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Simple Yes or No - Is anyone else ok with the MMR details?

13

Comments

  • anarchy753anarchy753 Member Posts: 3,108

    Of course not.

    At least the emblem system breaks the game down into different activities and says "doing these things contributes to how much you did in a game," it may not have been flawless but it's better than reducing the entire game to "did you leave at the end."

  • SeraphorSeraphor Member Posts: 2,793

    Yes.

    It's already immensely better than the old system.

    The game is too complex for a defined assessment of skill, there's multiple ways to play and a lot of RNG, but this really is the closest we're going to get.

    People have been begging for a definite win condition for years, well now we have it, kills/escapes.

    Ultimately, if you're consistently getting a lot of kills/escapes (regardless of how you're getting those kills/escapes) then you're playing above the level of your opponents, so the system should recognise that and increase your MMR.

  • SeraphorSeraphor Member Posts: 2,793

    Except it didn't.

    I was stuck with a never ending bardage of sweaty seal team teabags as a killer under the old system.

    Now my games feel fair.

    So something must be working.

  • DelsKibaraDelsKibara Member Posts: 3,128

    "Something must be working"?

    After all of this you want to rely on faith that "something must be working"?

  • SeraphorSeraphor Member Posts: 2,793

    I prefer to go more by results than feelings.

    You can feel bad about this system as much as you want, but it's working.

  • BranBran Member Posts: 766

    From what I've heard its only based on escaping and kills.

    NO.

    didn't dude say something like "you can be the best but if you die you die. You'd hope you could run the killer for years and do hundreds of gens, but if you die. Aw well. Better luck next time. You'd like to do all that and escape, but you can't always get your way . Too bad".

  • MeltingPenguinsMeltingPenguins Member Posts: 3,440

    No.

    In the video it sounds as if mmr only exists because previously it 'was rather counting your playtime' which is what the grade do now. All while what was tooted as 'skill based' only counts how scummy you can play (as by, going by the explanation, slugging at 5 gens and hooking everyone then earns you more points than 11 hooks at letting the last person go. as does waiting for everyone to do, do nothing and then escape through the gate. that isn't 'skill' or anything that should be rewarded)

  • RaccoonRaccoon Member Posts: 5,038

    Thank you for the all the input thus far.

  • TheMadCatTheMadCat Member Posts: 1,521

    No.

    I don't agree with the fact there is only one condition for both side to win MMR. Escape/kill, we don't care if you hide the whole game doing nothing/facecamped.

    The fun isn't about escaping/killing, but about interactions. And I feel interactions don't appeal anymore but the results now.

    I think I'll be low MMR soon as it's more important for me to save a teammate in the end game than saving my own ***, unless I really have no chance to make the save.

  • ImposeImpose Member Posts: 399

    No.


    Anyone who says yes is just objectively not understanding skill in this game.

  • ElusivePukkaElusivePukka Member Posts: 1,519

    No.

    Escape-Based Match-Making is just the rank/pip system but dumbed down and devalued.

  • KurriKurri Member Posts: 681

    Honestly. I don't care anymore. It's not like they will be able to make a perfect mmr system. It's an asymmetrical game, and I am good enough at the game to face good survivors. So I play normally against people of my skill level, and then go easier on the potato's I face on the off chance.

    I play survivor how I always did. Aim to pip. Escaping or dying doesn't matter.

  • Jack_TheJolteonJack_TheJolteon Member Posts: 127

    No

  • zarrzarr Member Posts: 262

    Yes.

    Surviving and killing are the best metrics by which to measure success in this game, and will also more closely than anything else indicate performance and skill levels over large enough sample sizes. And even fun levels.

    The only thing I'd prefer is if survivors were treated as a team toward the survival end, rather than individually. Imbalanced aspects of the game such as over and underpowered killers, add-ons, items, perks and tactics on the other hand are things that have to be addressed on a case-by-case basis, a matchmaking system can never solve those issues.

