Does SBMM only take in to account kills and escapes ?

From the developer update it seems they are only measuring escapes as a win. Does this mean crouching in the corner all game and getting hatch is a win but doing 5 gens and getting 6 unhooks with super long chases but dying is a loss ? I think if we're going to have SBMM we need to know what a win is

Comments

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2469892#Comment_2469892

    I'm not against SBMM just to be clear, but what makes this system less abusable than the current? You'll still just throw to lower yourself the same way you do now and end up against opponents you shouldn't be facing who you then bully. SBM is basically pip system but supposedly better, but as you said yourself their first attempt had questionable measurements, how do we know this won't have the same issue of questionable measurements?

    Everything you said is true in the pip system as well, it was supposed to be a matchmaking system and it track individuals and we can see how poorly it was implemented/designed. Imagine trying to point out what's wrong with current matchmaking if we had no info on what was going in, didn't even know if we went up or down, and couldn't see anyone's ranks, because that's essentially what's happening.

    How is the community supposed to give feedback on a system when we have no idea how it works?

    Essentially it just boils down to "hmm, I feel like this isn't working, but I have nothing to go off of to say if that's warranted or not." The devs can just hide behind vagueness and say "no its fine" and you have nothing to really show for it not being fine because you can't check anything.

    It'll probably be better than what we have now but thats not a very high bar to set. That could just be because there's a bigger range of values than the current systems 20 ranks.

    I don't trust BHVR to implement an accurate or fair matchmaking system, given their track record I believe that's a fair concern. I want a good SBMM system, not emblems Ver. 2 and we have no way to know whether that's true or not.

    For all we know the system could be basically just kills and escapes with maybe 1 or 2 extra variables. After all, in their dev update they only mentioned kills and escapes being within an acceptable range, so it'd stand to reason that's their main factor. As most players can probably tell you, just kills and escapes are not reliably an accurate measure of "skill".

    But we have no way of knowing, and thats what makes it frustrating.

    The system takes many parameters into account to calculate your skill. Then uses these skill numbers to create matches where the most probable result is going to be 2k 2e.

    (And hopefully it is not achieved by putting two strong and two weaker survivors in the match where the killer is somewhere in the middle... But maybe based on the number of available players it is going to be sometimes necessary)

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2470066#Comment_2470066

    They cannot provide details on how the sytem works because it could be exploited.

    Even by knowing the "win" condition could make a lot of the unsportmanship players cheat the system. Knowing what you have to do to help increase your rating doing the minimum in your game would already make the system think "you are a good player" when you're not. It's not about the system not being efficient but everything can be exploited and simply not revealing the algorithm can solve the situations (a situation that may still be revealed since the datamining).

    Second point, you don't have to trust the devs to implement a good system, you've seen the FEEDBACK from the last test which generally was good, so you can definitely see players had a good time.

    How do you exploit a system that measures skill, you'd have to get better at the game which is the entire point. The only way to cheat the system is if its a bad system, which is exactly the concern. You can cheat the emblem system because its a bad system, we have no way to know if this one is good or not.

    I have seen the feedback, I've seen a lot of both good and bad feedback, so no that doesn't really help. Some players had a good time, some had a horrible time.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2470066#Comment_2470066

    The system takes many parameters into account to calculate your skill. Then uses these skill numbers to create matches where the most probable result is going to be 2k 2e.

    (And hopefully it is not achieved by putting two strong and two weaker survivors in the match where the killer is somewhere in the middle... But maybe based on the number of available players it is going to be sometimes necessary)

    The current system takes many parameters and that doesn't make it good because the parameters are poorly chosen. We don't know how many parameters, we don't know if they're good ones, that problem you outlined could very well be what's happening.

    Just having no information doesn't help anyone. Like the parameters could be: escape, totems, chest, and unhooks. That'd technically be "many" but it wouldn't be good.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2470084#Comment_2470084

    The current system takes many parameters and that doesn't make it good because the parameters are poorly chosen. We don't know how many parameters, we don't know if they're good ones, that problem you outlined could very well be what's happening.

    Just having no information doesn't help anyone. Like the parameters could be: escape, totems, chest, and unhooks. That'd technically be "many" but it wouldn't be good.

