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

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  • Chrarcq
    Chrarcq Member Posts: 143
    edited March 9

    It's only been one year since they confirmed a rework for it. Be patient, bro. By the end of 2031 it will be ready, I'm sure.

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  • vol4r
    vol4r Member Posts: 977

    I've been in 30-40k hours surviviors lobby before and people with 500 hours would get us.

    It is definitely unfair and should be looked into

  • saym
    saym Member Posts: 148

    BHVR doesn’t seem to understand that MMR is the most important aspect of the game.

    It probably doesn’t make them any money, but with the current stagnation, players will only keep leaving the game.

    Please make MMR visible as soon as possible.

  • Wezqu
    Wezqu Member Posts: 1,090
    edited March 9

    Well just to point out that this is time commitment of waiting to get match or get to play matches problem. If they would never let the system to queue you in different MMR lobby some people would end up waiting very long time. Thats is a problem in every online game that uses MMR system and most handle it the same way.

  • azaxydbd
    azaxydbd Member Posts: 217

    this is why rank system with visible mmr and rewards should be a thing. also lobbies should be 5v5, 2 killers que up against a team of 4 on both sides, the ones with better score wins and get extra points or special points for special rewards.

  • GhostRider1518
    GhostRider1518 Member Posts: 54

    You are arguing from the perspective of a theoretical vacuum, completely ignoring how Dead by Daylight actually plays out in reality.

    1. "Activity vs. Skill"
      You claim that measuring chases measures "activity, not skill." What other mechanical skills are there in DbD? Are we even playing the same game? The entire mechanical depth of this game is built around looping (windows/pallets), managing totems, and item efficiency (flashlights, toolboxes, firecrackers, med-kits). If a player successfully loops a Killer for 3 minutes using precise mechanical inputs while their team repairs generators, that isn't just "activity"—that is the highest expression of skill the game has to offer. And what are the main goals in DBD matches? Looping the killer and repairing generators = escape. Without generators, you won't escape, and without looping the killer, you won't be able to repair generators. What else do you want to measure as a goal? People optimize their actions anyway, whether it's for generators (genrush) or killer looping. This has happened, is happening, and will continue to happen regardless of the system. Why? Because this game features perks and the ability to build different combinations. When I test a new perk for looping, I create a full build for looping and optimize my actions for looping. If this is no longer happening, then why are people using perks like lithe and windows? Precisely for looping. Already, depending on which killer they encounter, people are pre-dropping pallet after pallet, doing nothing but destroying pallets, so I don't know why you're pretending that this is only going to happen when it's already happening. And if they optimize their own skills for looping (for example, training on custom maps), what's the problem? Isn't the point to keep getting better? Where's the problem here?
    2. The "Optimization" Myth
      You argue that if the game tracked chases, players would "optimize for those metrics instead of the objective." Have you looked at the current meta? Players already optimize for chases! The vast majority of loadouts are entirely built around chase perks, exhaustion perks, flashlights, and looping add-ons. The community already plays this way. The only difference is that the current 1/0 MMR system is completely blind to it.
    3. You Misunderstood the Math
      I am not suggesting that a long chase should equal a massive MMR spike. I am suggesting a slight, weighted bump. If you loop well, your MMR should receive a fractional adjustment to reflect that mechanical competence, rather than the system treating you exactly like a beginner just because you sacrificed yourself on the final hook.
    4. The 1/0 System Measures Luck, Not Skill
      Currently, the binary outcome doesn't measure a "reliable signal." It measures who had the best combination of map RNG, meta perks, team coordination (or lack thereof), opponent mistakes, and sheer luck.

    If you truly believe that looping a Killer and buying your team the time to finish the objective has no bearing on actual skill, I have to ask: what do you actually do in your matches? Do you just sit in the corner of the map doing generators and never engage in a chase?

  • GhostRider1518
    GhostRider1518 Member Posts: 54

    I read exactly what you wrote, and I am disagreeing with you because your premise is completely detached from the reality of this specific game.

    You keep explaining how other games use predictive matchmaking or streak-breaker algorithms to look at past matches and prevent 10 unfavorable games in a row. I completely agree with you on that point—that is exactly how a functioning architecture works in other competitive titles.

    The problem you are refusing to acknowledge is that Dead by Daylight does not do this effectively.

    Even if DbD's code attempts to look at your previous matches to break a losing streak, it is analyzing completely flawed, binary data (escaped/died 1/0) and applying it to a matchmaking pool with a massive, uncapped bucket (the low softcap). Because the system doesn't track granular mechanical skill, its mathematical idea of a "favorable" or "casual" match is entirely random. That is exactly why players in DbD do regularly experience 10+ miserable, unbalanced matches in a row, unlike in those "other games" you mentioned.

    You are trying to defend DbD's matchmaking by describing how better-coded games operate. If DbD actually successfully utilized the sophisticated streak-prevention you are describing, this entire forum thread wouldn't exist.

  • GhostRider1518
    GhostRider1518 Member Posts: 54

    I didn't ignore your question; you just ignored the answer. I explicitly wrote: "nobody is saying 1 hour equals exactly 1 MMR point." Asking me to calculate your exact hidden MMR score based on your 7,200 hours is asking me to reverse-engineer a proprietary black box that BHVR actively hides from its player base. Playtime is a heuristic proxy—a statistical approximation we use because the actual MMR system is completely corrupted by the locker-hiding scenario you literally just provided. And I don't see you playing realistically. I can't give you your exact MMR number, but basic data science dictates that your 7,200 hours put your mechanical baseline in a completely different galaxy than a 700-hour player.

    As for your second point: "It's easy to criticize than make a system that has no flaws."

    That is a textbook Nirvana Fallacy. Nobody is asking BHVR to write a "flawless" system. We are asking them to write a functional one.
    I DON'T WORK AT BHVR, I DON'T GET PAID FOR A SYSTEM THAT DOESN'T WORK. That's one thing. Another thing is that just because I don't create the system in DBD myself, it doesn't mean I can't criticize it. No one here is talking about a perfect system, but about a system that is fair, even if only a little, and that works, even if only a little. If I had created such a system at university or at work, neither my professor nor my boss would have accepted such an explanation. I pay for the game and for the characters - I have the right to demand. If we are going to trivialize everything in an ignorant way and say, "If you don't have any ideas, don't criticize!!! It's impossible because we don't want to!!!“, then all discussions about characters, nerfs, buffs, balance, or the ”holy trinity“ in DBD are pointless, they have no right to exist because ”You're not doing it? You don't have any ideas? Then don't criticize!!! You're so smart? Then give us the perfect solution instead of criticizing!!!". No one is talking about ideals, just about making the basics work, so I don't know where you're getting that from. Don't ignore the whole thing.

