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Matchmaking and MMR Needs an Entire Overhaul

YaBoi0215
YaBoi0215 Member Posts: 62

The MMR system in this game is completely screwed to the max. I don't understand how it works at all in all honestly because it seems so inconsistent. I would like to know why whenever I play survivor I get people brand new to the game. Or maybe with 200 hours in the game. But when I play killer I get people with 5-10k hours in the game in a SWF running all meta with 2-4 flashlights and/or toolboxes ready to be as hyper efficient as possible. The MMR system needs a serious look at and complete rework or overhaul because it should not be this inconsistent on the kinds of matches you get when playing each roll. Especially since MMR is suppose to be tied to each individual Killer. I mean I'll load up a match on a killer I've never played or maybe played 1-2 times and it's just a 20k hour surv team. The MMR system makes no sense and is actively hurting matchmaking in the game.

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Comments

  • pidgeon
    pidgeon Member Posts: 341

    Good thing for you they are getting changed

  • NeverSolus
    NeverSolus Member Posts: 175

    Cogs is correct here. The problem isn't killer back-fill. Last I heard any backfill at all, and any filling that occurs after X period in queue prioritization, steps outside of MMR to do anything to fill the slot and keep the queues moving.

    That would mean it occurs from backfill, but also occurs whenever the queue times are higher than X in bandwidth, causing flood-filling to bypass MMR. MMR is borked, but it's borked for more reasons than 'Killers lobby dodging.'

  • YaBoi0215
    YaBoi0215 Member Posts: 62

    I can understand this. I can also understand lobby dodging to an extent. I mean I'll sometimes dodge a lobby when I load into a lobby of 4 people with 3-5k hours all with flashies and <3's in their name. I just don't wanna deal with it. But I do agree that maybe you should be locked into that lobby when you load in or maybe you're allowed to leave within the first 5-10 seconds and then after you can't leave the lobby.

  • YaBoi0215
    YaBoi0215 Member Posts: 62

    Totally agree with this. It made the game so much easier to make lobbies imo. I mean they could've increased the amount of pips you needed to level up or something along that line. It also gave you a completely different thing to fight for in the game. The game wasn't based around just killing people and just doing generators to escape. It actually made people want to take chase, want to go for fresh hooks, interact with other aspects of the game which is far more healthy than just tunneling out the first person you hook and sitting on a generator for the entire game while never taking chase.

  • pidgeon
    pidgeon Member Posts: 341

    I think its really interesting how people view different timeframes of the game like I did not have much fun at all back then until wesker released.

  • Teh_DuuuDe
    Teh_DuuuDe Member Posts: 74

    The MMR is exactly why I quit. Every survivor game felt like I was playing with new players and every killer game felt like I was going again 10k hour PC juicers.

  • Blueberry
    Blueberry Member Posts: 14,590

    To add onto this I’d really like if mmr had a strong decay if you haven’t played in a long time. Be that role specific or killer specific. You can not touch a killer for 6 months and as soon as you queue you’re thrown right back into the fire.

    Also “actual” separate killer mmr’s. Not what we have now which is like 90% of your highest so it might as well be the same for how little difference it is.

  • random1543
    random1543 Member Posts: 867

    I worry doing it that way will just lead too continuing of dodging but now people who dont dodge will be forced to wait longer in lobbies as it backfills for the correct bracket (and if its same dude we gotta wait longer as person dodging can freely shop for lobby)

    I think the only way to fairly make the issue stop is to lock people into the lobbies, or penalities for agreesive dodging (repeatedly doing it over and over) so people still have a freebe for genuine reasons but cant abuse it without penalty. OR remove killer info from lobby so they cant see oppenents but i know thats unpolular take.

    I dont think its the main reason but think its a pretty major reason that is offten overlooked. i dont think it even gets the chance to work correctly in alot of matches due to dodging and if it goes unchanged when MMR rework happens thoes matches will continue to have issues and people will still complain about the MMR

  • random1543
    random1543 Member Posts: 867

    Yeah i can understand why folks do it too, I just really want it to penalize the people who abuse it over and over dodging mutiple times until they find a lobby they like, not so much people who will do it rarley every now and then

  • cogsturning
    cogsturning Member Posts: 3,597

    OR remove killer info from lobby so they cant see oppenents but i know thats unpolular take.

