The math behind DbD's MMR is just a single "if" statement (900h vs 11,000h lobby analysis

Let's talk about the absolute state of "Skill-Based Matchmaking" in this game, because from a technical and coding perspective, it's an absolute joke.

I recently checked my official stats on the DbD tracker before BHVR conveniently decided to hide the detailed kill rates. I have around 900 hours total (roughly 700h on Killer). My kill rate was hovering right around 60%. I'm not a pro, I'm not a sweat, I'm just a perfectly average, statistically balanced player.

So, how does the sophisticated, highly-tuned algorithm reward this balance?Yesterday, I was thrown into a lobby against a SWF team with a combined total of 11,000 hours (4000h, 3100h, 2500h, 1400h). And this isn't a rare anomaly. I regularly get matched against individual players boasting 2k, 4.5k, 6.5k, and even 7k hours.

Let's be real: MMR simply doesn't work. I know playtime hours aren't a flawless metric—you can easily inflate them just by being AFK in the menus. But right now, hours are the only tangible indicator we have left that even remotely reflects actual skill. What else are we supposed to look at? Grades? They mean nothing. Prestige levels? They're hidden in the lobby anyway, and with the current bloodpoint economy, prestige is just a grinding simulator, not a skill check. MMR is completely hidden and god knows how it calculates anything. So, hours are literally all we have to go by.

Imagine this scenario in Counter-Strike. A team with a combined total of maybe 2k hours going up against an opponent team with 11k hours. It’s completely impossible. It’s unthinkable in any serious competitive environment, and the community would burn the servers down over a logic error that severe. But in DbD? It's just a Tuesday.

From a programming standpoint, this isn't an MMR system. This is a massive logic error wrapped in spaghetti code. The entire matchmaking logic seems to boil down to:if (queue_time > 30_seconds) { dump_player_into_closest_lobby_and_pray(); }

It’s obvious what's happening. The "softcap" for MMR is set incredibly low. The moment you cross a certain threshold (which apparently takes just a few hundred hours on a specific role), the system tags you as a "veteran" and throws you into the same exact variable bucket as people who haven't seen sunlight since 2016. The game desperately needs to fill lobbies for 10k-hour sweat squads so they don't cry about queue times, and average players are being used as free bloodpoints to patch up the holes in BHVR's failing infrastructure.

And the cherry on top? When a 4000h survivor drops a "noob" in the endgame chat after beating a killer with a fraction of their playtime. It’s like a script kiddie running a pre-made exploit and calling himself a master hacker.

No wonder they stripped the official stat tracker of detailed kill rates. If players could actually see their granular data, the illusion of a functioning MMR would shatter completely. We don't need more chapter releases or cosmetic drops right now. We need an "Operation Health" to rewrite this outdated backend from scratch.

Fix the math, BHVR. Because right now, your variables are completely out of bounds.

«13

Comments

  • Mr_K
    Mr_K Member Posts: 10,440

    MMR is not based on hours but a score that's adjusted by how many kills you get a match or how often you escape.

    Hours is only something they started tracking. Those high hour you played against may only have a thousand hours according to the system. In that case, if this were based on hours, they would be a perfect match for you.

  • GhostRider1518
    GhostRider1518 Member Posts: 59

    That is exactly the problem I’m pointing out. If a player has 7,000 hours of actual mechanical experience, but the internal system only "sees" them as having 1,000 hours, then the system is fundamentally flawed and data-blind.

    You can't ignore 6,000 hours of muscle memory, map knowledge, and mechanical mastery just because an arbitrary "score" hit a ceiling. From a programming perspective, if your input data (actual skill/experience) is vastly different from your processed variable (the hidden score), your output (the match quality) will always be garbage.

    The fact that the system treats a 10k-hour veteran and a 1k-hour intermediate player as a "perfect match" isn't a feature—it’s a massive failure in data granularity. It confirms that the "hidden score" doesn't reflect reality once you pass a very low threshold. We shouldn't be making excuses for a system that chooses to be ignorant of the most important metric in a competitive environment: actual time spent mastering the mechanics. The core issue is that the algorithm relies on almost binary kill/escape data. It completely ignores what actually happens during the match, which is just bad design. Treating a 10k-hour veteran and a 1k-hour intermediate as a "perfect match" isn't a feature—it’s a massive failure in data granularity. It confirms that the hidden score doesn't reflect reality once you pass a very low threshold. We shouldn't make excuses for a system that chooses to ignore actual time spent mastering the mechanics.

  • cogsturning
    cogsturning Member Posts: 2,754
    edited March 8

    I yo-yo back and forth from having the worst baby opponenets with 50 hours to insanely skilled ones with 5k+. Lately it's been the former in my killer lobbies and the latter in my survivor. I've given hatch at least once a session to these poor hapless babies, many of whom get sandbagged by frustrated teammates when I'm on my way to a no-effort 4k at 5gens. As survivor, every other killer has been a p100, while my teammates have been terrible. It's probably been the worst I've ever seen it for the last couple months.