    Industry-standard matchmaking systems in games like CS2, Valorant, or League of Legends are not "flawless," but they track multiple variables, use weighted averages, and accurately separate beginners from veterans. DbD's system relies on a primitive if (escaped) boolean from 2016. Criticizing a multi-million dollar studio for relying on lazy, one-dimensional spaghetti code instead of implementing industry-standard architecture isn't just "easy"—it's necessary if we ever want the game to improve.

  • Valuetown
    Valuetown Member Posts: 889

    While I agree that the matchmaking system is a mess, tracking a massive amount of "variables" is not what is going to fix DbD's matchmaking. There is an inherent issue with your line of reasoning comparing CS2, valorant, league, etc. to DbD: DbD is the only asymmetrical game out of any of those. This false equivalence is essentially the driving force behind this entire thread.

    Reading some of the other responses, tracking pallets thrown per minute, windows vaulted versus pallets thrown, near miss m1s; you can track all the stats you'd like but that in a vacuum is doing nothing. Throwing pallets back to back to stall the game with one gen left is infinitely more impactful than throwing pallets back to back with 5 gens left; however, the system would not be able to accommodate for that with any sort of reliability. Additionally, this is taking perks out of the question. Say you trade for someone on hook or take 3 downs on someone being tunneled. Well what if you have deliverance? What about babysitter? What about unbreakable? There is no perfect system that could fully understand the nuance like a 10k hour player would. Even the greatest LLMs wouldn't be able to have a perfect system due to the nature of the game's asymmetry.

    While I agree that hours are the only real metric we have in judging someone's skill on this game with any sort of efficiency; said efficiency is nowhere near what you expect it to be. I've seen 5k hour players play as if they've never seen a keyboard before. I've seen 80 hour players (likely smurfs, which is an entirely different issue) who run the killer so well, the killer DCs. All that to say, while the MMR system could have some improvement, hours is not as reliable as people want it to be.

    Lastly, killers used to complain ad nauseum back in the day about "muh queue times." You start this thread claiming you are "perfectly average," while knowing nothing about the current MMR system, where you actually place, while pretending to know exactly how the system works by writing satirical pseudocode. What I'm saying is, you could be one standard deviation to the right of average for all we know. Regardless of your own willingness to sit in a 30 minute killer queue to find you a lobby or not, that is not what the devs have implemented; since the longer the average player has to wait, the less likely they are going to continue playing. This game is trying to strike a balance between respecting your time and also putting you in a fair match. Also consider the 11k hour survivor squad. Do you think they enjoy having to wait longer than you for a match? And that's assuming the 11k hours are actually good players. Do you think a lobby of 2.5k hour survivors who play this as a comfort game and are well below average in terms of MMR want to get steamrolled by a blight with their ego on the line? Absolutely not, the experience goes both ways.

    While that might prompt someone to say "well fix the system!!" the issue still lies in finding lobbies, which was the main point of your post. You could have the most ideal system in the world, perfectly calculates MMR. That system does not matter if there aren't enough players at every skill bracket to accommodate for it. This is the nature of the game. It is a time-space tradeoff. You are adding additional space in your search band (at the ends of the bell curve) for a faster queue. Other games like league and valorant suffer this same problem. Champion players in league often have to wait upwards of 20 minutes to find 9 other champion players.

    All this talk about refining the MMR system and tracking all sorts of nonsense is moot because the issue is down to one's personal preference between waiting for long periods of time for a match and having a challenging match but it's a quick queue.

    Q.E.D.

  • GhostRider1518
    GhostRider1518 Member Posts: 54

    Your "Q.E.D." is premature because your entire argument rests on a logical fallacy: that asymmetry justifies data blindness. In reality, asymmetrical systems require more granular data to achieve balance, not less.

    1. The "Asymmetry" Excuse
      You claim comparing DbD to CS2 or Valorant is a "false equivalence." From a data science perspective, that’s incorrect. Whether a game is 5v5 or 1v4, the goal of an MMR system is the same: to minimize the variance between player skill levels in a lobby. Asymmetry doesn't make math impossible; it just makes it more demanding. The fact that DbD is 1v4 is exactly why relying on a single binary outcome (escaped/died) is such a massive failure—it completely ignores the complexity of the team dynamic.
    2. The "Context & Perks" Fallacy
      You asked specifically: "What if you have Deliverance? Babysitter? Unbreakable?" and claimed a system can't understand this nuance.

    In software engineering, perks are not mysterious human nuances—they are explicit, known variables. The server knows your exact loadout before the match begins.

    If you use Deliverance, the system already knows you performed a safe unhook earlier to activate it. It logs a conditional self-unhook event. If it didn't register, Dliverance would never have been activated. It's not magic.

    If you use Babysitter, it applies a modifier to the "safe unhook" metric because you gave the unhooked player haste and hidden scratch marks.

    If you use Unbreakable, the system logs the time spent slugged and the recovery state.

    A multi-variable system doesn't need to "think like a 10k hour player." It just applies mathematical weights to actions based on active modifiers. Ironically, the current 1/0 system is the one that gets fooled by perks. If a terrible player loses a 5-second chase, gets slugged, uses Unbreakable at the exit gate, and crawls out, the current system rewards them with a "Win." A granular system would see the actual telemetry (short chase, slugged, perk carry) and adjust the rating properly.

    1. The Time-Space Trade-off
      You claim the issue is just "personal preference" between queue times and match quality. But you ignore the fact that the "search band" in DbD doesn't just expand—it collapses almost instantly. The system doesn't try to find a fair match for 2 minutes and then expand; it hits a "panic button" after 30 seconds and pulls a 900-hour player to face an 11k-hour squad. That isn't a "trade-off"; that’s an architectural surrender.
    2. The Hypocrisy of "Nuance"
      Lastly, you conveniently ignored the point about Camping, Tunneling, and Slugging. The community constantly demands complex, context-heavy "anti-tactic" code to stop these behaviors (like the anti-facecamp meter). Yet, you argue that calculating a slightly more complex MMR system is "impossible" due to "nuance." You can't have it both ways.