    I want this too but not just killers lobby shopping, but other survivors too. The system needs to be good though. There should be a near zero chance of matching a 5k hour with a 100 hour.

    They could go with some sort of visible rank, like the old rank system, or like how prestige was once visible (but, like, something that means something instead) so you can at least see what you're in for, but without browsing Steam profiles.

    I believe they could backfill properly though. There's always a lot of people on and only so many brackets. I recently got matched to someone with less than 50 hours. I was shocked and even messaged him to be sure it was accurate. Every once in awhile I get people who should be below the soft cap. No functional system should allow that.

  • MashedBroccoli
    MashedBroccoli Member Posts: 387
    edited June 17

    as long as that playtime isn’t dictated by platform and is by actual account stats. Since you know playstation could say you have 7k hours but on steam you’re that 100 hour player. Playing with a console to pc friend has taught me not to judge profile playtime.

  • cogsturning
    cogsturning Member Posts: 3,597

    I'm saying this assuming the numbers are the true ones. I'm also cross progression and know is not always their only account. You can kinda tell sometimes though. Many people I look at will have 200 hours but they have low hours in only a few other games. Then I assume is cross progression. Some people state that they're cross progression on their Steam accounts too, like me.

  • Your_Dad_Playing_DbD
    Your_Dad_Playing_DbD Member Posts: 304

    BHVR have been saying this for a very long time now. It’s gotten to the point where nobody should believe that they’re actually serious about it anymore.

  • pidgeon
    pidgeon Member Posts: 341

    I could've sworn it was confirmed to release sometime this year unless I'm schizophrenic

  • Mr_K
    Mr_K Member Posts: 10,582

    I would like to know why whenever I play survivor I get people brand new to the game. Or maybe with 200 hours in the game. But when I play killer I get people with 5-10k hours in the game in a SWF running all meta with 2-4 flashlights and/or toolboxes ready to be as hyper efficient as possible.

    That's been an issue for 10 years.

  • Your_Dad_Playing_DbD
    Your_Dad_Playing_DbD Member Posts: 304

    They’ve confirmed a lot of things to release in the past that never happened

  • YaBoi0215
    YaBoi0215 Member Posts: 62

    This. I completely agree with this and think it's the right move. Your MMR should be tied to the actions you take in a match and not if you just escape/3k-4k or die/0-1k. I mean what's the point of all the events that can be triggered in the game if not to determine the amount you've contributed to the game.

    I think this is why the old Pip system felt so good to play into. You cared more about the amount of stuff you did in a match. Taking chase, doing gens, healing teammates, etc. Forcing you to interact with different aspects of the game to attain higher MMR would just be far more healthy for the game in general, so I entirely agree with making MMR based on the actions you take during a match instead of one thing that you do.

  • CautionaryMary
    CautionaryMary Member Posts: 944
    edited June 17

    Yes, even though I consistently say I enjoy my own solo-queue... I can count on one hand the absolute god awful games I have played (tsk, tsk, tsk Dustin hiding in a locker any time the Oni came near upside down room the other day). I still typically have competent survivors who do different gens and stuff.

    I do believe MMR exists, if it didn't I wouldn't be here saying I enjoy my solo-queue but the way it works now is that Dustin with Fogwise, Alert, and whatever other two aura reading perks he had on during that match is placed with myself simply because Dustin's playstyle is hiding to get the gate or hatch.

    There should be no reason why that specific Dustin player is matched with people who consistently do things. This would also help people being tunneled. - what I just described where how long you are in chase would determine exactly how the match went. Currently, DBD punishes you if you are tunneled out and you lose MMR - what I described would help people get matched fairly if that same survivor wasted so much time during the tunnel moments.

    But that's just my two cents regarding MMR as a whole - it's too simple for basic win/loss conditions.

  • pidgeon
    pidgeon Member Posts: 341
    edited June 17
  • CautionaryMary
    CautionaryMary Member Posts: 944

    Didn't say anything was wrong with the perks, just Dustin used them incorrectly by hiding all match - don't twist my words.