  • EntityNea
    EntityNea Member Posts: 226
    edited March 8

    To be honest, anyone with 1000 hours on a game has spent almost a month and a half of their life playing that game.
    After that many hours, you should know the game well enough for your hours played to not matter when it comes to matchmaking.

    Hours played is only a problem when someone is very new to the game and are still learning the basic game mechanics.
    So people with few hours and not many matches played should be put into a "newbie queue", but even then if matchmaking takes too long, they might need to be put in with more experienced players so they don't have to wait forever.

    Anyway, I dont see why hours should matter for anyone with more than 500+ hours, maybe even less hours than that. At that point you should know how to play the game, and your skill level is highly personal to yourself and your playstyle. The game should have collected data about your skill level after that much playtime, and it should use your skill level for matchmaking rather than hours played.

  • UnicornMedal
    UnicornMedal Member Posts: 1,901

    According to BHVR they tried matchmaking via skill like that and got inconsistent results. But I'm not sure how it was much worse than the system we have now. 😭

  • Junylar
    Junylar Member Posts: 2,308

    maybe have an mmr reset every season

    If only we had a system where MMR would indeed drop down a bracket, say, every month… And it would be also cool if as survivor your rank would actually count how well you performed in the trial, including all the interactions with the killer, teammates and objective, instead of just counting escapes… Ah, no, this system sounds too complicated, almost impossible, I would even say too good to be real.

  • EntityNea
    EntityNea Member Posts: 226

    It's BHVR tho. They probably tried it but didn't understand how to properly make a system like that.

    Just considering how old this game is and how matchmaking is still not even remotely functional says a lot.

  • top500spiderman
    top500spiderman Member Posts: 219
    edited March 8

    How do hours played equate to your MMR bracket? I know people who have played a game for years and are still very average in terms of skill level.

  • Mr_K
    Mr_K Member Posts: 10,440

    The internal system doesn't see hours at all, it looks at your kill/escapes which over time will place you against a challege every match. If you get 3-4ks, you are going to face survivors that escape more often than not. If you continue getting those 3-4Ks then your MMR score is going to go above the match making threshold where there's no upper limit to who you will face. The very nature of the system is to pit high kill rate killers against high escape rate survivors.

    One thing to point out. New players are going to think those first few matches are hard when any experenced player would think it's easy. Nobody seems to notice that this is true at every skill level. Casuals vs Casuals is going to feel just as difficult as Vet vs Vet. Players think they are at high MMR and every match is sweaty. But facing the same skill level will always feel like you're struggling.

    The MMR system isn't there to give easy wins. If it did, well I guess you were the sacrificial lamb for that team.

  • Dem34888
    Dem34888 Member Posts: 166
    edited March 8

    Lately, I've stopped dodging lobbies for both Survivors and Killers - the results are disastrous

    One Killer game I struggle to get a -1, the next I'm matched with players who can't even repair a single gen (DC after first chase)

    On Survivors, it's a complete joke. If you don't check lobbies based on players hours, you'll get people with 100-600 hours, and trials end terribly. Meanwhile, if you look for teammates based on their hours, either the Killer will DC during the trial or suffer the entire trial, because survs aren't stupid = gens are flying, chases are long

    The game throws you anywhere just to fill a lobby faster

    Additionally, I'd also like to point out that the game shouldn't consider the total Killer time, but the individual Killer time. If you've played 1,000 hours on Nurse, that doesn't mean you'll be tournament skill level on Hillbilly

  • EntityNea
    EntityNea Member Posts: 226
    edited March 8

    This is also a very flawed system tho.
    Whether you get kills or if you get escapes doesn't say much about how good a person is at the game, at least not on it's own.
    A lot of people I know don't care if they win or lose, so they give pity wins to the other side.

    What BHVR needs to do is to collect metrics of pretty much everything you can collect a metric on. Then sort these metrics by ranking, and that's how you can compare the skill level of survivors.

    Some examples of data to collect:
    - Average chase length (both sides)
    - Percentage of successful skill checks (survivors)
    - Percentage of great skill checks (survivors)
    - Percentage of chases won/lost (both sides)
    - average number of players killed per match (killers)
    - escape percentage (survivors)

    These are just some examples.
    The first step is to start collecting data on everything. Like, absolutely everything that is tied to any sort of skill level.
    After the data is collected, sort it.
    Then give each category a "weight" of how much it is considered to affect MMR. Like, hitting skill checks should not be as important as chase length, for example.

    After that is done, they would literally have a database that ranks every player in the game in various categories, that they can utilize to determine matchmaking MMR. They could see if you're above average, below average, top 1%, etc.

    Edit: For killers, they'd have to also collect individual skill levels per killers, since their abilities work differently. For example, when you play nurse, how often do you hit your swings after phasing/blinking?

    Edit 2:
    Although the problem with BHVR is that they wouldn't understand how to properly implement something like this, and they would end up collecting garbage data that could be exploitable. Like BHVR would just check if the killer misses a swing, but completely fail to also check if they're in a chase while swinging… Yea… The more i think about it, the more i realize that unless BHVR hire someone who knows how to do this, they're not going to.