    . You wrote “while knowing nothing about the current MMR system.” But what do we know about this whole “mythical” MMR? We know that it collects data in a binary manner. You escaped - MMR up. You died - MMR down. 4K - MMR goes up. 3K MMR goes up. 2K - MMR stays the same. 1k and 0k - MMR goes down. And that's it. I don't know anything about the actual state of my own MMR because there's no way to check it, we have nothing. So tell me honestly: what are windows, pallets, and generators for? If the system only counts the end result - escape/kill, then I can hide the entire match and according to the system I'm better. And according to the same system, my MMR is high enough, so I can face a better player. And the fact that I can't loop, I can't hit a skill check on a generator, doesn't matter, right? Right? And tell me, honestly, if that's the case, why do so many survivors sweat, take meta builds for looping and generators, when all you have to do is hide in the bushes to be better? Or the other way around: why have anti-slug, anti-camp, and anti-tunnel systems if, when I want to play against weaker players, I can camp 1 survivor - 1 kill - MMR down and goal achieved? Or why use anti-slug if I knock down 4 survs and do a full slug because they made 1 mistake, I'll do 3k or 4k even though I'm blocking myself with grass, I don't know how to mind game or loop, and according to the system I'm better, right? Right? So what's the point of these systems? Well, exactly... The answers to these questions are also answers to the fact that THE CURRENT MMR SYSTEM DOES NOT WORK AND NEEDS TO BE CHANGED! IT DOESN'T HAVE TO BE PERFECT, BUT IT HAS TO WORK! That's it.

    If BHVR can't handle the "nuance" of tracking an Unbreakable play, how can they ever hope to balance the actual gameplay? We aren't asking for a sentient AI; we are demanding that a multi-million dollar game stops using a 2016 boolean to manage its 2026 player base.

    Once again, you are putting words in my mouth that I did not say. NO ONE, ABSOLUTELY NO ONE, DEMANDS A PERFECT SYSTEM! ALL THAT IS DEMANDED IS A SYSTEM THAT IS A LITTLE BIT FAIR AND A LITTLE BIT EFFECTIVE!
    That too much to ask of bhvr studio? If so, how did they manage to create a game like dbd? How are they still able to create new DLC? People, read carefully...

  • GhostRider1518
    GhostRider1518 Member Posts: 54

    But not every game pairs experienced players with players who have just completed the tutorial. AND THAT'S THE PROBLEM!

  • GhostRider1518
    GhostRider1518 Member Posts: 54

    The 5v5 lobby is the complete opposite of asymmetrical DBD. But this system could be improved. Not perfectly, but better.

  • GhostRider1518
    GhostRider1518 Member Posts: 54
  • Valuetown
    Valuetown Member Posts: 889

    You claim comparing DbD to CS2 or Valorant is a "false equivalence." From a data science perspective, that’s incorrect. Whether a game is 5v5 or 1v4, the goal of an MMR system is the same: to minimize the variance between player skill levels in a lobby. Asymmetry doesn't make math impossible; it just makes it more demanding. The fact that DbD is 1v4 is exactly why relying on a single binary outcome (escaped/died) is such a massive failure—it completely ignores the complexity of the team dynamic.

    Please enlighten me on what your singular equation would be to calculate the immense amount of variance with perks, addons, items, item addons, killers, maps, map tiles so that your "gotcha" that all these things can be perfectly replicated can actually be held up with facts.

    In software engineering, perks are not mysterious human nuances—they are explicit, known variables. The server knows your exact loadout before the match begins.

    If you use Deliverance, the system already knows you performed a safe unhook earlier to activate it. It logs a conditional self-unhook event. If it didn't register, Dliverance would never have been activated. It's not magic.

    If you use Babysitter, it applies a modifier to the "safe unhook" metric because you gave the unhooked player haste and hidden scratch marks.

    If you use Unbreakable, the system logs the time spent slugged and the recovery state.

    So your MMR calculator changes and is inconsistent between matches? That is inherently an unfair system and would not hold up at all. So you would need a system that does not change between matches, and like I said, if you can create the perfect system that will not penalize players for making good plays that the system incorrectly determines as bad, be my guest. You will not have a system that "solves" this problem. This is a non-deterministic polynomial problem. For all the variance in an ASYMMETRICAL game, you are trying to have an algorithm for something so ballooned with variables, it would make a Goodyear blimp blush.

    The Time-Space Trade-off
    You claim the issue is just "personal preference" between queue times and match quality. But you ignore the fact that the "search band" in DbD doesn't just expand—it collapses almost instantly. The system doesn't try to find a fair match for 2 minutes and then expand; it hits a "panic button" after 30 seconds and pulls a 900-hour player to face an 11k-hour squad. That isn't a "trade-off"; that’s an architectural surrender.

    It does not collapse. It does exactly as it's programmed to do. If you are one standard deviation away from "average MMR," the band will increase to include 68% of the playerbase. If your killer MMR is above average, a team's average MMR can consist of the best player and the worst player; such is the nature of averages. That is how the system is designed to put players in matches to prioritize quick queues. You don't have to like it, but that's the choice the devs have made.

    The Hypocrisy of "Nuance"
    Lastly, you conveniently ignored the point about Camping, Tunneling, and Slugging. The community constantly demands complex, context-heavy "anti-tactic" code to stop these behaviors (like the anti-facecamp meter). Yet, you argue that calculating a slightly more complex MMR system is "impossible" due to "nuance." You can't have it both ways.

    The anti-camp meter is hardly nuanced at all. It calculates the rate of increase based on killer distance from hook over a span of time, and if a survivor is nearby, reduce or stop the increase. You are conflating "nuance" with "multivariate." Nuance is something that seems like the wrong play but is actually the correct one. You are also missing the fact that some players will make mistakes that ripple into being good plays due to the nature of the game. One such instance would be a console Mikaela dropping shack for no reason, but that downed pallet ends up saving the Ace getting chased from a blight rush. Who's credited for that? Mikaela for inadvertently making a good play and/or Ace who used it?

    Once again, you are putting words in my mouth that I did not say. NO ONE, ABSOLUTELY NO ONE, DEMANDS A PERFECT SYSTEM! ALL THAT IS DEMANDED IS A SYSTEM THAT IS A LITTLE BIT FAIR AND A LITTLE BIT EFFECTIVE!

    That too much to ask of bhvr studio? If so, how did they manage to create a game like dbd? How are they still able to create new DLC? People, read carefully...

    Funny, I remember you saying this:

    I read exactly what you wrote, and I am disagreeing with you because your premise is completely detached from the reality of this specific game.

    Nobody is saying make a perfect system, yet this is what you are advocating for with your argument. You want a system to track every single variable that could possibly happen in a match.

    And all of this because you ignored the end of my post: the game put you in that lobby out of convenience for the majority of players involved. You got the short end of the stick. It doesn't matter if the system had everyone's MMR perfectly. If you want to wait 30 minutes for a perfectly fair match (in an asymmetrical game lol) that is your opinion. The majority of players; however, would rather just play.

  • UnicornMedal
    UnicornMedal Member Posts: 1,901

    Very well-put. The Rank system used to work a bit like that, but it was imperfect as well. I have a feeling their metric for matchmaking has always been really shoddy, regardless of how it appeared on the surface. It would be beneficial to get someone who knows how to create and maintain it on board, at least contractually.

