips were used for calculating whether or not you ranked up or down with the old system. Player skill is never determined by just a single factor.
  • Get rid of the "grace period" when moving between tiers, so that the system could be more dynamic, and lead to less chances of ending up in long frustrating losing streaks.

Final words:

The current MMR system is the root cause of many players' frustration, thanks to the way it works, and more often than not, players find themselves in a very one-sided scenario.
I am hopeful for a re-vamping of the system in the future, but for that to happen, BHVR needs to take action. A survey or listening to player feedback is a good way to start I guess.

Something has to be done with MMR, or maybe ranks should return again?

Let me know if you agree or not.

Comments

  • Reinami
    Reinami Member Posts: 6,610

    I believe a lot of this information is incorrect. The MMR system does not treat this as a 1v4, it treats the game is 4 1v1s. So if you kill a survivor, they lose rating, and you gain rating based on that kill, its not just a blanket "you get 20 points for a 4k" it all

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,335
    edited April 1

    It is better explained in the video, where it was done as a long experiment.
    Though the calculation for killer MMR might be incorrect, it is definitely something a dedicated killer main should look more into. But it is more a rough estimate, let's call it that.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,335

    A fair point to be honest.
    Backfilling seems to be the biggest culprit of imbalance, at least that is how I see it too. Then again, the wide skill grouping in the higher brackets surely isn't helping either.

    I agree that lobby-dodging needs to be looked into as well, and that more experimenting with the SBMM system as a whole is definitely welcome. A well-made system is definitely helping the game retaining players over a much longer time.
    I don't want this game to die. I want it to be more enjoyable for players of any skill.

  • Nomade
    Nomade Member Posts: 329

    For survivors, calculating MMR based off of escapes is just a bad way to do it because it rewards cowardly play rather than actually helping your team. Often the most skilled survivor on a team gets sacrificed because they are the ones getting chased or running around doing riskier unhooks and trying to make plays.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,335

    Hence why the emblem system (which is already in the game) should be used to calculate MMR. This applies to both sides.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,965

    So there's a lot that's incorrect about this, mostly with how MMR is assumed to be calculated and used. Since you separate your post into sections, I'll try to mirror that format, though there's some overlap where things are intertwined.

    MMR promotes speed over quality.

    Not incorrect, but I'll comment on this. The devs introduced the current MMR system as a replacement for ranks in September 2021.

    Not too long after they implemented this, they got feedback that people didn't care for it and they decided to try and tune the system better for the community. I want to say these tests occurred within the first year of the system being out (I don't remember at this point).

    But the tests ran for about a week or two, and were single-blind: meaning the devs changed something, didn't tell the players what they changed, and then asked for feedback every day to gauge how those changes felt for players, even though the community didn't have the slightest clue what they changed.

    At the end of those tests, the devs released their data and had dialed in some numbers to tweak things. They played with the spread of MMR, how long it took to start expanding the search (lower quality games, but faster queue times, and vice versa) among other things. The end result was what players said "felt best of those tests at the time" and the devs were more or less happy with the queue times (so, they found a semblance of balance).

    One of the tests, once they revealed the results, was going back to the old system of "ranks", and people hated it. It was one of the least popular tests they ran, and keep in mind people didn't realize they were in that system... They just went by how well they felt matches were balanced for that particular test.

    So yes, the system promotes speed over quality to a degree. It initially tries to find a "good match", then steadily expands the search radius for less accurate matchmaking as time goes on. Ideally, it finds a match before things get too far out of balance, but things like back fills, lobby dodging, etc, can effectively turn off matchmaking entirely to fill out an already started lobby, so people aren't waiting (since the game doesn't even create a "lobby" until it thinks there's a valid match anyway).

    How MMR is calculated.

    So, starting (or "new player") values: I will say, though, that players have an MMR for each killer, and if you play a brand new killer it will start you at "roughly your killer MMR, but slightly lower" at first.

    The idea being that you should have a general killer MMR, which covers the fundamentals, but you'll probably have to adjust to a new kit on a brand new killer. So you don't start over completely every new chapter release, for example.

    The big issue is with the MMR gain and loss. The maximum gain or loss is +/-20 and roughly +5 for a kill, and -5 for an escape on the killer end. But this assumes that every player in that match is exactly the same MMR... something that basically never actually happens in reality

    However, in any functional MMR system there's a weighting on MMR gains and losses to keep the system in check. So, if you have a 12k hour blight player at, say 2100 MMR, and they somehow get matched against a brand new team of MMR 650 survivors, the system should never give full +20 to the blight for a 4k and -20 to the survivors. We already know the outcome just by the numbers, the blight is going to win by a landslide. And the MMR system should also know that this is the expected outcome, and not adjust MMR hardly at all for this mismatch.