    Post edited by EntityNea on
  • ImWinston
    ImWinston Member Posts: 833
    • BHVR has attempted to tighten MMR in the past, creating a system that effectively matches killer and survivor players of equal skill, but killer players complained profusely, saying that every match was challenging (if you search YouTube, you'll find references to this period I'm referring to). After a month of protests from content creators, the improvement was "reverted" and we're back to the current MMR (i.e., no MMR).
  • EntityNea
    EntityNea Member Posts: 226

    another example of BHVR not understanding proper game design.
    matchmaking needs to have a bit of randomness to it as well, or things like that happens.
    People need a break sometimes, even if they're high rank.

    I dont remember what game does this (it might actually be more than one), but one method to matchmaking is to deliberately make it slightly unfair - give you some matches where you're "expected" to win, and some matches where you're "expected" to lose - but still without matching you against people completely out of your league. That way it doesn't get as frustrating, like what happened before where people kept getting only sweaty opponents.

  • Junylar
    Junylar Member Posts: 2,308

    There are quite a few games with systems like that, with a wide range of actual implementations depending on what you mean here. Mobile p2w games deliberately match players in such a way as to bait them into purchasing stuff, and there is an unconfirmed rumor that Dota 2 has something like "loser's queue", where if you win to many times in a row - you get matched against a stronger team with weaker teammates, where you are doomed to lose, allegedly to keep the winrate at 50%. In both cases it's not something considered good by the general public.

  • ImWinston
    ImWinston Member Posts: 833

    • For me, it's simply unfair. I hope for a balance of skill among players. If I'm a Blight with full meta perks, why should I be paired with a Claudette who heals herself behind a stone with selfcare? Vice versa, what fun is there in an Adept Trapper with 500 hours against truly competent survivors? Over the years, I've seen simply insane matchups on DBD, especially among survivors, where the skill of each individual player is truly crucial for the entire team.
  • EntityNea
    EntityNea Member Posts: 226

    What you are describing is not at all what I'm talking about.

    Think more like competitive overwatch. You are matched against people around your skill level, but it slightly shifts the matchmaking either in your favor or against you.

    Im not talking about baiting to purchase stuff. Like how Atari has a patent of matchmaking people against players who own a cosmetic that you don't own to make you buy it, and of you buy it you get easier opponents. ... I think that was Atari who had that patent. Might be someone else. Anyways... I've played this game since early days so I don't have any hope with this ever being fixed.

  • solidhex
    solidhex Member Posts: 940
    edited March 8

    It could be a new player who doesn't have MMR yet. Those get matched against different MMR level opponents from my experience

  • Emeal
    Emeal Member Posts: 6,818

    Spiderman here has a good point which nobody has addressed yet.

    How many Hours = what MMR? I have 7200 myself, so what is my skill then? You really cant say.
    One of my friends has like 700h plays awfully but Survives more matches than me when we Queue, Explain that.

  • tjt85
    tjt85 Member Posts: 1,757
    edited March 8

    Hours don't mean anything. You could have 8000h throwing pebbles around and trying to get a conga going. That said, I wouldn't put it past BHVR to include hours as a part of their MMR system. I find I get matched with similar hour players more often than not.

    I find it pretty funny that the only mode where I can achieve a 40% escape rate is 2V8, which is the mode most people seem to agree MMR is almost completely absent from. I know that's not the experience for everyone, but no match-making whatsoever is apparently a better system for me than whatever it is they've put in place for 1V4. I don't think a game like DBD lends itself to accurate match-making, tbh. It will always be a wild crapshoot no mater what BHVR do.

    (I would compare my Killer games too but I'm not ruthless enough in the regular mode to make a fair comparison).

  • GhostRider1518
    GhostRider1518 Member Posts: 59

    You make a fair point in theory: a system should use highly detailed skill metrics instead of raw playtime. But let's look at the reality of how the skill ceiling in this game actually scales.

    Saying that a 1,000-hour player is on the exact same playing field as an 11,000-hour player just because "they both know the game well enough" is like saying a Junior Developer and a Senior Systems Architect should be given the exact same tasks because they both know the basic syntax of Python. (I'm learning programming, which is why this comparison came to mind.)

    At 1,000 hours, you absolutely know the mechanics, the perks, and the general map layouts. But at 11,000 hours, you have ingrained muscle memory for every single tile permutation, edge-case mind games, and pixel-perfect hitbox manipulation. You simply cannot bridge a 10,000-hour gap of pure, mechanical experience just by "knowing how to play."

    However, you hit the nail on the head with your last sentence: "The game should have collected data about your skill level." The tragic part is that it doesn't. Because the matchmaker's data collection is strictly binary (kill or escape), it completely fails to recognize the massive mechanical gap between a 1k-hour intermediate and a 10k-hour veteran. Since the internal variables are useless and blind to actual skill, playtime hours remain the only raw data we have left to expose how broken the matchmaking actually is.