  • UnicornMedal
    UnicornMedal Member Posts: 1,901

    The crazy part about queues to me is that they've been vocal that that is a top priority for years now. But 2025 introduced the anti-go next/AFK system and left us with the aggressive DC penalties that actively pull players from the queue for longer than necessary. It leads me to believe that it's not as important to them anymore. 2v8 testing Play While You Wait has me feeling some type of way on that front.

    I might be jumping the gun here, I can't say for sure, but I do wonder if they're optimizing both Survivor and skill-focused Killers from the game. 🤔 Worth pondering.

  • Senaxu
    Senaxu Member Posts: 554

    Yeah, I get what you mean. Queue times are obviously a priority, but I do not think they can optimize for queues in a vacuum.


    As a killer, I do not want DBD to drift into PvE where half the lobby is bots because people can freely bail the moment they dislike the map, killer, or an early down. If DC penalties get softened too much, I honestly think I would spend more time queueing into bot filled matches than actually playing proper PvP games, and that would kill my motivation way faster than a slightly longer queue ever could.


    I do agree that queue times are part of the frustration, especially in modes like 2v8 where killer queues can be longer than the match itself. Play While You Wait makes sense there. But for normal matchmaking, I would rather have stricter DC penalties and fewer bot games than shorter queues that come at the cost of match quality.

  • UnicornMedal
    UnicornMedal Member Posts: 1,901
    edited March 10

    The way that I see it is that there was a problem and instead of addressing the problem, they chose to stick a bandage on it like they usually do. And it's still as harmful to the game as the old system, at least in equal measure. I don't wanna say they're incapable of fixing it, it's that they're incapable of caring enough to fix it.

  • Senaxu
    Senaxu Member Posts: 554

    Totally agree with your point. A lot of the time BHVR seems to treat the symptom instead of the cause, ship a bandaid, and then end up rolling it back because it creates new problems or hits the wrong players. The anti AFK changes were a perfect example, good intention, messy execution, and we basically ended up back where we started.

    The same pattern shows up with tunneling and slugging. I am not saying those things never feel awful, but the solution cannot be to keep stacking punishments and hoping the meta changes. If you want less tunneling, you make spreading hooks and rotating targets more rewarding than hard tunneling, not just more restrictive. Otherwise players will always gravitate to whatever is most efficient, especially when the match is going south.

    MMR is the same story. A stricter system would help beginners and the middle of the pack a lot, but it has obvious trade offs. Longer queues at the top end, more consistent match difficulty, and it would also make cheating stand out way more. And until there is at least basic server side validation, the idea of a truly competitive ladder is kind of a fantasy. People already underestimate how much invalid stuff can happen in DBD because the server just accepts it.

    So yeah, I agree. If BHVR wants real “health” improvements, they have to tackle the underlying systems, not keep shipping surface level fixes that the community immediately learns to work around.

  • UnicornMedal
    UnicornMedal Member Posts: 1,901

    For sure. Every mechanic needs to be looked at. At this point it really would be easier to make a sequel and try to future-proof as many concepts as possible.

  • top500spiderman
    top500spiderman Member Posts: 214

    Your argument runs into a fundamental contradiction.

    You’re saying a survivor who runs the killer for several minutes but dies should still gain rating because they showed “mechanical skill.” But ranking systems aren’t designed to reward isolated mechanics, they’re designed to rank players based on their ability to produce wins.

    If a system starts awarding rating to players who lose simply because they performed one part of the match well, the ranking immediately stops reflecting win probability. At that point the optimal strategy isn’t winning, it’s maximizing whatever metric gives rating.

    That’s why competitive matchmaking systems anchor ratings to outcomes. Individual stats are far too context-dependent in team games. A long chase might come from survivor skill, but it might also come from killer mistakes, strong map tiles, teammate interference, or the killer committing too long.

    Once you detach rating from outcomes and start rewarding intermediate metrics, you create a system where losing players can climb. That doesn’t measure skill, it breaks the ranking entirely.

  • Junylar
    Junylar Member Posts: 2,308

    but with the current stagnation, players will only keep leaving the game.

    Doesn't look like it according to the stats. And the last DLC was sold out like hot cakes. So no, the players keep happily running around in circles with wide open mouths, crying in joy and excitement, and every time someone says something like "players will leave the game" - a few more thousand of happy enjoyers join the fun. This community is the most tolerant one in the multiplayer game industry.

  • cluelessclaudette
    cluelessclaudette Member Posts: 79

    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.

    Not sure if this is sarcasm or what, but I think the MEDIAN DBD player has less than 100 hours played. Most people pick this up on game pass and play a few rounds, then leave.

    MOST people don't even have 900 hours on a single video game outside of MMORPG and eSport players.

    Third of all…..since when was DBD "ranked" or even meant to be "Balanced"? Freaking out over MMR in a game like DBD is like….complaining about some dude's chess ELO you ran into at the park. Does it exist? Sure? Does it matter? Nope.

    People looking for some sort of MMR balance akin to Chess or League of Legends are disconnected with what this game is. Considering "SWF" breaks the game balance but BHVR also refuses native voice comms is a telling sign. This is a casual game. This post is not recognizing that inconvenient fact.

  • GhostRider1518
    GhostRider1518 Member Posts: 54

    Your response is a textbook example of throwing pseudo-intellectual jargon at the wall hoping something sticks. Let's dismantle the technical fallacies in your argument.

    1. The "Singular Equation" Fallacy
      Asking me to provide the "singular equation" with perfect weights for every add-on and map tile on a forum post is a bad-faith argument. It is the equivalent of demanding I write the complete source code for a new search engine to prove that Google can be improved. We don't need access to BHVR's proprietary database to point out that if(escaped) then +MMR is fundamentally inadequate for a multi-variable environment.
    2. Misunderstanding Data Science and "Inconsistent MMR"
      You claimed: "So your MMR calculator changes and is inconsistent between matches? That is inherently an unfair system..."

    This shows a fundamental misunderstanding of how dynamic variables work in matchmaking. The calculator (the algorithm) doesn't change; the input variables (your loadout) do. If I equip a Med-Kit, my potential healing output variable increases. If I use Unbreakable, my "time slugged" penalty variable is mitigated. A system that adjusts to the variables you bring into the match is the exact definition of fairness. It evaluates your performance contextualized by your tools. The current system ignores the tools entirely.