    You don't really need to care about it. The new system gives better results compared to the current matchmaking. And for most this should be enough.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2470087#Comment_2470087

    We have CSGO for instance, winning there is getting a number of rounds. Players can easily boost their ranks and go against more skilled opponents the more they rank up, knowing the win condition which helps your ranking... it's easy to stay AFK or do the minimum for the system to place you in a higher spot.

    Obviously this is not entire like DbD, but it's the system being exploited because they know how it works.

    I don't know anything about CS:GO, but it sounds like the DBD equivalent would be kills and escapes, which is what it sounds like the main factor is given what the dev update said about the whole system being apparently fine because the K:D ratio was within a certain % of what they want.

    Maybe not the only thing factored in, but the main one. That's not a good system. But unless we get more info we don't know and can't call it out.

    Also we should know what counts as a win in the game, how are we going to judge if the system works or not when we don't even know what the game is aiming for in the first place. If its 2k 2e, which is what it sounds like it is, then the win condition is kills and escapes.

    The devs have said before they balance for 2k 2e, they stated it as the only measure for the system working well, I think its time to say that winning and losing is based on kills and escapes. But that has problem like camping securing at least a 2k usually and RNG really putting you in a bad spot. Have the devs factored that in? Maybe.

    Do I trust them to have factored that in? No.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2470091#Comment_2470091

    You don't really need to care about it. The new system gives better results compared to the current matchmaking. And for most this should be enough.

    Better doesn't mean good. Given how bad the current situation is, "better" can still be pretty poor.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2469938#Comment_2469938

    Why not? let's see the potential reasons.

    Say you have between 200-300 rating, and the moment you drop below 200... you will be matched with a weaker category or survivors. Knowing when you drop or increase in rating could be easily abused by players to exploit the system. People could easily target different playstyle purposely going for lower rating games.

    And? They can still do it and will do it lol.

    This whole secret sbmm win conditions sounds more like upgraded emblem system.

    Doesnt really matter since players will discover how it works in few weeks anyways.

    Also a matchmaking that can be abused by anything else than smurfing is not really that good imo

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2469892#Comment_2469892

    I'm not against SBMM just to be clear, but what makes this system less abusable than the current? You'll still just throw to lower yourself the same way you do now and end up against opponents you shouldn't be facing who you then bully. SBM is basically pip system but supposedly better, but as you said yourself their first attempt had questionable measurements, how do we know this won't have the same issue of questionable measurements?

    Everything you said is true in the pip system as well, it was supposed to be a matchmaking system and it track individuals and we can see how poorly it was implemented/designed. Imagine trying to point out what's wrong with current matchmaking if we had no info on what was going in, didn't even know if we went up or down, and couldn't see anyone's ranks, because that's essentially what's happening.

    How is the community supposed to give feedback on a system when we have no idea how it works?

    Essentially it just boils down to "hmm, I feel like this isn't working, but I have nothing to go off of to say if that's warranted or not." The devs can just hide behind vagueness and say "no its fine" and you have nothing to really show for it not being fine because you can't check anything.

    It'll probably be better than what we have now but thats not a very high bar to set. That could just be because there's a bigger range of values than the current systems 20 ranks.

    I don't trust BHVR to implement an accurate or fair matchmaking system, given their track record I believe that's a fair concern. I want a good SBMM system, not emblems Ver. 2 and we have no way to know whether that's true or not.

    For all we know the system could be basically just kills and escapes with maybe 1 or 2 extra variables. After all, in their dev update they only mentioned kills and escapes being within an acceptable range, so it'd stand to reason that's their main factor. As most players can probably tell you, just kills and escapes are not reliably an accurate measure of "skill".

    But we have no way of knowing, and thats what makes it frustrating.

    I get the frustration. To answer your first question, a system is more susceptable to abuse the more is known about it. If people don't know the specifics, then it's harder to take advantage. It may feel under-handed, but the previous match-making was rife with holes to worm through.

    This most recent test has (mostly) been a lot more successful, taking into account the positive feedback overall. We've seen this in the forums, and I'm not that distracted by the concerns which roll in; usually expected with changes. Yet, from my perspective, it was very balanced. I did say the original version was questionable, because it was based upon too simplistic a measuring device. They've said this SBMM has a lot more complexities within it; takes more into account. Combined with feedback and personal experience, the criteria used has worked well for me.