  • cogsturning
    cogsturning Member Posts: 2,754

    It's not very fair though, to give people a break at other peoples' expenses. The game shouldn't be deciding you'll be a little snack for someone else. I certainly don't want that sort of thing in my lobbies. I want equal opponents and close matches, not ego-boosting freebies.

  • GhostRider1518
    GhostRider1518 Member Posts: 59

    You are asking the exact right questions. How do we actually fix this architecture instead of just pointing out the bugs?

    Regarding your idea about a seasonal MMR reset—you make a solid point, it could actually help flush out stagnant data. You mentioned the fear of smurfing, but let's be honest: smurfing is already a massive issue in DbD anyway. A structured seasonal reset might actually be much healthier than the permanent, broken data buckets we have now.

    Another practical fix would be a return to the old visible Rank system, but completely redesigned with strict enforcement and hard caps. The old ranks failed because they just measured monthly playtime. If BHVR built a highly accurate, heavily monitored ladder with strong thresholds—meaning once you reach the "veteran" bracket, you are hard-locked and literally cannot be matched with casuals or beginners, no matter how long the queue takes—it would solve the mismatching instantly.

    And that brings us to the hard truth about queue times: in every serious competitive game (CS, Valorant), the top 0.1% of players always have 10+ minute queue times. That is the price of being at the top. BHVR is just terrified of 10k-hour streamers complaining about queues, so their algorithm intentionally sacrifices average players as "server backfill" to give those squads fast matches.

    The fix isn't impossible. It just requires granular data tracking (chase times, not just binary kill/escape) and strictly enforced, hard-capped brackets.

  • GhostRider1518
    GhostRider1518 Member Posts: 59

    Exactly. In software engineering, when developers claim a new algorithm yielded "inconsistent results," it’s usually corporate translation for: "We fed garbage data into poorly weighted variables, the output broke, and we didn't want to spend the resources to properly debug it."

    If they tried tracking granular skill but couldn't figure out the correct math to weigh a 60-second chase against a generator repair, their test system would obviously fail. But you are absolutely right—there is mathematically no way it was worse than the current state of the game.

    What we have right now isn't even an MMR system; it's just a queue-time panic button. They likely saw that actual, strict skill-based matchmaking made lobbies take a few minutes longer for top-tier players, panicked, and reverted to this lazy backfill script. It’s much easier to just throw a 900-hour player to the wolves than to actually fix the architecture.

  • GhostRider1518
    GhostRider1518 Member Posts: 59

    You bring up a very valid concern about code complexity, but from a software architecture perspective, it's actually not impossible to manage at all. In fact, the framework already exists in the game.

    You don't need a million if statements. Modern game engines use event listeners. Dead by Daylight already tracks almost everything you mentioned. When you bodyblock for a teammate, the server registers a "Protection Hit" event. When you run the Killer around, it tracks "Chase Duration". The server already knows exactly how much of a generator you repaired. The coding failure isn't in gathering the data; it's that BHVR actively decided not to plug those existing variables into the algorithm.

    Regarding your point about "bully" tactics—handling this mathematically is incredibly simple. We know exactly how a bully squad operates: they focus entirely on harassment (chases, unhooks, bodyblocks) and ignore the main objective (generators). Since the server tracks all of this, the algorithm would simply see a massive spike in 'Altruism/Boldness' metrics and a flat zero in 'Objective'. If a proper MMR formula requires a balanced score across multiple categories to rank up accurately, a squad that refuses to do gens wouldn't break the system at all. They would just be scored exactly based on their specific variable inputs. There is no complex philosophy or impossible coding here—just basic data weighting.

    Instead of building a weighted mathematical formula, BHVR threw all that rich, granular data in the trash. They opted for the laziest possible boolean logic: if (escaped) { MMR++; } else { MMR--; }. It's not that a detailed system is impossible to code. It's just that relying on a binary outcome requires absolutely zero balancing effort from the developers.

  • GhostRider1518
    GhostRider1518 Member Posts: 59

    You are absolutely right, and I actually mentioned that exact point in my original post. Hours are not a flawless metric. You can easily inflate them just by leaving the game running AFK in the menus, and I personally go against people with 2,500 hours who play like they only have 10 hours in the game.

    But here is the core issue: right now, playtime hours are the only tangible indicator we have left that even remotely reflects actual experience.

    Because the internal MMR is completely hidden and relies on a flawed, binary kill/escape system rather than tracking real mechanical skill, we have absolutely no other data to look at. We are forced to use hours to point out these massive matchmaking gaps because BHVR refuses to give us a real, functioning, transparent metric to measure skill.

  • GhostRider1518
    GhostRider1518 Member Posts: 59

    You completely misunderstood my position. I never claimed to have high MMR. In fact, I play pretty averagely, and based on my mechanical skill, my MMR should be low. If any experienced 11k-hour veteran actually watched my gameplay, they would be shocked that the system paired us together.

    And that is exactly the fatal error of this algorithm. It completely ignores what actually happens during the match—the very data that would reveal my true, average skill level—and relies solely on a 1/0 binary outcome. Because of this blind spot, it artificially inflates my score after a few lucky escapes and randomly throws me against players at the absolute highest MMR cap.