    1. The NP-Problem Bluff
      Calling a weighted matchmaking algorithm a "Non-Deterministic Polynomial problem" is honestly embarrassing. We are not asking the server to solve the Traveling Salesperson Problem or predict protein folding. We are asking it to take existing, already-tracked telemetry data (Chase Time, Gen Progress, Safe Unhooks), apply simple algebraic coefficients, and output a composite score. This is basic linear algebra used by every competitive game on the market, not some unsolvable mathematical anomaly.
    2. The Dropped Pallet Strawman (Nirvana Fallacy Again)
      You used an extreme edge case—a Mikaela accidentally dropping a pallet that later saves an Ace—as proof that "nuance" is impossible to track.

    This is the Nirvana Fallacy again. Yes, a statistical algorithm might misattribute credit in a freak, 1-in-1000 accident. But over the course of 100 matches, the Law of Large Numbers dictates that the Ace who consistently wins chases will climb, and the Mikaela who panic-drops pallets will fall. You are arguing that because a system might be wrong 1% of the time on a micro-interaction, we should settle for a system that is wrong 90% of the time on the macro-level.

    1. The Telemetry Paradox (Which you ignored)
      You completely dodged my core question regarding Emblems and Bloodpoints.

    The game already tracks the nuance you claim is impossible. The server calculates your (The game knows how many points you have in the match and what they are for) emblem by analyzing your distance to the killer, line of sight, and chase duration in real-time. It tracks your emblem by tracking safe unhooks and heals. The game engine is already doing the math. The data is already there. BHVR just refuses to pipe those existing data streams into the matchmaking logic, relying instead on a binary win/loss condition.
    Your example with the pallet dropped by Mikael, which saved Ace, is completely off the mark. It's as if you haven't played the game and don't know who does what in such a situation. How does it work now? Do you know? When you drop a pallet during a chase, you get points, YOU GET THEM. If Ace uses the dropped pallet in the chase (because the killer didn't destroy it), he doesn't get points for dropping it, but for the looping time, which is slightly extended - the killer has to destroy the pallet, which gives Ace a moment. It's simple and that's it. You just have to use it. Where do you see the problem?

    If the server is smart enough to give me an Iridescent Evader emblem for carrying the team, it's smart enough to give me a fractional MMR bump instead of treating me like a beginner because I died on the final hook.

    It's amazing how selective your technical knowledge is. On the one hand, you demand complex anti-camp and anti-tunnel systems, trusting that the server can calculate the Killer's position, chase time, and perk activation down to the centimeter and millisecond. You see your Emblems and points for ‘Pallet Stun’ or ‘Safe Hook Rescue’ on the final screen – proof that the game has full telemetry of every event in the match. But as soon as I suggest that a fraction of this already collected data be used to modify MMR, you suddenly pretend that the server is “blind” and “unable to understand the nuances.” Make up your minds: either the game engine doesn't know what's going on in the match (so let's disable Emblems and Bloodpoints), or it knows perfectly well, but the developers can't be bothered to link these variables to the player matching algorithm.

  • GhostRider1518
    GhostRider1518 Member Posts: 54

    Exactly. I have outlined methods that would improve the system. Not create a perfect system, because that is simply impossible, but one that is better than the current one. But bhvr's laziness, their greed for money, and the community's stupid attitude (here's a perfect example - “they don't collect this data during the game, it's too difficult”). And yet, every match they get points for blinding the killer, the anti-face camp system works xd), nothing will change.

  • GhostRider1518
    GhostRider1518 Member Posts: 54

    This is a problem, and the MMR system itself is a problem.

  • GhostRider1518
    GhostRider1518 Member Posts: 54

    Your argument runs into a fundamental contradiction.

    You’re saying a survivor who runs the killer for several minutes but dies should still gain rating because they showed “mechanical skill.” But ranking systems aren’t designed to reward isolated mechanics, they’re designed to rank players based on their ability to produce wins.

    If a system starts awarding rating to players who lose simply because they performed one part of the match well, the ranking immediately stops reflecting win probability. At that point the optimal strategy isn’t winning, it’s maximizing whatever metric gives rating.

    That’s why competitive matchmaking systems anchor ratings to outcomes. Individual stats are far too context-dependent in team games. A long chase might come from survivor skill, but it might also come from killer mistakes, strong map tiles, teammate interference, or the killer committing too long.

    Once you detach rating from outcomes and start rewarding intermediate metrics, you create a system where losing players can climb. That doesn’t measure skill, it breaks the ranking entirely.
    So what? After our discussion, I can tunnel, slug, and camp with impunity? Well, if it doesn't matter what I do during the match, what skills I demonstrate while looping, because only the final result counts, then I have to strive for that final result. So the anti-face camp, anti-slug, and anti-tunnel systems are pointless, unnecessary, and completely destroy the current MMR system. At least according to your logic, because in reality it's different.

  • GhostRider1518
    GhostRider1518 Member Posts: 54

    Unfortunately, that's true. And because of that, this game won't improve, because the players are too docile. And bhvr knows it.

  • GhostRider1518
    GhostRider1518 Member Posts: 54
    edited March 10

    You are conflating "total accounts created" with the "active matchmaking pool," and using the "casual game" excuse to defend broken architecture. Let's break down why this logic fails:

    1. The "Median Player" Fallacy
      Yes, if you count every person who downloaded the game on Game Pass, played two matches, and uninstalled it, the median playtime is low. But matchmaking algorithms don't sort inactive accounts; they sort the active, daily player base. In a 10-year-old live-service game, 900 hours is absolutely mid-core .

    You misunderstood me. By “a perfectly average, statistically balanced player” with my nearly 900 hours, I mean that I am an average player IN THIS SPECIFIC CONTEXT, in this specific game. Not about the entire gaming world This is a forum about DBD, a post about DBD, we are talking about DBD. It's like in football - I would be an average player. Not the worst on the school team, but not the best in the world or even like Ronaldo. Saying that I'm an average soccer player doesn't mean that I'm an average player in every game, in every sport. We're not talking about being an average player in games in general, but in DBD.

    But let's assume you are right and 900 hours makes me a top-tier veteran. If that is true, why does the matchmaking system frequently put me against squads with 11,000 hours? Why does the system sometimes match me with players who have 20 hours of playtime? Since I'm a veteran and the system works, this shouldn't happen. If the system was functional, it would recognize that massive gap. The fact that it throws us together proves the soft-cap is broken.

    1. The "Casual Game" Excuse
      You claim: "since when was DBD ranked or even meant to be Balanced? ... This is a casual game."

    If Dead by Daylight is just a casual party game, why did BHVR spend massive resources to implement strict Skill-Based Matchmaking (SBMM)? They explicitly removed the old casual Rank system to force a hidden, competitive MMR rating onto the entire player base.