    So, generally speaking, the system will calculate the average MMR for each team (in DbD the killer "team" is pretty straightforward) and match based on that. And if there happens to be an exact match, then you get the +/-20 values you tossed out.

    But the norm is going to be that matches have one team with higher MMR than the other. So if the underdog team loses, that's the expected outcome, and if they win it's the unexpected upset. The underdog team should lose less MMR and the higher MMR team earn less MMR when that match plays out as expected. And it should be based on how mismatched the teams are: so similar teams are close to +/-20, but our extreme example of blight vs newbies should be almost no change in MMR at all on either team.

    That's how nearly every MMR system in existence works, and I surely hope that's how this one does. Because if its simply a flat +/-20 regardless of the matchup, then just the fact that the game is set up for a 60% kill rate means that (if they play long enough) every survivor has minimum MMR and every killer has maximum MMR.

    MMR brackets.

    These don't exist, at least not in a meaningful way. The system doesn't care where you are in the MMR system, with only one exception (and I'll get to that).

    The way the system tries to match you, is it takes your MMR and looks for a suitable game at that number. If it can't find 4 other people at your MMR within a certain time (like a minute or two) it expands to looking within +/-100 (or so) of your MMR and keeps going. It expands the search range until you find a game, so shorter queues should also mean, roughly, that you have a generally accurate game also.

    But that process doesn't care if you're "on the edge of a bracket", and works exactly the same way if you're 500, 1200, or 2100 MMR.

    The only exception for this is the soft cap, which I'm going to keep saying is 2100, but that might not be exact (and the real value is kind of irrelevant). Since you could keep winning, theoretically forever, at huge extremes of skill (pros) players would take an extremely long time to find a match. The soft cap is just a limit where, your actual MMR can be above that number (say 2400), but the system will look for matches as though you're 2100 instead.

    But: since there are diminishing returns on MMR gains (or should be), then at this extreme level that player is gaining almost nothing for stomping players will below their MMR (see above) and similarly, if and when they lose they'll lose a ton as well (because the underdog won).

    So it becomes difficult to maintain that high MMR unless you are genuinely one of the best in the game. It's also possible, and this is much more common, that people can win an awful lot, and struggle in matches, and still aren't "Max MMR".

    Final words

    Not responding to yours, per se, just sorting out my final thoughts.

    Maybe a community manager or Dev can confirm some of this, because I think a lot of what I cover is public knowledge (although the exact numbers I think are intentionally hidden).

    I'll also say that I don't think MMR is perfect by any means.

    Back fill and lobby dodging basically turn off all matchmaking and prioritize finding anyone with a pulse, and match quality goes out the window.

    I'm almost entirely certain that, even if the system had a perfect, infinite supply of every MMR player that the game would match a 1000 MMR killer with two 1000 MMR survivors, a 1200 survivor, and an 800 survivor. I think the matchmaker intentionally makes a weak link on the team (this is a bit tin foil hat, admittedly).

    Most importantly, most players are not "Max MMR", or even at the soft cap. Just because you win 40 games in a row, doesn't (or shouldn't) boost your MMR by 800. You'll eventually hit diminishing returns farming the "easy" games, and lose/struggle against opponents who are better than you. Playing a lot will mean you hit an MMR that is your skill level, and that is most likely not at or above cap. That's also ok.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826
    edited April 2

    WARNING: Likely an unpopular way of seeing it.

    I'm just not a fan of MMR in general outside of a newcomer bracket being separate. With "proper" MMR, you're essentially always supposed to go against equal skill players which means if you're a very good player, every single match is a high-stress high octane sweat-fest just to pull off a win against each other. It just turns the fun game experience into a miserable stressful one. I'd rather just go against random people. Sometimes you'll have a killer who REALLY knows their stuff, sometimes not so much and you don't have to sweat so much and can have a more laid back game. "Perfect MMR" works great for low to mid players, but it's just a stressful experience for high players. Without MMR, you'll end up getting a fair mix of easy matches, balanced matches, and holy heck what just happened matches. HOWEVER, I absolutely do acknowledge that this is from the POV of someone who treats DBD as a casual\party game (like it's intended) and do NOT view it as a competitive game like some tournament is going on. If it was a competitive game, then yeah…equally skilled players at all times is important….but it's just simply not one of those kinds of games.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    No, I actually agree with this. I don't like how as you improve and win more, your "reward" for your effort is just "you get harder opponents until you meet people you can't beat, then you get maybe knocked down a few pegs." And it happens both sides.