    In any other serious competitive multiplayer game, this would never happen. In Valorant, a low-ranked player doesn't get matched against a Radiant just because they had 2 lucky games and their hidden MMR temporarily spiked. The system prevents that type of mismatch.

    But in DbD, as you literally just admitted, once you cross a low threshold, "there's no upper limit to who you will face". That isn't a functioning matchmaking system; that is a single, massive data bucket.

    We aren't asking for easy wins or to be "sacrificial lambs". We are asking for an algorithm that actually measures mechanical skill instead of using average players as server backfill for top-tier squads.

  • GhostRider1518
    GhostRider1518 Member Posts: 59

    You hit the nail on the head. The fact that you can face a competitive squad in one match and absolute beginners in the next proves there is absolutely zero consistency in this matchmaking. A functioning algorithm stabilizes your matches over time; this broken system just throws you anywhere to fill a server slot.

    And your point about individual Killer playtime is brilliant. BHVR claims they have separate MMR for each Killer, but your Nurse vs. Hillbilly example completely exposes how poorly that actually works. Even if individual tracking exists in the code, the base "softcap" is clearly set so low that performing well on one Killer effectively ruins your hidden rating for the rest of the roster anyway.

    It’s a massive failure in system design, and the complete lack of consistency proves we are all just being used as backfill to keep queue times short.

  • GhostRider1518
    GhostRider1518 Member Posts: 59

    Thank you for bringing this up. This piece of history is the absolute smoking gun that proves my entire point.

    From a software development perspective, this is the worst kind of technical regression. It proves that the current broken matchmaking isn't just a result of incompetence; it was a deliberate downgrade. BHVR actually had a strict, functioning algorithm, but because top-tier content creators couldn't handle playing against their own skill level (which made it harder to farm easy clips for YouTube), the developers intentionally nerfed the architecture.

    They literally rolled back a working patch to appease a vocal minority of influencers.

    And what is the result? We are left with this "no MMR" system where statistically average, 900-hour players are deliberately fed to 11,000-hour veteran squads. BHVR is actively using the casual and average player base as disposable server backfill, just so Twitch streamers don't have to wait in queues and can have "chill" games stomping weaker opponents.

    It is an absolute joke that a competitive multiplayer game balances its core matchmaking variables around the comfort of content creators instead of mathematical fairness.
    I know about these changes, but that doesn't change the fact that the current system doesn't work. That system was also poorly designed, which is why there were complaints. But if they had done it right (it's possible, you just have to want to), I think both sides would be happy. Weak killers vs. weak survivors. Good killers vs. good survivors.

  • GhostRider1518
    GhostRider1518 Member Posts: 59

    I can explain that very easily, and your example actually proves the exact point of my original post.

    You asked why your 700-hour friend plays awfully but still survives more matches than you. The answer is simple: because DbD's matchmaking algorithm is a primitive, binary boolean. It only checks if (escaped == true).

    If you, as a 7200-hour veteran, take the Killer on a 3-minute chase, loop perfectly, and sacrifice yourself on the hook so your team can open the gates, the system punishes you. It lowers your hidden rating. Meanwhile, if your 700-hour friend hides in lockers, avoids the Killer, and sneaks out the exit gate while you die, the algorithm rewards them. The system literally thinks your awful friend is the better player.

    That is the exact "massive logic error" I am talking about. The code doesn't track chase time, altruism, or mechanical skill. It only tracks the 1/0 outcome of escaping. Your friend has inflated stats precisely because the architecture is broken and data-blind.

    And regarding your first question: nobody is saying 1 hour equals exactly 1 MMR point. But in data analysis, playtime is a powerful heuristic. At 7,200 hours, your muscle memory and map knowledge are vastly superior to a 700-hour player. The reason we are forced to use hours to measure lobby fairness is because BHVR's actual hidden score is completely corrupted by the exact phenomenon you just described with your friend.

  • GhostRider1518
    GhostRider1518 Member Posts: 59

    I understand the argument about someone spending 8,000 hours throwing pebbles, but in data analytics, you don't design a core system around extreme statistical anomalies. You build it around the median, and median playtime strongly correlates with muscle memory and game sense.

    But let's talk about your point regarding the 2v8 mode and the absence of MMR. You feel it's a "better system" because it replaces a rigged, frustrating algorithm with pure, unadulterated chaos. However, from a balance perspective, 2v8 without MMR isn't a solution—it's just a casino roulette. Let's break down the actual scenarios:

    2 weak Killers vs 8 weak Survivors: The result is pure RNG. It could end with 0 escapes, 4 escapes, or all 8 escaping. There is no predictive logic or balance here.

    2 weak Killers vs 8 good Survivors: The outcome relies entirely on Survivor hubris. If the good survivors make careless mistakes, nobody escapes. If they play optimally with zero mistakes, the vast majority escape easily.

    2 good Killers vs 8 good Survivors: This is the ultimate roulette. The match is dictated entirely by which TIER of Killers are picked and the exact micro-mistakes made by either side during the chaos.. Here, the outcome depends on what kind of killers they are (which TIER killer) and on the mistakes made by the killers and survivors.