    You have a good point about giving feedback, when it's unknown what the feedback is measuring against. Whether it's a failure of the system, a mess of data, or players simply being unhappy because it's not matching with their perceived reality, having some measure would be interesting to have. At the same time, the problem goes into revealing how the system works and it becomes open to manipulation - a vicious cycle that would repeat the errors of the current ranking system. I guess that's why I'm in favour of being against knowing.

    However, if people were to keep a consistent tally of their results (ideally screenshots) and use that as information - alongside in-game experience - at least there could be evidence if someone is getting consistently battered. Again, it's abusable because that player can be selective in evidence, but it's something to start with.

    And this is probably just repeating myself (sorry about that) but going on to the point about escapes and kills being used as the measure, that's what happened in the first test and on their news update they do say they realised that wasn't working, so they made a much more complex system. I'm going to say that even the first test was better than our current one, but there were some inconsistencies in sudden spikes in difficulty, and certainly compared to now, the response was more mixed. Now it feels more in favour.

    I also agree BHVR haven't the best track record in terms of consistency. They have done a lot better than what some people claim, especially by trying to balance a game that couldn't ever be balanced by its very nature, and ultimately being proved right with a fair few changes. They've also given a plethora of bugs and some changes I can't even understand why (Hillbilly's cooldown still makes no sense whatsoever, even when taking into account concrete data). There are companies who have done better and worse, but none really have the same, ever-expanding criteria to have to work with as BHVR.

    I'm going to stay positive for this, and also hope the fixes to DH, gen repairs and healing work in the next patch.

  • @JohnWeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/2468395#Comment_2468395

    No and you don't need to.

    What's good with the new matchmaking is that no one will know at which rank he/she plays on, avoiding low skill mechanics. :D

    Also not knowing if you won or not is a good thing i guess. Ppl won't be able to use the calculation system at their advantage.

    As the "Grade" won't be linked to your SBMM level, there won't be any "skill indication" that other players can see and there won't be any reason to play badly. Being top Grade won't mean anything, it will just reward you with bloodpoints and well, it will just be grinding.

    I'm sure devs have implemented a penalty when a killer is camping & tunneling. Killers won't know it but won't go up in SBMM playing like this :).

    Same for survivors doing nothing or unhooking unsafely.

    I really hope that noobs that have polluted the red rank matchmaking will stay at the bottom of the SBMM system. CBA playing against/with those players anymore. I will maybe enjoy DbD again :).

    So camping and tunneling killers will be grouped up with the low-mid rank survivors (where it’s most effective). That’ll go well!

  • @Raccoon said:

    I'm just going to play how I normally do and have fun.

    Shocking turn of events, apparently.

    This is the way. Stop trying to measure e-peens.

  • @Rey_512 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2469950#Comment_2469950

    So camping and tunneling killers will be grouped up with the low-mid rank survivors (where it’s most effective). That’ll go well!

    Fact is, i don't think that any killer will enjoy to play against total potatoes (new players) that don't know what they are doing. Camping and tunneling to win 80% of your trials with 4K, 4 to 5 gens left won't be enjoyable.

    Camping won't be of high reward anymore (i hope). Killers won't go up in rank and they won't enjoy their trials :)

  • @Peanits said:

    Nope: The first version of SBMM only used kills and escapes to calculate your rating, but it did not work out so it was quickly scrapped. The current system takes a number of different factors into account when deciding when your rating should go up or down (and by extension, by how much).

    Basically, the way it's calculated is complex, and the goal is to have you "win" in about half your matches.

    Thank you for clearing up the Scott Jund mess. You all need to remember that the streamers don't want MMR because that makes getting good stream games much harder. Remember the Ortz, 50 kill streak videos as Killer, that shouldn't happen anymore.

  • Honest question: do you guys here really still believe BHVR's lies?

    They don't tell you what calculations are running in the background, because there simply are none. For all those years, people have complained about bad/unfair matchmaking, so I assume, BHVR again takes the lazy/incompetent way and just disable every matchmaking criteria while hiding the ranks. Tadaaa, no complaints anymore, because you don't know how good or bad your enemy was, you got quicker queue times and everything else is "super duper hidden mechanics". Pathetic

  • @Anghroth said:

    Honest question: do you guys here really still believe BHVR's lies?