    You cannot excuse a broken competitive algorithm by claiming the game is "casual." If it's truly a casual game, BHVR should remove the MMR system entirely and let matchmaking be random. But they don't. They insist on using an MMR system, which means as paying customers, we have the right to demand that the system actually does the math correctly.

    If it's “just a casual game,” then why are so many players sweating it out and trying so hard? Why have this forum, why make these balance changes if it's “just a casual game”? The excuse “it's just a casual game” in discussions about balance and player selection for this game is really not a valid argument. In fact, it's proof of ignorance and disregard for serious problems. Following this logic, one could say: why bother with anti-slugging, anti-camping, and anti-tunneling if it's “just a casual game” and people will play a few rounds and then leave? At the same time, people who play DBD a little more want these changes. Why? Why bother? Who are these changes for? I'll tell you: for people who play it a little longer.

    1. The Park Chess Analogy
      Your chess analogy actually proves my point. If I go to a park and a Grandmaster sits across from me, I can visibly see that I am outmatched, shake his hand, and politely decline to play.
      If the game was never meant to be balanced, then why the balance changes? Why nerfs and buffs? Do you even know what's going on in these patches, or are you only interested in new characters? DBD isn't “ranked” because it doesn't have ranks, and that's also a problem. It does have MMR, though. A poor MMR, but it has MMR. However, complaints about MMR and “chess ELO” should be directed at bhvr, not me.

    DbD's matchmaking system blindfolds you, glues you to the chair across from the Grandmaster, and hits you with a temporary matchmaking ban if you try to stand up and leave. Because the game forces us into these automated lobbies and punishes us for leaving, a functional automated sorting system (MMR) is absolutely mandatory to protect the player experience.

  • GhostRider1518
    GhostRider1518 Member Posts: 54

    Looking at some people's comments, one gets the impression that either they don't know the basics of the game, or they don't play DBD at all...

  • UnicornMedal
    UnicornMedal Member Posts: 1,901

    BHVR historically has a lot of bad reasons for not doing things and they tend to be adopted by the community, sadly. Anti-camp is still nonexistent (it's anti-facecamp), but for years they wouldn't even attempt to try it because they said they did it in one PTB very early on and it didn't perform the way they wanted so apparently it was never allowed to be tested again. Matchmaking is the same—they tried better variables, didn't get the result they wanted, so now we're in a situation where the 60/40 often looks more like a 70-80/30-20 and that's that.

    There's only so many times we can suggest things that would improve the game only to be ignored or patronized by staff until we just stop trying. Like I say often now, BHVR knows best at the end of the day. Even if the game fades into obscurity, BHVR knows best.

  • GhostRider1518
    GhostRider1518 Member Posts: 54

    And unfortunately, that's how it will be. And people will be happy with a game that doesn't work because they're giving them skins and new characters en masse.

  • cogsturning
    cogsturning Member Posts: 2,751

    I think we have a lot of walking wounded. Not happy per se, but playing (and paying) as they chase after those rare highs when things feel right.

  • cluelessclaudette
    cluelessclaudette Member Posts: 79

    this comment made my day 😁

    Yeah RE: Chess Analogy. Don't play DBD then. Your expectations will never align even close to the reality of the game.

    You still didn't address my SWF argument. If this was a competitive game, SWF would be facilitated in game or SWF behaviour would be banned, but it's not. BHVR encourages it but doesn't allow in game SWF to happen.

  • cluelessclaudette
    cluelessclaudette Member Posts: 79

    Telling a paying customer to "just quit the game" instead of demanding a functional product is the ultimate white flag in a technical debate.

    nah, now you're being a hypocrite. You introduced the "I can walk away from a GM in a chess park" argument even though you're ignoring the fact no one advertises their chess elo or asks before playing. People just sit down, get matched, and played. Sort of like DBD. You can walk away from DBD too, or you can mentally detach the game from your expectations. You can do that too right?

    I did a google search and I see the issue. You think MMR system equates to fair and competitive match making. It doesn't. According to sources, BHVR's MMR system has a soft cap and like most online games - prioritizes latency and low match queues to get players into a game as soon as possible. If this game truly had a "fair" MMR system, you would see posts complaining about match queues and lobby wait times.

    This entire thread is just a heaping pile of poor logic and asinine replies to people. Not even sure why SWE and logic is being introduced here. You don't need to have a formal debate to discuss how bad this game is. It's been known for years this is a super casual game with a weak MMR system.

    I have close to a 60% escape rate on DBD's stats but I am still paired up with some pretty clueless claudette (SABLE) players. Match making is a joke. It exists but it's a joke. I'd suggest you spend your energy, mental stamina, and life outside of DBD. I don't think it's bringing you much joy given the anguish on display here from your writing.

    Cheers and take care.

  • GhostRider1518
    GhostRider1518 Member Posts: 54

    You spent three posts fiercely arguing against me, only to do a quick Google search and accidentally arrive at the exact same conclusion as my original post: "Match making is a joke. It exists but it's a joke." Welcome to the conversation. That is literally what this entire thread was about from the very beginning. Thank you for finally agreeing with me.

    Just to quickly address your last few attempts at an argument before you go:

    1. Complaining About Logic
      You wrote: "Not even sure why SWE and logic is being introduced here."
      We are discussing a software matchmaking algorithm created by developers. What else are we supposed to use to discuss it? Astrology?
    2. The Chess Analogy (Again)
      If I walk away from a chess board in a park, the police do not issue me a 15-minute ban from entering all parks. DbD issues a strict matchmaking lock (DC penalty) if you leave a match. And you lose points and exp. Because the game forces you to stay and punishes you for leaving, the developers have a responsibility to provide a functional algorithm.
    3. The Soft Cap / Fast Queues
      Yes, the system prioritizes fast queues and latency, which stretches the MMR soft cap. Again, that is exactly what I am criticizing. I am arguing that the math behind it is flawed because a binary 1/0 system cannot accurately pre-sort players before the queue expansion even begins.

    Telling me to "spend my energy outside of DBD" right after writing a multi-paragraph essay complaining about your own clueless Solo Queue teammates is pure projection.

    I accept your concession and your agreement that the matchmaking is indeed a joke.

    And now I'm going to play a “casual game just for fun,” and just for fun and casualness, I'll be slugging, tunneling, and camping 😀 And whoever cries will write:
    I'd suggest you spend your energy, mental stamina, and life outside of DBD. I don't think it's bringing you much joy given the anguish on display here from your writing.

    Take care!

  • top500spiderman
    top500spiderman Member Posts: 214

    So what? After our discussion, I can tunnel, slug, and camp with impunity? Well, if it doesn't matter what I do during the match, what skills I demonstrate while looping, because only the final result counts, then I have to strive for that final result. So the anti-face camp, anti-slug, and anti-tunnel systems are pointless, unnecessary, and completely destroy the current MMR system. At least according to your logic, because in reality it's different.