    The reason 2v8 feels "refreshing" isn't because DbD is incapable of accurate matchmaking. It's simply because playing a chaotic party mode with zero matchmaking is temporarily less frustrating than playing 1v4 with a broken matchmaking script that uses average players as backfill.

    We shouldn't accept that the game will "always be a crapshoot" just because BHVR refuses to code a granular, properly weighted MMR system. DBD is suitable for matching players appropriately; no one is talking about turbo precision, only about matching players correctly. This is necessary for game balance. Otherwise, nerfs and buffs on both sides are pointless, because what's the point of a survivor getting buffs if they're weak and encounter a skilled killer who's been nerfed? If the survivor wins, it's not because of their skills, but because of those nerfs and buffs. If they lose and the killer wins, the killer will win only thanks to those nerfs and buffs, not thanks to their skills. And then they'll write “noob, uninstall this game.” That's not what multiplayer games are about.

  • ONSAN
    ONSAN Member Posts: 203

    Does everyone who has been playing baseball since they were 6 years old necessarily become a professional? No, they can't. That's all.

  • GhostRider1518
    GhostRider1518 Member Posts: 59

    That is a fun analogy, but you are completely missing the scale of the math here.

    You are right—playing baseball since you were 6 years old doesn't automatically make you an MLB professional. But if you take a 30-year-old who has played amateur baseball every weekend for 24 years, and put him in a match against someone who just learned how to hold a bat a few months ago, the veteran is going to absolutely obliterate the newcomer.

    No one is claiming that 11,000 hours guarantees you are a professional. What we are saying is that a 10,000-hour gap represents a massive, mathematically undeniable advantage in muscle memory, map knowledge, and mechanical efficiency.

    If a matchmaking algorithm looks at the 24-year veteran and the 6-month beginner and says, "These two are a perfect match because they both won their last game," the algorithm is fundamentally broken. It is confusing a basic binary outcome (a win/loss) with actual mechanical skill.

    Since BHVR's hidden MMR doesn't track granular skill, playtime remains the best heuristic we have to expose these absurd mismatches.

  • EntityNea
    EntityNea Member Posts: 226

    It's fair because everybody gets this break.
    It makes the game more fun and interesting when you get a variety of matches. Some more difficult, some more casual.

    And like I said, a system like that wouldn't pair you against people completely out of your league.
    It would be a SLIGHT shift towards people either below or above you.

    This would happen anyways in a matchmaking system, because if it found opponents exactly at your skill level, then queue times would take ages.
    The purpose of the system deliberately giving you favorable or unfavorable matches, is so that it can make sure you don't get, for example, 10 unfavorable matches in a row by random chance.

  • GhostRider1518
    GhostRider1518 Member Posts: 59

    Which doesn't work anyway… Because you'll often encounter, for example, 10 or even more unfavorable matches.

  • top500spiderman
    top500spiderman Member Posts: 219

    Mechanical skill alone doesn’t determine whether you win or escape. It’s only one part of the game. You can be great at looping, but if you run the killer for four generators and still die consistently, your MMR will drop. That isn’t a matchmaking problem that’s the outcome of the choices being made in the match.

    The system can only measure results. If someone repeatedly takes long chases knowing they’re likely to die at the end, the system will register those deaths. That’s no different than a killer intentionally letting survivors escape to lower or maintain their MMR.

    This is also why using chase time to calculate MMR wouldn’t make much sense. The objective for survivors isn’t to stay in chase as long as possible, it’s to complete generators and escape. A player could extend a chase for two minutes by pre dropping every pallet on the map, but that often hurts the team by burning through resources and leaving the rest of the map unsafe later.

    It would also create bad incentives. If chase time affected MMR, survivors would start optimizing for long chases instead of good decision-making. Players would force chases, pre-drop pallets constantly, and ignore stealth or generator pressure just to inflate their chase time.

    It also ignores killer design. Some killers are built to end chases quickly, like The Nurse or The Blight. Survivors would look “worse” in the system simply because they faced killers designed to secure fast downs.

    At the end of the day, survivor gameplay isn’t just about chase skill. Good survivors balance stealth, generator efficiency, positioning, teamwork, and knowing when to disengage. Chase time only measures one piece of that, which is why using it as a MMR metric would be unreliable.

    If chase time determined MMR, the optimal way to climb wouldn’t be winning or escaping it would be farming long chases. The moment a ranking system rewards something other than the objective of the game, it stops measuring skill and starts measuring who can exploit the metric the best.

  • UnicornMedal
    UnicornMedal Member Posts: 1,901

    It's funny too because they already have data to prove that players will in fact wait for trials that are longer. While the last 4/5 years have shown that Survivors will take just about anything, it's also shown that Killers will wait for just about anything.

  • GhostRider1518
    GhostRider1518 Member Posts: 59

    You are creating a false dichotomy. You assume the system must either be a simple binary 1/0 (escaped/died) or a one-dimensional "chase timer." In modern software architecture, that is not how skill-based matchmaking works.

