Matchmaking options

I'm not a developer so I'm not even going to pretend like I know what's best. But I'm curious to know if matchmaking could work better if it matched players with their overall level and not the season level?


As we're aware when the season resets (or if you just stop playing for a period of time) everyone starts back at 20, and you'll never know if you are facing off against an experienced player or a new player until the match is over and you can see for yourself if they have perks and items equipped that they couldn't get otherwise unless they weren't a new player.


Do you think it's doable that this game could be programmed around your overall player level? I think that would certainly go a long way into keeping things a little more fair and a little more balanced.

Comments

  • it would be the best idea, giving devotion a reason to exist.

    probably they're afraid of increasing queue times, but by adding devotion tiers (similar to soul memory in dark souls 2) the problem would easily be bypassed.

  • Problem is, playing red rank survivor for 2 years (and thus a decent devotion level) don´t turn you into a good killer magically when you change your role. They should employ some metrics of performance in game, instead of just time played (which is devotion, basicly)

  • @YaiPa said:

    it would be the best idea, giving devotion a reason to exist.

    probably they're afraid of increasing queue times, but by adding devotion tiers (similar to soul memory in dark souls 2) the problem would easily be bypassed.

    Yeah it's just a little jarring when you're competing against a killer or a survivor that is level 18-20 yet have level three perks and ultra rare add-ons.

  • @sulaiman said:

    Problem is, playing red rank survivor for 2 years (and thus a decent devotion level) don´t turn you into a good killer magically when you change your role. They should employ some metrics of performance in game, instead of just time played (which is devotion, basicly)

    It would be great if they could measure performance although I wager that would be very difficult.

  • But thats actually what i expect. They should come up with a fair metric to measure skill (and i know that is not an easy task), because otherwise, the new matchmaking system will not be much better.

  • @sulaiman said:

    But thats actually what i expect. They should come up with a fair metric to measure skill (and i know that is not an easy task), because otherwise, the new matchmaking system will not be much better.

    No doubt a matchmaking process that looks into your overall level and your season level maybe? I know they don't want increase the long queue times that people are facing, but at the same time newer players are facing experienced players far too often which causes newer players to stop playing all-to-gether. And the only way this game is a able to continue thriving is to be able to recruit newer players, and that can't be done so long as the current matchmaking process exists.

  • I would rather go for performance in game. If you are in a chase, how long does the chase last? Killer are better the shorter the chase, for survivors the opposite is true.

    How many saves do you make (pallet, flashlight, protection hits, hook sabotage, head on), how many skillchecks do you fail, how many time do you spend overall on doing any task (gens, totems, healing)?(with a different weight if you are doing them in close range to the killer, no matter the terror radius).

    As killer how easy do you find survivors, how long are your chases, how often is a survivor rescued from your grip, how long does it take to hook someone, hmm, as survivors i find way more idicators. Killer is mostly chases and finding...maybe a metric for map pressure, but i dont know what you could take for that.

  • @sulaiman said:

    I would rather go for performance in game. If you are in a chase, how long does the chase last? Killer are better the shorter the chase, for survivors the opposite is true.

    How many saves do you make (pallet, flashlight, protection hits, hook sabotage, head on), how many skillchecks do you fail, how many time do you spend overall on doing any task (gens, totems, healing)?(with a different weight if you are doing them in close range to the killer, no matter the terror radius).

    As killer how easy do you find survivors, how long are your chases, how often is a survivor rescued from your grip, how long does it take to hook someone, hmm, as survivors i find way more idicators. Killer is mostly chases and finding...maybe a metric for map pressure, but i dont know what you could take for that.

    I think that's a perfectly reasonable expectation to have of a matchmaking system. The only downside is that I don't think the developers would be willing to invest in that intricate of a matchmaking system this late into the game. I could see this working for a possible sequel, but dead by daylight has been around for four years now, and I don't see the devs investing in something that complex.