    You’re mixing up two completely different systems.

    MMR is a ranking system whose job is to estimate win probability. Anti-facecamp, anti-slug, and anti-tunnel mechanics are gameplay balance systems designed to prevent degenerate strategies that make the match unhealthy or uninteractive.

    Those systems don’t exist to measure skill, they exist to enforce rules about how the game should be played. Competitive games do this all the time. A ranking system measures outcomes, while the game itself restricts strategies that would make those outcomes unhealthy for the experience.

    So no, your conclusion doesn’t follow. Saying MMR should be outcome-based doesn’t mean “anything you do during the match is fine.” It just means the ranking system evaluates the result of the match, while the game’s rule set limits strategies that would break the gameplay.

    Those are two completely different design layers.

  • GhostRider1518
    GhostRider1518 Member Posts: 54

    You are artificially separating two systems that, in any functional competitive architecture, must be unified. If your "ranking layer" and your "gameplay layer" are fighting each other, the design is fundamentally flawed.

    1. The Paradox of Conflicting Layers
      You claim MMR only evaluates the outcome, while the gameplay layer restricts "degenerate strategies." But here is the massive flaw in that logic: because the primitive 1/0 MMR system only cares about the outcome, it actively rewards and incentivizes those degenerate strategies.

    If the ranking system is completely blind to how a kill is achieved, the absolute most optimal way to climb the ladder is to bypass the intended gameplay loop entirely (e.g., hard tunneling one survivor out at 5 gens). A properly designed Performance MMR aligns with the gameplay layer—it rewards players for engaging in the core mechanics (chases, hooks, saves) rather than operating blind to them.

    1. You Dodged the Core Question
      You keep repeating that MMR measures the "ability to produce wins." I will ask you again, since you completely ignored this scenario in my last reply:

    If a Solo Queue survivor loops the Killer for 5 straight generators, gets facecamped, and dies while the other 3 survivors escape, who produced that win? The looper was the sole architect of that victory. Yet, your "outcome-based" MMR punishes the player who generated the win (MMR DOWN) and rewards the 3 players who just held M1 on generators (MMR UP). How does punishing the playmaker accurately estimate "win probability"? It doesn't. It measures survival by proxy.

    1. The Engine Already Does This
      You speak about tracking intermediate metrics as if it would "break" the game. You are ignoring the fact that BHVR already built this architecture: The Emblem System.
      The game's engine already flawlessly tracks Chase etc etc metrics. It already evaluates your mechanical skill and efficiency during the match. The telemetry is already there. Refusing to feed that existing, highly accurate data into the matchmaking algorithm isn't "protecting the ranking system"—it is just lazy data science.
      In addition, your previous posts (and not only yours) suggest that the systems in DBD do not see what is happening in the match. But they see it perfectly well. There is an anti-facecamp system, there are blood points. This data is already being collected. It's not rocket science. Now all you need to do is transfer some of this data to another function. But ultimately, in the current system, “anything you do during the match is fine,” and that's exactly how it is. Since you yourself write that it doesn't matter how long you loop the killer, it doesn't matter if the survivor made 5 generators or 2, or if they looped through 5 generators, but since the system doesn't take into account what you did in the match, the killer camps, hacks, and gets a kill - they are better. This is not mixing mechanics, but your own words. If it doesn't matter that he loops the killer for 5 generators, then it doesn't matter if the killer tunnels, slugs, or camps. Ultimately, the result is that you either died or survived. Where is the mixing of systems here, as it is simply showing how it currently looks? Where is the mixing of systems here, as you say? Your “mixing of mechanics” looks like you've never even played a single match.
  • UnicornMedal
    UnicornMedal Member Posts: 1,901
    edited March 11

    Sadly, yes. Although I don't even think it's the new content that's doing it these days. If I had to wager based on how they operate, the biggest pull are streamers. I think that's why you're getting a lot of pushback on such a basic argument too. This is something we've been aware of for a long time (your added insight is very welcome, though—thank you) but why is it so taboo all of a sudden? Because better matchmaking affects things like kill streaks and that affects streamers.

    Day 2051 of trying to remain mentally stable while figuring out DBD. 😵

    100%. There's something there and we've all felt it. But the game has been pushed to a state where it does not want to be played. And nothing is being done about it. So we all feel exhausted.

  • GhostRider1518
    GhostRider1518 Member Posts: 54

    That's exactly what I'm talking about. But here, people think it's “black magic.” That it would be a lot of work and you'd have to build everything from scratch. But that's not the case at all. The data is already there, and all you have to do is feed some of it into the MMR calculation functions, that's it. No black magic. Just simple math and programming.

  • GhostRider1518
    GhostRider1518 Member Posts: 54

    True. Most of the whiners at matches have TTV in their nicknames, and they're the ones whining on Twitter. And bhvr listens to them.

  • top500spiderman
    top500spiderman Member Posts: 214

    You keep repeating that MMR measures the "ability to produce wins." I will ask you again, since you completely ignored this scenario in my last reply:

    Are you actually reading your post? you never gave that scenario in your last post. So how did i ignore it?

    You’re still trying to reward individual moments in a team outcome game.

    There are too many variables for the system to reliably determine why something happened. A long chase might be survivor skill, but it could also be killer mistakes, map RNG, tile spawns, or teammate interference. Telemetry can record actions, but it can’t reliably assign credit for them.

    Your emblem example actually works against your point. The game already experimented with performance-based progression through the emblem/pip rank system, where things like chase, altruism, and objectives affected rank. Behaviour replaced that with outcome-based MMR because those metrics were easy to game and didn’t correlate well with actual match results.

    And the biggest flaw in your proposal is that it rewards losing performance. If a survivor runs the killer for several generators but dies, you’re arguing they should still gain rating. The moment a ranking system allows players to climb while losing matches, it stops measuring who actually wins.

    You keep repeating the same claim without addressing the flaws in your system. Until you actually deal with those problems, the response isn’t going to change.

  • GhostRider1518
    GhostRider1518 Member Posts: 54

    1. The DodgeWhether I introduced the 5-gen looper scenario in my last post, the one before it, or yesterday is irrelevant semantics. You are bringing it up only to still dodge the actual question. I will ask it a third time:If a player loops for 5 gens, secures 3 escapes, but dies on a facecamp, who produced that win?You refuse to answer because acknowledging it destroys your theory. Under your 1/0 model, the MVP who generated the win gets punished (MMR DOWN), and the three players who safely held M1 on generators get rewarded (MMR UP). That does not measure "win probability." It measures survival by proxy.
    2. The "Variables" Excuse and Basic StatisticsYou claim telemetry can't determine if a chase is skill, map RNG, or killer mistakes. Welcome to the Law of Large Numbers. Over a sample size of 50 or 100 matches, map RNG and lucky tile spawns average out. If a survivor consistently logs 2-3 minute chases across dozens of games, that is statistical, measurable mechanical skill. Furthermore, forcing a killer to make a mistake and capitalizing on it is skill. A functional algorithm smooths out variance over time; the 1/0 system just ignores it entirely.