    A professional MMR system uses weighted multi-variable analysis.

    If a Survivor runs the Killer for 3 minutes (chase metric), completes 2 generators (objective metric), and saves 2 teammates (altruism metric) but dies at the end, a competent algorithm doesn't just say "0/1 - Fail". It weighs those high-value inputs against the outcome. Currently, the system rewards a player who hides in a locker for 10 minutes and sneaks out the hatch, while punishing the player who actually did all the work. That is a bad incentive, and it's exactly what we have now.

    As for your "explloiting the metric" argument:

    The "Pallet Pre-dropping" point: A weighted system can easily account for this. If a survivor pre-drops 10 pallets in a 60-second chase, the "resource efficiency" variable would be low, balancing their MMR gain.

    Killer Design (Nurse/Blight): This is exactly why we need granular data. The system should know that a 30-second chase against a P100 Nurse is statistically more valuable than a 60-second chase against a Trapper.

    The objective of the game is indeed to escape, but the skill required to reach that objective is what the MMR is supposed to measure. Right now, the system only measures the result, not the skill. If you think a system that can't tell the difference between a mechanical master who sacrificed himself and a beginner who hid the whole match is "working," then you are settling for a massive failure in data granularity.
    Your logic is self-contradictory. You admit that a player can "run the killer for four generators" and still claim that measuring that skill would be "unreliable".

    From a technical standpoint, if one player is occupying the Killer for the time it takes to complete 80% of the primary objective, that player is the primary driver of the win condition. In any balanced system, that should be rewarded.

    The "bad incentives" argument also fails for two reasons:

    Reality check: Survivors are already pre-dropping pallets constantly in the current meta. Acting like a better MMR system would suddenly "break" the game with pre-drops ignores the fact that it's already a standard low-skill tactic.

    Weighted Math: A well-designed system would simply treat "Time in Chase" as one of many variables. It wouldn't mean you "farm" MMR just by running around; it means that if you perform the hardest mechanical task in the game (looping) which allows your team to finish the main objective (generators), the system acknowledges your skill.

    Currently, the binary 1/0 system treats a mechanical master who carried the team but died at the end exactly the same as a beginner who did nothing. That is the real failure in data granularity. If you are good at looping, your MMR should reflect that skill slightly—not as a "free win," but as a recognition of your mechanical input into the match outcome.

    It’s not about "farming long chases"; it's about the system finally opening its eyes to what is actually happening during the trial instead of just looking at the exit gate.

  • top500spiderman
    top500spiderman Member Posts: 219

    You’re assuming more data automatically means a better ranking system. It doesn’t. The real issue is signal quality.

    Metrics like chase time, generators completed, or saves are extremely context dependent. A 3 minute chase might mean the survivor played well, or it might mean the killer misplayed, the map spawned strong tiles, or teammates interfered. The system can’t reliably distinguish those causes, so those metrics measure activity, not skill.

    That’s why most competitive MMR systems rely heavily on outcomes. Outcomes compress all of that context into a single reliable signal: did the player’s decisions actually lead to winning or losing.

    The moment you start rewarding intermediate metrics like chase duration, players will optimize for those metrics instead of the objective. That’s a well-known design problem called metric gaming. At that point the system stops measuring skill and starts measuring who can exploit the metric best.

  • EntityNea
    EntityNea Member Posts: 226

    it might be like that in once match, yes, which in the long run won't matter.
    if you collect data from hundreds of matches, you can then compare that data to other players.

    For example, if the average chase time across all players is 50 seconds, but you tend to go down after 15 seconds.. you're going to be below average in that category. Even if you get one match where the killer is extremely bad and chases you for 3 minutes, it won't suddenly make your average jump up because that's just one out of many matches.

    At the same time, (and this is why i said BHVR would never implement this correctly), you also have to look at circumstances around the chase.
    for example, if the game detects you being in a chase because the killer is friendly, check for that by, for example seeing if the killer stays in very close proximity without swinging, or have other metrics that check for that during the match, and if the server deems that the killer was just screwing around, then don't save chase data for that match.
    They'd also have to check if the chase was won or lost.
    For example, a survivor having a short average chase time, but also a very high percentage of chases won, that implies they're very efficient at disappearing from the killer. So despite that low average chase time, the survivor is very successful at being chased.

    Again - the first step is just collecting all the match data.
    Not collecting any data means you literally cannot make an MMR system.

  • EntityNea
    EntityNea Member Posts: 226
    edited March 9

    @GhostRider1518 (apparently the quote broke)
    are you just downvoting me without reading?
    I explained that's why other games check your previous matches in order to determine future matchmaking. So you don't end up with 10 unfavorable matches in a row.

    Post edited by EntityNea on
  • Emeal
    Emeal Member Posts: 6,818

    You ignored the part where you were supposed to tell what my MMR is based on playtime, not the example I mentioned which demonstrates vast difference in players. Its easy to criticize than make a system that has no flaws.