    it's actually my biggest issue with the game and directly is why I take long breaks not playing it. It's NOT FUN to be guaranteed a stressful match you may be curbstomped in just because you won a bunch. That's not rewarding.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826

    I literally just got back from a 6 month break from DBD. Had to step away - especially when I main ghostie. BHVR treats m1 killers like the red-headed stepchild of the game.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,335
    edited April 2

    Very good insight. Thank you for your perspective on this.
    I might not have gotten all the details in my initial post, especially about the calculation and its variables, but more a rough estimate, at least when it comes to a maximum.
    I also forgot to add that there is a smurf-prevention system in place, where you would be pushed into the next tier within a few matches if you had too of an easy time.

    Regarding back-filling of lobbies, I too have a strong belief that this is where most of the issues with imbalanced matchmaking stem from, and that this system in particular needs to be looked at, more specifically having the back-filling algorithm searching for players around the average MMR of the lobby.
    I am with you on the tin foil hat thing, that maybe it is intentionally pairing a weaker player and a stronger player together with two more average players. It could also be a result of a duo-SWF.

  • Masterninja
    Masterninja Member Posts: 457

    Killer gameplay should be around hooks, not kills. While survivor gameplay should be about how much or how many actions you did during the match (repairing, being altruistic, duration of chases, etc…) and not wether you escaped the trial or not.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,335
    edited April 2

    Hooks should definitely play a bigger role than it does today, and I fully agree with your statement, but also other aspects of killer gameplay needs to be taken into account, like power usage, gen/objective defense, chases won etc. Granted, some aspects needs to carry more weight than others.

    For both killers and survivors, using the emblem system to calculate MMR might be the best way to go.

  • Shaped
    Shaped Member Posts: 5,996

    Funny how old rank matchmaking was less frustrating than what we have now. Sure you had different caliber of players reaching rank 1 but we had depip when your emblems sucked and there were no L streaks where you go against sweatlords 500 times in a row like a punching bag.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,965

    Good point, i did forget about the anti Smurf thing.

    Back fill and dodges could definitely be made better, though I feel like the "best" solution is to either rework the lobby entirely or just get rid of it altogether. I'm not sure if the devs agree with either of those approaches (or have the time/resources to prioritize either one).

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366

    rating is calculated completely different for survivors and killers.

    Killer getting 0 or 1k means they will lose MMR points, 2k means 0 points, 3 and 4k means you will gain points, whereas for survivor escape/hatch escape/death are the only factors taken into the final MMR outcome (gain, 0 or loss)

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,335

    I mean, it is definitely a problem that needs to be at least looked into. If it means fairer matches, then maybe people who are playing won't suffer as many burnouts as they do now. And a healthier matchmaking/lobby system would definitely help with player retention, which is something DBD has been struggling with, especially lately.

    Granted, the game has some peaks and valleys throughout the year, but it has been hovering around 30-35k players for a while now.
    * Do take note that these numbers represent the Steam playerbase.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,335

    I miss the old ranked system to be fair. Especially how it was cirka 2018-2019 where players were actually matched based on their ranks, and you found people around your own rank (usually +/- 1-2 ranks).
    I believe the main problem was smurfing and balancing around SWF groups that were difficult with the old system, hence why "rainbow ranks" became prevalent in the later part of the ranked system's lifetime.
    Smurfing could have been prevented if tier-skipping was a thing. Say, you loaded in on a fresh account that was rank 20 by default and played like you do on your main account, you would easily beat the easier opponents, but if your winstreak got high enough, instead of double-pipping, you would instead skip to the next tier of ranks (from brown to yellow, to green etc.) - I think that would have been the solution to the de-rank/smurf problem that was present at the time.

    And correct me if I am wrong, but back-filling of lobbies also sorted by ranks back then.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    I mean I for sure would not feel like I want to dodge lobbies with clear babies or clear high tier players if the MMR system were more relaxed, and I knew I would not get ultrasweat next round just because I won this one. I would like my past results NOT to influence my current results, I would rather a more random method. I actually prefer how the event lobbies do it with MMR OFF so you neither gain nor lose, but have a sort of set level or sometimes get whomever you get.

    Bring back the randomness and you will bring back the casual players. I haven't played since last 2v8 because it has felt so bad lately.