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The MMR system should not be changed

Zakon05
Zakon05 Member Posts: 432
edited May 13 in Feedback and Suggestions

I have long believed, contrary to what seems to be the popular opinion, that the way DBD handles MMR currently is actually perfect for what the playerbase tends to want. Those who I explain my reasoning to tend to see my point of view. With the mention that they're changing MMR, I now want to speak out and explain why I feel that way, because I don't think the playerbase will be happy if they actually get what they've been asking for.

The criticism of the current system

I'll start by laying out the common criticisms of how the game currently handles MMR, because they make sense at face value. It's true that basing it purely on escapes and kills does not reflect skill, which runs contrary to what an MMR system is supposed to do.

Things for killer like how well you use your power on average and how many hooks you get are a much better reflection of skill than just kills. A killer who gets 8 hooks but 0 kills is objectively more skilled than a killer who camps two survivors to death and the other two escape. Meanwhile, a survivor who runs a killer for multiple generators and dies is more skilled than one who hides the entire game and escapes due to that same good looper.

These are all true, factual arguments.

Why I think this is the best system for Dead by Daylight anyway

It's important to understand what MMR is actually used for in this game. It is totally invisible. It's effectively only there to separate the new players from average players, and the tryhards from average players.

No killer player is playing for kills because they want to increase their MMR. They're doing it because they want to kill the survivors. Because kills feel more satisfying than just hooks. Because it's their most obvious objective. It's the same reason why slugging for the 4k is so common. They don't want more MMR, they want to kill all the survivors.

The killers who are actually playing for hooks are doing that because they know the game is more fun for survivors when the killer tries to get as many hooks as possible instead of ruthlessly killing them by any means necessary. They care more about making the game enjoyable for their opponents than just winning.

Meanwhile, for survivors, the only ones who escape on a regular basis are either selfish or play in reliable SWFs. Survivors who are willing to die for their allies are, again, playing for fun more than for simply winning.

Think about it: if you got 8 hooks as a killer, do you actually want harder survivors on the next match? If you ran a killer for 5 gens and died, do you want your next killer to be stronger? Because that's what you're getting if they base the MMR on more than just kills and escapes.

Furthermore, by pushing killers who play just for kills (which likely means lots of tunneling) up the MMR faster, they more quickly run into survivors who are able to handle those tactics. Either due to having the right perks or the right coordination with their SWFs. If you suppress them, they'll just continue to bully weaker survivors who aren't prepared for their tricks.

Now I will admit, the reverse of that situation is worth considering. Survivors who get lots of saves but all die are probably a "bully squad" who just want to annoy the killer more than actually escape. The current system suppresses their MMR and makes them more likely to face weaker killers instead of ones who are ready for their shenanigans. But that's just about the only down-side I can think of to the current system.

Comments

  • KA149108
    KA149108 Member Posts: 427

    I dunno, I can loss two matches as survivor and then MMR will put me against a 4k hour nurse main who nevers misses just to rub salt in the wound 🤷🏼‍♀️

  • VibranToucan
    VibranToucan Member Posts: 674

    "If you got 8 hooks as a killer, do you actually want cena survivors on the next match? If you ran a killer for 5 gens and died, do you want your next killer to be stronger? "

    I mean, yeah. I don't just play the game to crush my opponents. Being challenged is fun, I don't want to just play godmode. If I got 8 hooks with 0 kills that means I managed to get hooks against a team with full gen pressure. If I ran the killer for 5 gens that means the killer is terrible at chasing people and it was just random that he got me and not one of my teammates.

    This also ignores the perspective of the other side. Does the killer who got run by a Survivor for 5 gens want to go againsr that Survivor again? Do the Survivors who only escaped because the killer played nice, want to go against an even stronger killer who likely won't play nice?

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366

    no, MMR system needs to be changed because there are already too many cases of fresh installs bring matched with people way more skilled than them, not to mention how current MMR system gives people false feeling they are actually skilled because they reach point where "they can't win"

  • Neaxolotl
    Neaxolotl Member Posts: 1,788
    edited May 13

    It's not the real problem that kills/escapes being a equivalent of skill, as they are objectively THE skill indicator

    What's actually problematic here is win condition for survivors, this game IS team game, calling it a 1v1v1v1v1 or 1v1*4 is stupid, make it 4v1, and make it a simple zero-sum for survivors vs killer

    if 3+ survivors escaped game should count as a win for MMR, if 3+ survivors killed game should count as a loss for MMR, entire team of survivors should get a win or lose, don't change it individually, and please never grant a "tie" for those who escaped with hatches

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,796

    I just want the backfill issue fixed.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,672

    I just want MMR to have anti-manipulation stuff in it. Some players will spend almost the entire game outplaying the other side, then will purposely lose at the end of the game.

  • JPLongstreet
    JPLongstreet Member Posts: 6,998

    This I think is the biggest issue as well. How can we bash their MMR system when it often doesn't get a chance to do its things and even out over time? The backfills are usually the result of lobby dodging or shopping around, and the community's insistence on quick queues. This needs dealing with first imo.

  • Archael
    Archael Member Posts: 939

    Quotes from OP:

    "the way DBD handles MMR currently is actually perfect"

    "It's true that basing it purely on escapes and kills does not reflect skill, which runs contrary to what an MMR system is supposed to do."

    So it's perfect even if it isn't.

    Premise is bad, arguments are poor thought.

    Generalisations made by knly personal thoughts.

    This is troll post for sure.

  • Skillfulstone
    Skillfulstone Member Posts: 1,130

    Hot take, but I kinda get where OP is coming from even if it goes completely against a competitive mindset.