  • top500spiderman
    top500spiderman Member Posts: 219
    edited March 9

    You’re still assuming that collecting more variables automatically makes the system better. That isn’t really the issue. The problem is whether those variables actually measure skill.

    Even across hundreds of matches, chase time doesn’t isolate survivor skill. Chase length is heavily influenced by killer mistakes, map RNG, tile spawns, teammate interference, and killer power. Those factors don’t disappear with more data, they stay baked into the metric. So the system ends up measuring a mix of survivor behavior, killer performance, and map conditions rather than the survivor’s actual skill.

    And the incentive problem is still there. The moment you attach rating value to a metric like chase time, or any other metric players will optimize around it.

    The problem with “just add a check for it” is that the system still can’t know why something happened, it only sees actions, not intent. A killer not swinging could be friendly, mindgaming, waiting for a lunge, or playing around a power cooldown. Those situations can look identical in the data.

    The more checks you add trying to interpret those situations, the more assumptions and edge cases you introduce. At some point the system becomes overly complex and still can’t reliably tell what actually happened in the match.

    And also you must understand Hours played doesn’t determine skill, not even mechanical skill. After a certain point, hours just measure time spent, not improvement.

    There are players with thousands of hours who are still completely average because they’ve spent that time reinforcing the same bad habits. Meanwhile others with far fewer hours surpass them because they actually learn, adapt, and refine their gameplay.

    Time played measures experience, not competence. So when you see them going against you pat yourself on the back dont get discouraged and think the match making system is broken.

  • Senaxu
    Senaxu Member Posts: 555

    I get the frustration in the OP, but for me the biggest giveaway that MMR feels off is how wildly it swings.


    I genuinely enjoy tough matches on killer. Close games where I have to think, adapt, and actually earn every down are the most fun, even when I lose. What kills my motivation is the pattern where I get one really sweaty group, then the very next match I get people who look completely new to the game. Not just weaker, I mean genuinely beginner level. At that point I am not learning anything, they are not having a good time, and it feels wrong. I have had matches where I honestly felt bad for the survivors because it looked like they were just trying DBD for the first time and they got thrown into a blender.


    That kind of yo yo matchmaking is exactly why hours get brought up so much. Everyone knows hours are not a perfect skill metric, but when the system is hidden and the matches feel random, people reach for the one thing they can see.


    If BHVR ever wanted to make MMR feel more accurate, I think the direction is an activity based model, not just escape or kills. Chase performance should matter a lot because wasting the killer’s time is the core survivor skill. Unhooks, healing, and actual gen contribution should matter too. Meanwhile the hide and wait playstyle should not get rewarded the same as people actually taking chases and doing objectives. If someone plays like a locker goblin or spends the match looting and waiting for hatch, the system should naturally group them with others who play like that and not constantly pair them with high participation teammates.


    But I also get why this probably stays the way it is. A stricter system means longer queue times, and BHVR clearly values keeping queues moving. And if you make matchmaking more competitive and more reliable, cheating becomes a bigger and more visible problem that needs serious investment. None of that sells a chapter or cosmetics, so it is hard to believe it will ever be a top priority unless it starts hurting player retention in a way they cannot ignore.

  • MrMori
    MrMori Member Posts: 1,943
    edited March 9

    Fixing matchmaking would be extremely simple and not difficult at all, but it would require BHVR to remove the pregame lobby and change what counts as a win/loss in terms of MMR a little.

    First of all, remove pregame lobbies. They destroy and ruin matchmaking, and if getting players quickly into a lobby/match is the main priority, why on earth do pregame lobbies exist in the first place? All they do is allow players to dodge, waste time, and mess up matchmaking with backfill. Remove them, and instead have the players press "Accept" on the match once the matchmaker has found 5 players, and then go straight to loading. Much, much simpler, more effective, and easier for everyone.

    Second, change the win/loss of survivors to be team based, not individual based, meaning all survivors lose or gain the same amount of MMR in the trial, but it's based on the whole team's performance. It's players that play in such a way that most players on their team escape that are actually good, not just players that play selfishly and they escape. So if you hide for hatch constantly and always get 3k-ed, you lose MMR. If you carry your team by taking chase and you die, but the team gets a 3 out, you gain mmr. It's pretty simple. No other team game has individual gains or losses based on performance because it's a mess and detracts from the team nature of the game.

    On top of this, if players abandon, that should immediately count as a loss, regardless of if the killer abandons, the survivor bot escapes, etc. The player is gone, they gave up before they escaped, or as killer, killed anyone. Why does what happens to the bot matter at all in terms of MMR? Seems pretty obvious, right? I mean the player gave up before they escaped, of course it's a loss? Who cares if the bot remaining dies, or the killer abandons? Pretty simple stuff.

    Finally, be a little more patient with the queue. It's fine to let players stay in queue for 1:30 to 2 minutes or so looking for a decent set of players to put together.

    Unfortunately I don't really think they'll improve MMR or matchmaking even though it's very straight forward, which is very disappointing to me. They said in their roadmap earlier that they have plans for it but truthfully, as long as lobby stays and MMR stays as an individual survivor metric instead of a team metric, then this won't get better.