    That said, I do think hooks could make for a better metric than kills, but that would have to go along with a comprehensive reworking of the game to actually be about hooks rather than kills.

  • ElusivePukkaElusivePukka Member Posts: 1,519
    edited October 8

    Say that all survivors will incur a 400 point penalty for losing. Survivor 1, who dies first, will incur the full 400 point penalty. Survivor 2, dying next, will incur a lesser penalty- let's say 10% less, for a deduction of 360 points. Survivor 3, who died next, would then recieve 25% less, for a deduction of 300 points, and poor Survivor 4 dying last would recieve a penalty of 50% less for minus 200 points.

    ^That's a community member summarizing survivor MMR for a loss

    It would depend on the ratings of the Survivors you've killed.

    • If you and the Survivors all have the exact same rating, your rating wouldn't change.
    • If the Survivors that you killed have a higher rating than you, you gain more rating.
    • If the Survivors that you killed have a lower rating than you, you gain less rating.
    • If the Survivors that escaped you have a higher rating than you, you lose less rating.
    • If the Survivors that escaped you have a lower rating than you, you lose more rating.
    • Hatch escapes are a null (it's as if that Survivor was never in that match, you nether gain nor lose rating from them)

    So when you kill 2/4 Survivors, your rating change is the sum of each 1v1 matchup. I'll use some made up numbers as an example here:

    • Kill "better" Survivor: +20
    • Kill "equal" Survivor: +10
    • "Equal" Survivor escapes: -10
    • "Better" Survivor escapes: -5

    So in this case, 20 + 10 - 10 - 5 would leave you net positive with a +5 gain.

    ^That's a dev summarizing killer MMR

  • lemonswaylemonsway Member Posts: 741

    No.

    It's not measuring skill and it isn't even working if there even is any sort of "MMR". You're still getting mixed survs/killers just like ranked matchmaking.

  • MunqaxusMunqaxus Member Posts: 1,397

    It's measuring the end result of several skills.

    I do think that the survivor side of matchmaking would be better as a 2 escape/2 kills but I see the good points of this MMR also.

    At the end of the Day, a Killer wins by making kills and a survivor wins by escape. You use all of your skills to achieve this goal, so it makes perfect sense to base it on kills vs escapes.

    And if you look at the forums, most people like the new matchmaking system.

  • DBD78DBD78 Member Posts: 2,419

    I'm happy that they share info with us, this is all good. As survivor I don't like this because I play "everything for my teammates" games and always do everything to save people until the very end. This system will probably make me more selfish.

    Don't play killer that much but I think it's pretty good because either you kill survivors or you don't. As killer you are alone so playing selfish is a given. So for killer this system is fine by me!

  • lemonswaylemonsway Member Posts: 741

    It doesn't take into account anything you bring or do to make the escape/kill goal reachable. You did all gens or did no gens is the same thing. You brought a medkit or toolbox or nothing? Same thing. Did you bring a map offering to get sent to somewhere favourable? Well the system won't judge that. Nothing you do matters, just the end result.

    You know what matchmaking system didn't take those things into account? The Ranked MatchMaking system.

    If Hatch escapes don't count as a Win in MMR then why are the Hatch and key changes being worked on? Killer players already dismiss them as saying they are a tie and BHVR just confirmed that aswell. So if they don't count towards MMR then why are the Hatch and key changes being worked on? Because they do count. They count for the Emblem System therefore they count towards progression therefore they must count towards MMR and therefore they are making the Hatch & Key Changes cause Hatch Escapes do count and they're just trying to hide that like they are hidding MMR.

    Ask yourself how can it not count as an Escape for MMR? Why would they make it an exception? Isn't the hatch there to give survivors an escape? If so how can it no count... Makes no sense.