    They don't tell you what calculations are running in the background, because there simply are none. For all those years, people have complained about bad/unfair matchmaking, so I assume, BHVR again takes the lazy/incompetent way and just disable every matchmaking criteria while hiding the ranks. Tadaaa, no complaints anymore, because you don't know how good or bad your enemy was, you got quicker queue times and everything else is "super duper hidden mechanics". Pathetic

    You can measure it by looking at the result of the matches. If it is going to be most of the time 2k 2e then their system is working.

  • @Anghroth said:

    Honest question: do you guys here really still believe BHVR's lies?

    They don't tell you what calculations are running in the background, because there simply are none. For all those years, people have complained about bad/unfair matchmaking, so I assume, BHVR again takes the lazy/incompetent way and just disable every matchmaking criteria while hiding the ranks. Tadaaa, no complaints anymore, because you don't know how good or bad your enemy was, you got quicker queue times and everything else is "super duper hidden mechanics". Pathetic

    I'm fully aware of bhvr's love of pointless secrecy and silence. I'm not pro-MMR because Mr Developer says it's good, I'm for it because I played during the tests and it -was- good.

  • @Marc_go_solo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2470066#Comment_2470066

    I get the frustration. To answer your first question, a system is more susceptable to abuse the more is known about it. If people don't know the specifics, then it's harder to take advantage. It may feel under-handed, but the previous match-making was rife with holes to worm through.

    This most recent test has (mostly) been a lot more successful, taking into account the positive feedback overall. We've seen this in the forums, and I'm not that distracted by the concerns which roll in; usually expected with changes. Yet, from my perspective, it was very balanced. I did say the original version was questionable, because it was based upon too simplistic a measuring device. They've said this SBMM has a lot more complexities within it; takes more into account. Combined with feedback and personal experience, the criteria used has worked well for me.

    You have a good point about giving feedback, when it's unknown what the feedback is measuring against. Whether it's a failure of the system, a mess of data, or players simply being unhappy because it's not matching with their perceived reality, having some measure would be interesting to have. At the same time, the problem goes into revealing how the system works and it becomes open to manipulation - a vicious cycle that would repeat the errors of the current ranking system. I guess that's why I'm in favour of being against knowing.

    However, if people were to keep a consistent tally of their results (ideally screenshots) and use that as information - alongside in-game experience - at least there could be evidence if someone is getting consistently battered. Again, it's abusable because that player can be selective in evidence, but it's something to start with.

    And this is probably just repeating myself (sorry about that) but going on to the point about escapes and kills being used as the measure, that's what happened in the first test and on their news update they do say they realised that wasn't working, so they made a much more complex system. I'm going to say that even the first test was better than our current one, but there were some inconsistencies in sudden spikes in difficulty, and certainly compared to now, the response was more mixed. Now it feels more in favour.

    I also agree BHVR haven't the best track record in terms of consistency. They have done a lot better than what some people claim, especially by trying to balance a game that couldn't ever be balanced by its very nature, and ultimately being proved right with a fair few changes. They've also given a plethora of bugs and some changes I can't even understand why (Hillbilly's cooldown still makes no sense whatsoever, even when taking into account concrete data). There are companies who have done better and worse, but none really have the same, ever-expanding criteria to have to work with as BHVR.

    I'm going to stay positive for this, and also hope the fixes to DH, gen repairs and healing work in the next patch.

    At the least I would just like to be able to see the number so you can at least know if your matches are actually pairing you up fairly without the guesswork.

    But I can understand your viewpoint as well and the points you brought up are very valid. At the end of everything if it works out well for everyone then of course that's great.

    So fingers crossed it works out well. Thank you for having a civil and thorough discussion 🙂

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2470290#Comment_2470290

    At the least I would just like to be able to see the number so you can at least know if your matches are actually pairing you up fairly without the guesswork.

    But I can understand your viewpoint as well and the points you brought up are very valid. At the end of everything if it works out well for everyone then of course that's great.

    So fingers crossed it works out well. Thank you for having a civil and thorough discussion 🙂

    You are most welcome, and thank you for keeping it civil too.👍

  • @Peanits said:

    Nope: The first version of SBMM only used kills and escapes to calculate your rating, but it did not work out so it was quickly scrapped. The current system takes a number of different factors into account when deciding when your rating should go up or down (and by extension, by how much).

    Basically, the way it's calculated is complex, and the goal is to have you "win" in about half your matches.

    All the posts on the SBMM said, "without getting too mathematical", but what about us folks that want to hear about some juicy math?

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