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Is there a worse skill-based matchmaking system than what DBD currently has?

killer_hugs
killer_hugs Member Posts: 197
edited November 5 in General Discussions
  1. Players who spend more time in chase are more likely to be sacrificed. (lowers MMR.)
  2. Players who try to save their teammates are more likely to be sacrificed than those who play selfishly. (lowers MMR.)
  3. The abandon feature lets survivors void games they would otherwise die in with no change in their MMR.
  4. Players who hide all game are more likely to receive the abandon option thus are more frequently able to void their bad games.
  5. Even if the MMR system knew what a good player was (it doesn't) all hitting the soft cap does is increase variability in the skill of players you're matched with.

The only good thing about the MMR system that I can think of is probably best summarized by a Ricky Bobby quote.

Comments

  • CorvidXCVIII
    CorvidXCVIII Member Posts: 82

    They weren't crying that they couldn't win, they were upset that their queue times were obnoxiously long. Wasn't there a Twins player who had to wait over an hour and only found a game because his chat stream sniped him or am I remembering wrong?

  • Leon_van_Straken
    Leon_van_Straken Member Posts: 478

    But if you didn´t escape was it skilled at all? If you try to see DBD as a hockey match you shouldn´t count the times you tried to hit the goal… and so on XD

  • Leon_van_Straken
    Leon_van_Straken Member Posts: 478

    Wasn´t that Dowsey? Who got his Twitch Shirt removed because he stated that the Devs made some questionable comments how DBD should have been played?

  • Rogue11
    Rogue11 Member Posts: 1,968

    That was fixed in a different update. I think that was during one of the initial tests not the full launch. They manipulated the "soft cap" to the point matchmaking might as well be random. If you play killer and are honest with yourself you can tell this easily. You might get a good team once every ten matches or so but otherwise its whatever unfortunate solo queue players the game decides to throw into the meat grinder.

  • CLHL
    CLHL Member Posts: 429

    Well, the whole objetive is not skill-based anymore. It's hard to talk about balance when the core fails.

  • etisatis
    etisatis Member Posts: 60

    Too many variables to consider to make MMR really work.

    For survivors, the system would have to take into account things like:

    • Generator repair time
    • Number of gens completed
    • Chase duration
    • Successful unhooks
    • Teammates’ total hook time
    • Time spent healing others
    • Time spent healthy
    • Time spent injured without going down
    • Other distractions for the killer (bodyblocking, taking hits, sabotaging, etc.)

    Then, killer MMR could be balanced around how effectively they counter those factors.
    But that’s just not achievable with the spaghetti code we have. We already saw how broken the logic can get when survivors started receiving DC penalties for being tunneled out early.

    Building a proper, logical relation between all these variables just isn’t something BHVR seems capable of right now.

    So we’ll keep seeing experienced survivors in the same lobbies as weaker ones — supposedly to “balance” things. But in this game, a team’s real strength depends on how well its weakest member performs.

    And for killers? Sometimes it’s a poor baby killer. Sometimes it’s a monster that gives you no chance — not just to come back, but to even play the match.

  • Choaron
    Choaron Member Posts: 818
    edited November 5

    The MMR rework is coming (by the end of 2029) and will be perfectly calibrated, don't worry!

  • Mr_K
    Mr_K Member Posts: 10,347

    In ranked based you had good players playing sweaty matches for half a month (before the 13th everyone tries to get to iri rank). Casuals playing in greens and purples, and new players in yellow and brown. Issue was, players that were good brought up real issues while casuals in mid ranks said everything was fine.

    One thing that MMR brought to DBD was showing players the game is not balanced well and you cannot escape it by deranking.

  • CorvidXCVIII
    CorvidXCVIII Member Posts: 82

    For me, it's an easy match one in every 10 games and just sweat for the rest. Matchmaking has been the biggest reason for me taking breaks from the game, it sucks as both roles.

  • Dokta_Carter
    Dokta_Carter Member Posts: 776

    Okay i agree with the emblem system being WAY better then now., as well as the pip for gaauging wins. And match making wise, i do have problems, but that felt SO much healthier then kill/escape win loss.

    Like who ever decided this was okay without the foresight of realizing if the killer is what matters then fairness to the otherside will be thrown out.

    Making the win being solely based on taking out the other side, will just promote a somewhat competitive mindset.

  • Reinami
    Reinami Member Posts: 6,611

    We literally had a system that did this in the emblem system. If they had just taken THAT system and refined it i think it would have worked better. The original system scored you based in 4 categories:

    • Survival
      • Whether you escape or not (and whether it is through the gates or the hatch)
    • Altrusim
      • Saving teammates and healing them
    • Objectives
      • Your ability to gens, cleanse hexes etc.
    • Chase
      • Your ability to run the killer for longer chases

    All they had to do was refine the system a bit to not just be tied to bloodpoints, and change the scoring in a way that makes sense (I.E. if you are being chased, then you get some percentage of your teammates doing objectives and altrusim).

    Then it could be based on a simple scoring system where you score each category by a certain amount, and then based on that score is how you performed.

    A survivor who runs the killer for 5 gens, but still dies, should still be counted as a win if the rest of their team escapes.

  • Dokta_Carter
    Dokta_Carter Member Posts: 776
    edited November 5

    Thank you for wording it better then I could.

    I dont understand why people had disliked the emblem system so much and wanting to remove it, instead of refining it.

    The only issues i had back then was how survivors lose out on emblem points if chased.

    And

    Those weir but super rare moments gens were flying so fast you'd prefer the gen speeds of today(45 seconds as examples which is also rare)

  • Dokta_Carter
    Dokta_Carter Member Posts: 776

    The hockey route really will be one of the most memed things in the history of dbd

  • Reinami
    Reinami Member Posts: 6,611

    Precisely, which is where refinement would come in, survivors would/should earn some level of points as a team and then have it split among the team so if 1 person is being chased for 5 gens, all the other survivors get some points to chase, and the one being chased gets some points for objective and survival.

    Altrusim would probably need to be worked on a bit in some way because if the killer chaes 1 person you can't really do very many saves or healing of other people, so there would need to be some other mechanic for getting altruism points, but again, these are things they could tweak and figure out.

  • Dokta_Carter
    Dokta_Carter Member Posts: 776

    Its simple in theory. But implement probably not?

    but like let's say you start off with a pool of like how one other emblem has a statistic for being hit and downed, but

    "X amout of distraction support points if other people are chased you lose x amount of points" for altruism

    And

    "When in chase you obtain x amount of points per each completed gen" on objective?