    You write about these random events, about map RNG, tiles resp, or teammates getting in the way, as if that weren't already the case. It already does. And how does it affect the MMR result? Well, by demonstrating your skills, you take advantage of it. If Blight happens to be on a good open map, and the scouts make basic mistakes, Blight takes advantage of it. It already happens. Your problem is that you are trying to give examples of situations where the improved system would have a problem, would have to deal with them (but the current weak system already does), as if they only appeared with the new system, but they already exist. Your examples are already present.

    1. The Emblem Myth and "Gaming the System"You claim the Emblem system was replaced because it was "easy to game." That is historically partially false. BHVR implemented a hidden MMR to enforce a synthetic kill rate of around 50% and soften matchmaking parameters to reduce queue times, not to ensure fairness in gameplay. But fairness in gameplay isn't okay here either. You want to talk about a system being "easy to game"? Under your beloved outcome-based MMR, a Survivor can hide in a locker for 15 minutes, touch zero generators, get zero unhooks, wait for their entire team to die, jump into the Hatch, and gain MMR because they "survived." Meanwhile, the teammate who did 3 generators and unhooked twice dies and loses MMR. A system that rewards locker-hiding and punishes playmaking is functionally broken.
    2. The "Losing Performance" ParadoxYou state: "The moment a ranking system allows players to climb while losing matches, it stops measuring who actually wins."Dead by Daylight is a 1v4 asymmetrical game. Individual survival $\neq$ team win. If my death guarantees 3 people escape, my performance directly engineered that victory. In modern, highly competitive games (like CS:GO, Valorant, or Apex), underlying personal performance metrics actively mitigate your ELO loss—or even allow you to climb slightly—if you play exceptionally well but the match is a technical loss.Punishing the playmaker breaks the ladder. Recognizing their telemetry fixes it.
  • GhostRider1518
    GhostRider1518 Member Posts: 54

    I think so. Even in computer science studies, they teach us how to retrieve data, how to convert it into the right formats, how to use that data. These are really the basics of programming knowledge. And here? “Black magic,” impossible.

  • Abbzy
    Abbzy Member Posts: 2,932

    I had it on halloween event on my legion only like mmr is bit loose on events but only on my legion I got games where I knew it will be 4k on 3-5 gens (depending on how hard I will be on them) but it only was on that event and only on legion I had normal opponents or bit under but close on other killers but only legion was choosen one for this for me.

    After halloween event ended I was getting normal games on my legion and sweat was back but i kinda welcomed it because lot of them gave up and its hard to wait for two survivors to get 4-5 gens done when you can ahve another game. Now its normal for me and lately its more of stronger teams Im getting because gens are going like crazy even when I apply good preasure and have good hook progress but that wont change untill next timed event or mode hits live like chaos shuffle.

  • Abbzy
    Abbzy Member Posts: 2,932

    Yeah another thing is hours mean something but they arent the key thing that matters like I bet you that 1000 hours nurse main that has all those hours on nurse or like 800 from these 1k hours will be destroying teams that have on average 2k+ hours per survivor.

    Hours matter but arent the key thing becuase DBD is asymetrical and many things shape the game like map, what killer is that like 1k hour nurse will have smaller problem on average against 10k hour survivor team than 1k hours trapper, perks, addons etc.

    The key thing is skill but that is hard to determine in DBD especialy when mmr is supposed to be set on kills and escapes like in fps games its usaualy easy k/d ratio but in DBD its hard there is more things and two roles so its hard to choose what will be the measurement for that mmr.

    Before you start spaming downvote like usual just read it first, thanks.

  • crogers271
    crogers271 Member Posts: 3,399

    That's because its not a coding challenge, but a design challenge.

    @Valuetown covered this pretty well - you're looking at lots of nuanced decisions. What's the right play between sticking a gen and giving up an easy down or leaving early? Staying on a gen or getting a save? How many pallets dropped per second in chase? A short chase but you pulled the killer away, or a long chase but it was around the most progressed gen?

    The thing that has made DbD last so long is that the right decision is extremely subjective and that multiple factors are needed to be taken into account to determine the right call. And what is or is not the right call is reflected in the overall game outcome already.

    Then how do you do all that for both the survivors and killers so that MMR goes up and down in equal amounts?

    And in the long run (which is what MMR needs), how different are these going to look from the out the door escape rate? Even if we assume that BHVR balances these perfectly (which even if this wasn't BHVR, would be a major ask), would there even be a long term difference? If you are good at the game, even if occasionally you lose MMR in a game you played well, that is largely statistically insignificant. Then you have other concerns about developer time investment, players gamifying the system, having to keep up with changing metas, etc. And even on top of all that, it does nothing to address whether players are 'sweating' more or less than normal.

    Probably the only real issues are whether MMR should be based on an individual or team result, or how hatch should be treated (it's MMR neutral, not a gain, btw).

  • top500spiderman
    top500spiderman Member Posts: 214
    edited March 12

    The DodgeWhether I introduced the 5-gen looper scenario in my last post, the one before it, or yesterday is irrelevant semantics. You are bringing it up only to still dodge the actual question

    i didnt bring it up you did when you said i ignored it in your last post. That was false. I didnt ignore it because it wasnt there that simple.

    Your repeating the 5-gen looper scenario, but it actually highlights the core problem

    Yes, a long chase creates time, but the teammates still have to convert that time into generators and escapes. If they don’t, the chase alone wins nothing. From telemetry the system can’t reliably determine whether the win came from the chase, the gen efficiency, killer mistakes, or map conditions. In a team game those contributions are interdependent.

    Your “law of large numbers” argument doesn’t fix that. Averaging noisy data doesn’t turn it into a clean signal if the metric itself mixes multiple variables. Chase time is influenced by map RNG, killer decisions, teammate interference, and power design, so over many matches you’re still averaging a mixture of factors, not pure skill.

    And the hatch example doesn’t break outcome based MMR either. A player who hides all match and relies on hatch will escape inconsistently and settle at a lower rating, while players who consistently contribute to wins climb over time.

    MMR isn’t trying to reward the “MVP moment.” It’s trying to estimate which players actually win more over many matches, and outcome-based systems do that far more reliably than trying to reverse-engineer credit from intermediate stats.