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Removing a way to see other player's skill is a killing game move.



  • FibijeanFibijean Member Posts: 8,343

    I agree, and I think Overwatch has the right idea. No algorithm is ever going to be able to account for all variables, so I personally feel that the only solution is to forget about the variables and base MMR solely on kills or escapes. Yes, you might get screwed over by RNG or bad teammates, but ultimately, if a player is good enough, they will win more often than not in spite of all that.

    There are plenty of highly successful games, with a lot of variables involved and, in some cases, a lot of RNG - League, Overwatch, Hearthstone, to name a few - in which the MMR system is based purely on victories and defeats, and it still works perfectly well for that exact reason.

  • LordGlintLordGlint Member Posts: 6,586

    Feel like one of DBD's biggest problems with ranking is the safety pip. Often times, when you win you pip up, but when you lose... how often are you losing rank? Typically the only time people are only losing meaningful rank is during rank reset, which is where this whole rank doesnt equal skill but rather time played thing comes from. With Overwatch, im likely to gain a little bit of rank points and lose a little bit of rank points all night long. I could play for hours and only see a higher rank at the end of the night if I won more games than I lost. With dbd... thats not the case. You win, you rank up. You lose, that safety pip is there so you dont feel bad about it.

    Thats why the majority of people who play Overwatch are playing in gold (a rather modest rank) while the majority of DBD's playerbase is at purple if not red. When you play a game of Overwatch, you're not gonna see a top 500 player smashing your gold game. When you play a game of DBD, you can very easily see the top players matched with the average ones who for some reason are the same exact rank because theres no rank further to go after red...which the majority of ppl are at.

  • InfckingcredibleInfckingcredible Member Posts: 145

    You will feel if you get like 80%+ good or bad games. If they feel good you know it's working, if they feel bad you will know it doesn't. See everyones rank will not change anything. Everyone gets new mmr, rank means nothing - so if they adjust the mmr gain better as they do with the pip system it will be fine.

  • FibijeanFibijean Member Posts: 8,343

    I don't mind the safety pip, but I think like many things in DBD's ranking system, it just doesn't do what it was designed to do. The safety pip is supposed to indicate that you're at the right rank. You performed as expected for someone of your rank - you didn't do badly enough that the game thinks you should be ranked lower, but you didn't do well enough to demonstrate that you've improved. However, the safety pip is simply too easy to achieve a lot of the time. As the name implies, it's functionally a safety net, not an estimation of skill.

    Part of the problem comes from the misconception with DBD that a lot of people have that if you didn't pip, you're doing something wrong. And I think the fact that players are shown their rank progression after each match has a big part to play in creating that mindset. There is no expectation in games like Overwatch that every player should be able to reach top ranks, but because pipping is so easy in DBD, and because people see themselves safety pipping or depipping and feel like it means they're bad, there is a general notion in DBD that anyone who isn't at top ranks is a bad player. And the safety pip is partially to blame for that, but I think the culture surrounding ranks is just as much of an issue.

  • LordGlintLordGlint Member Posts: 6,586

    Its funny, anymore I'm more active on the forums than the actual game. Been jumping into witcher 3 lately, which is fun although I play on the easiest difficulty setting... and now I'm gonna get reminded of why I dont play Overwatch no more.

  • BingbongbongBingbongbong Member Posts: 202

    Because we all know the previous matchmaking/Ranking has been terrible and now with these changes and them choosing to hide the "Skill Level" Rating means we wont be able to tell if we were matched fairly in a match anymore.

  • xllxENIGMAxllxxllxENIGMAxllx Member Posts: 923

    Wrong you will get bullied but you won't know if the skill is matched. How that's fun. Imagine playing against a e-sport player but the system don't tell you is rank. What will you say ? This game is balanced and fun because the rank system don't tell me if i'm matched with my skill level bracket.

    It's like hidding a username you get tbagged and bullied all game but you don't know who it is. That will bring a free getaway from toxicity or worse imagine getting away with hostage situation but don't get to see the username.

    Anyway i'm out from the subject, my point is no seeing the ranks or not will change nothing if the game is toxic he will stay toxic. Differences is that you won't see if the rank is matched and that's simply a bad design as he can exploiting easily by survivors.

  • InfckingcredibleInfckingcredible Member Posts: 145

    So, if you get bullied but see the rank you feel better than without seeing ranks? Whats the difference?

    If the system works "well" enough you shouldn't be bullied anyways. And if you play good or bad you will know it anyways...

  • xllxENIGMAxllxxllxENIGMAxllx Member Posts: 923

    No you won't know because you can't see the rank. playing against a high skill player and you are a no skill one and win the game won't tell you and you will think that the system is doing the job.

    Hiding a rank system is very unhealthy i've never seen any games hiding your skill level. Rainbow six , paladin , fortnite , ffxiv , LoL none of them hide your skill level and those have some really good ranking system but also have casual mode which DBD don't.