    Ask yourself why is there 20 Grades, same number as Ranks, if Grades don't matter for MatchMaking. Can't we have less Grades then? The Emblem system works the same no matter Ranks,Grades, Ranked MatchMaking, MMR, why? Why is progression exactly the same for both systems then? The Emblem system suffered no changes to reflect what is considered good or bad performance in a match, so you can have good Emblems and not up much in MMR but you'll go up in Grades. How can you get Iridescent Emblems and your MMR not change much because of who you faced? Ranks rewarded you for doing well against any and everyone. YOu got Iridescent Emblems? You rank up you face people in higher ranks. All The Rank MatchMaking needed was a stricter gap in matchmaking. Reduce the gap to 2 Ranks and then make ranking up harder in early stages so less skilled people don't get boosted early on and start screwing up the middle and high ranks. Also SWF does not belong in any sort of ranked/competitive system. Make SWF fuse with KYF and create a seperate playlist.

    Regarding people on Forum tT's easy to assume most would enjoy it. Most are low MMR which is normal, not everyone plays DbD for hours and has all the experience and drive to play the game. So for those people MMR is helpful it lowers the chances of them facing good killers players or survivors, unless an SWF includes a really low MMR player to manipulate the average MMR of the group. The worst that can happen is facing smurfs or reverse boosters.

  • MunqaxusMunqaxus Member Posts: 1,397

    It does take into account everything you bring in to make escapes or kills. Medkits, Toolboxs and Maps contribute to escapes. Since Medkits, Toolboxes and Maps contribute to escapes, and escapes are counted in SBMMR, then those items are taken into account. You have to realize that the end result is caused by everything you bring in, offering you choose and killers you play.

    Escaping or making a Kill are all a result of what perks you choose, what you do during the match, items you brought in and maps. Everything flows into that one condition, kill or escape.

  • UnderdawgUnderdawg Member Posts: 162

    Yes.

  • Squirrel_ThiccSquirrel_Thicc Member Posts: 2,680

    Hell no

  • PepsidotPepsidot Member Posts: 979
    edited October 9

    No. But mostly just because they for some reason revealed how MMR works. But... why? I can now expect more survivors to leave instead of going for end game saves just so their MMR stays up. That's boring. Immersed Claudette's that do nothing and die last are better rewarded than someone being chased for 4 gens.

    Honestly the old bloodpoint system would probably work better. I can't remember the exact BP you needed to black pip, pip and double pip but let's just go back to that system :).

    Perhaps adjust the BP pipping threshold a bit if needed and change the rank reset to a colour above your current rank and you're good to go. (I genuinely wouldn't mind the old ranking system despite some of its problems).

    Edit: I'm actually now remembering the issues with the old BP pipping system such as killers which gain BP easily being used to pip easily. And a few other issues... but yeah...

  • SpaghettiYOLOSpaghettiYOLO Member Posts: 83

    That's exactly what happened before though. It's why I stopped solo queuing a long time ago. Players in this game, most of the time, are incredibly selfish. Even if you risk a lot to save them, they couldn't even return the favor for not even a quarter of the risk. So let's not act like this is something new. That's a player problem that's ALREADY existed before any MMR. Same with hatch campers. This is nothing new.

  • RaccoonRaccoon Member Posts: 5,038

    Seems like the majority of people are neutral/don't care given that the population didn't drop off.

  • Seth__Seth__ Member Posts: 663
    edited October 10

    Yes


    I had far better match with SBMM than ever with rank based system. A huge step in quality for me

  • Jack_TheJolteonJack_TheJolteon Member Posts: 127

    Yeah

    But the system in how it works is functionally stupid imo

  • VikingDragonXiiVikingDragonXii Member Posts: 526

    Based on escapes not skill if a survivor just runs around doesn't do any gens and escapes they get positive MMR while someone who does all the gens loops the killer but dies first loses the most MMR....escapes should not be the only thing that goes towards MMR. Yes if you die you should get negative points to MMR but other things should be considered.

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