    Let's be honest, for the casual player (most of the playerbase) having to lock in every games (in either role) is just not fun after a while, sure the occasional tough match is nice but no casual player wants to have to play their best at all times.

    For Killer, using hooks as MMR measure would immediately create an intense slugging increase (especially for people on winstreaks or similar stuff) to tank their MMR but still not only get 4ks, but get the most boring way to 4k in existence. Team-slugging/team-bleedouts would literally become an official win condition without increasing MMR to eventually go against Survivors that can handle it!

    For Survivors, sure this would send god loopers in the same batch (although backfilling would still mess it up) but this would also considerably slow (or even stop entirely) gen-jockeys and altruists that just can't loop very well and go down quick but are good otherwise from climbing the ladder. Those people would get stuck getting bled out constantly and would be going against skilled Killers but would never improve.

    This would also send average but friendly Killers (max bp for everyone, memeing, 2 hooks but 0 kills etc. Those are basically just people who wanna chill and relax, casual players by definition) against comp-level players that just won't play along so those Killers will either tank their MMR purposefully (by slugging everyone to death) or will just start to have less fun since they can't really chill anymore.

    I honestly believe that backfilling is the core reason why MMR mismatches are so common.

  • Zakon05
    Zakon05 Member Posts: 432

    It's perfect for Dead by Daylight.

    The way DBD's MMR works is horrible for a purely competitive game. But the only people who are treating this as a truly competitive experience are typically playing in private lobbies. If you bring super competitive energy into pub matches, most people seem to think you're kinda lame to put it politely.

    You can put your thumb on the scales really hard to tip balance in your favor in this game. Lots of addons are extremely strong by design. Then you can further stack things in your favor by aggressively tunneling or by getting three like-minded people on voice chat to SWF with.

    While I'm not a part of the "DBD is a party game" crowd, I also don't think it's a game where you should bring strong competitive energy, because it's way too imbalanced for that.

    The way MMR works right now basically ensures the turbo sweats nobody likes playing with get quarantined into their own high MMR lobbies where 4-man SWFs are free to genrush against quad slowdown Blights for all eternity. The rest of us can keep going for goofy saves and playing mid-tier killers while playing for hooks.

  • TieBreaker
    TieBreaker Member Posts: 1,310

    Survivor MMR doesn't even come close to working. You lose a match because the game gave you boiled potatoes for teammates, you lose MMR and get even worse teammates as a reward.

    It's like getting sucked into a whirlpool that smells of farts. The deeper you go, the harder it is to swim back out. It also smells worse near the bottom.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826
    edited May 13

    @Zakon05

    I tend to view the game as a halfway point between a party game and a competitive game. It's a partetitive game.

  • Zakon05
    Zakon05 Member Posts: 432

    100% agree, that's how I view it.

    I view it in a similar nature to like Team Fortress 2. You can play it competitively, and skill plays a big factor in who wins, but it's much too chaotic for a truly competitive experience without a bunch of house rules.

  • JPLongstreet
    JPLongstreet Member Posts: 6,998

    So how do we help stabilize the matchmaking and the backfilling? The community won't tolerate longer queues, and seem dead against not being able to dodge either.

  • Skillfulstone
    Skillfulstone Member Posts: 1,130

    Honestly, I think there's no easy answer to that. Because, due to DBD's nature as a multiplayer assym with no real single-player mode to speak of (Custom Bots are the closest, but you need online to even open the game in the first place anyway), most people who play are just playing it to relax after their work days. It's why most Survivors and most Killers are in the "Average MMR" bracket, most people simply don't care about getting cracked at the game.

    Removing leaving lobby is just not an option, there are legit reasons to leave a lobby before the game starts (a friend wants to play and you accept the invite, something irl comes up, you see a player name which you know is a hacker/griefer etc.) and punishing people for this would just be unfair. Lobby dodging for easier lobbies has drastically went down since Prestige was removed, now it's either for petty reasons or for legit reasons.

    I do however think that the game could make it's "looking for another player" period just a tad longer after someone quits (like 1 more minute before it starts to broaden it's search, nothing deal-breaking but enough to reduce mismatches a bit, it's with a bunch of tiny things that you do great things).

    I honestly don't know what else could be done except tweaking the "High MMR" bracket to further put the god players together and reducing mismatches. Maybe have MMR increase be diminished for SWF (as escaping in a 4-man is much easier, however it has a tendency to catapult beginners into inappropriate MMR due to being carried by experienced/high MMR teammates).

  • Archael
    Archael Member Posts: 939

    Emblem and ranks was light year better than MMR.

    Sweats and try hard was playing with such and party casuals was playing with such.

  • Archael
    Archael Member Posts: 939

    Imagine survivor who died in first three minutes of game, suddenly getting +MMR because rest of his team escaped.

    And what, they must wait as observer untill match is over?

    I agree with the premise, but this req same gameplay changes.

    I have one such change: remove deaths from the trial. Hooking and moriing cripples survs for some time and hooking needs someone rescue hooked one. Trial has time limit and either survs die all or win all depending on if they managed to fulfill their objectives (mainly gens and gates) within time limit

  • Neaxolotl
    Neaxolotl Member Posts: 1,788

    survivor who died in 3 minutes, but also that survivor literally run killers for 180 seconds? yeah he 100% deserves a MMR increase, 180 seconds are so much it can easily finish 5 gens

    And no, only MMR should change according to match results, why do you think a player must stay in a match to receive MMR change? they aren't local number

  • Archael
    Archael Member Posts: 939

    Running the killer for 180 seconds means death no sooner than in 6th minute unless suicide on first hook.