  • InfckingcredibleInfckingcredible Member Posts: 145

    Don't overthink it if you can live in peace w/o knowing it. You can always just assume that he's a better player (which he kinda is if you lose) in case you did nothing wrong. If you did mistakes, you know as well.

    This games are not asymmetrical tho it's completely different imho

  • T4ank3dT4ank3d Member Posts: 32

    "Going forward, we will use a hidden skill rating for matchmaking purposes. Your skill rating will increase when you do well and decrease when you do poorly. To keep this as fair as possible, the system will predict the outcome of the match based on the difference in your opponent(s) rating and adjust the amount your rating changes: 

    • If your rating is higher than your opponent(s), your rating will increase less if you win and drop more if you lose. 
    • If your rating is lower than your opponent(s), your rating will increase more if you win and drop less if you lose. 

    This way, even if you aren’t perfectly matched with people of the exact same skill level, your rating will not change unfairly."


    "Currently, our matchmaking system takes the player in queue and looks for a match close to their rank. If it is unable to find an appropriate match, it will gradually expand the search range until it is able to give you a match. This can lead to both unfair matches and long queue times."

    In A Nutshell . . .


    Hidden skill rating. So many reasons, aka excuses for this being hidden. Skill rating is just a number after all, but so is your rank. That big colorful number that meant so much to the community often touting how it proves x, y, z.

    What will players show as proof now of their amazing skillfulness to kill or survive OR of how terrible matchmaking remains? According to the developers post there won't be any proof . . of anything.

    "To avoid confusion, we are considering removing ranks from the post-match scoreboard once testing is complete, as they will no longer be relevant to matchmaking. Ranks will remain visible only to you for bragging rights and a goal to work towards, but will be a reflection of your dedication to the game rather than skill for the time being."

    Ask yourself: Who does hiding information benefit? Without anything to reference players can no longer storm the forums in outrage with proof of the terrible job the developers are doing with matchmaking.

    Have a terrible game? You must have been matched poorly.

    Have a great game? You must be the best of the best.

    It's all in your head now. And that's the way they want it.


    Currently, our matchmaking system takes the player in queue and looks for a match close to their rank.

    • As it should. Makes sense.

    If it is unable to find an appropriate match, it will gradually expand the search range until it is able to give you a match.

    • Sounds like the reason for your unfair matchmaking right there.

    This can lead to both unfair matches and long queue times.

    • Takes forever to find an unfair match "Woohoo!"

    How players attain rank is the problem. As countless members within these forums have stated for the longest time. It is TOO EASY for survivors to rank up. Supposedly (can't prove) there are too many high (red rank) survivors?! This can explain why there are so many high (red/purple) ranks in every killer match.

    So . . Why isn't this new hidden mmr not going to fix matchmaking? Because they haven't addressed how survivors rank up . . .


    The same issue with ranked matchmaking will be the exact same within the upcoming hidden mmr. SWF not being ranked on individual skill, at least much less than individual solo skill, will undoubtedly carry a large pool of players to ranks they should not be within.

    This creates the exact same issue the current . . visible . . . matchmaking has now.

    Conclusion . . .

    As usual with most overhauls of certain playable character or game mechanics this is yet another change that serves the developers agenda and or at a much less extent the players themselves.

    This entire 'change' soul reason for being implemented is to finally have a reason/excuse to hide ranks or any information given to players in relation to the matchmaking system.

    P.S. Mentioning SWF is in no way to attack that feature. It is here, it isn't going anywhere. Fact is that it has a massive impact on any type of matchmaking. I doubt it can or will ever be remedied.

    Hey, since we can't see if it is affecting mmr anyway I guess we will never know. /s

  • T4ank3dT4ank3d Member Posts: 32

    It is my opinion that if DBD could support a casual mode with it's player base and limited SWF to a that casual mode.

    Then ranked would have much more diversity throughout. No more 'coordinated groups' climbing the ranks.

  • NMCKENMCKE Member Posts: 8,050

    The point is, how are we supposed to give developers feedback on a system we cannot see?

    I can understand the background system because people can manipulate it, but the pip system, the developers are on their own if they want feedback from us about the ranking system. 😁

    That's my only concern.

  • FibijeanFibijean Member Posts: 8,343

    I'm sure if they want our feedback on the finer points of how the system operates, they'll give us the information we need to do so. But the point of good matchmaking is to enhance player enjoyment. And we can tell them just from our own experience whether we are enjoying being matched with the teammates/opponents that we are. We don't need to see all the numbers for that.

  • EvilJoshyEvilJoshy Member Posts: 5,117

    One example of the need to see players skill is when I was playing overwatch. Their match making would constantly pair me against people who had triple the amount of play time I had. The games hidden SR stat is suppose to compare my performance to the world average and if I did better my SR goes up. If I did worse than average it goes down. Being paired against people who had over 1000 hours into the game when I had barely 200 just made me ask

    "Am I being matched with these people because I'm good and I deserve to be here? Or is it because the MM sucks and I'm only cannon fodder for them?"

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