Sbmm is killing the game but let's invest more money into it!

Literally the majority of the community is against it but let's still work on it and do some improvement (that will do nothing on the general feedback) to fix it.

The improvements they mentioned are ok don't take me wrong but is not what we were waiting for, definitely a good start but the system will still count kills/escapes only, and let's not mention the fact that we will see those few small and useless changes in months.

Im completely against sbmm and i literally dropped playing killer because of it, i was used to be a killer main and now the only games i do is for challenges and once i do them I go afk or open exits to lose MMR at the same time.

Please remove sbmm.

Comments

  • Better than ignoring it, isn't it?

    They have decided to commit on SBMM, so be happy they are making it better at least....

    Extended Breaks change is something I have talked before. It was one of the things that was worse compare to old ranks, so I think those changes are improvement for sure.

  • I like MMR, I get decent matches, and I also agree with the changes they’re doing in the patch.

  • i won't call this skill based mm b/c escape/kills alone don't indicate skill. it's just match making on one metric of the game. Personally when i play killer i've decided to get some bp and try to pip. if i feel like i've pipped i'll let everyone go even if i have a chance to secure a kill. idgaf anymore.

    survivor i end up in a spiral once i get killed a couple games in a row. i'm matched with potato survivors who are too afraid of the terror radius to do anything but crouch. i generally play solo q. i have to wait for swf to get myself out of that most of the time.

    Idk what the fix would be tbh. Personally i think it wouldn't be much to ask for them to assign mmr points based on emblem scores b/c they still are a more accurate representation of skill. SWF does need addressed in some way. They throw the balance of the game way off. The answer is not to buff solo q which they seem hell bent to do. Waiting on the pt 2 of the dev update today but based on what they released yesterday i predict more killers will drop out without any changes.

  • Why does everyone blame the SBMMR for the poor game balance?

    The only thing SBMMR did, was make the issues more visible. Which is a good thing.

    So don´t kill the bringer of bad news.

  • I don't see how SBMM is killing the game when it's more popular than ever. It has much more players right now than it did the same month last year.

  • @gendoss said:

    I don't see how SBMM is killing the game when it's more popular than ever. It has much more players right now than it did the same month last year.

    That would be due to them making the game free on Epic Game Store.

    You get more players when you give your game away for free to people. I don't think that has anything to do with matchmaking.

  • I think SBMM is fine. SWFs need to be toned down though, if we're going to keep SBMM

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2729086#Comment_2729086

    That would be due to them making the game free on Epic Game Store.

    You get more players when you give your game away for free to people. I don't think that has anything to do with matchmaking.

    No there are more players on Steam.

    December 2020 - average players = 35,632

    December 2021 - average players = 44,639

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2729100#Comment_2729100

    No there are more players on Steam.

    December 2020 - average players = 35,632

    December 2021 - average players = 44,639

    You're using year to year. If you look month to month (as in, when SBMM came into the game), the picture is less good:

    September 2021 51,390.7

    October 2021 50,161.5

    November 2021 44,958.7

    December 2021 44,639.5

    That's a 6,751 player loss since SBMM, which is a 13% loss of players. And all that happened during a time where players were getting log-in bonuses, lots of free BP codes, a custom seasonal event, a brand new killer and survivor, and earnable cosmetics.

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2729106#Comment_2729106

    You're using year to year. If you look month to month (as in, when SBMM came into the game), the picture is less good:

    September 2021 51,390.7

    October 2021 50,161.5

    November 2021 44,958.7

    December 2021 44,639.5

    That's a 6,751 player loss since SBMM, which is a 13% loss of players. And all that happened during a time where players were getting log-in bonuses, lots of free BP codes, a custom seasonal event, a brand new killer and survivor, and earnable cosmetics.

    That's because of Halloween. Every year the same thing happens during that time. Average/casual players want to play a spooky game with their friends around Halloween and then stop playing it.

  • @KateDunson said:

    Literally the majority of the community is against it but let's still work on it and do some improvement (that will do nothing on the general feedback) to fix it.

    The improvements they mentioned are ok don't take me wrong but is not what we were waiting for, definitely a good start but the system will still count kills/escapes only, and let's not mention the fact that we will see those few small and useless changes in months.

    Im completely against sbmm and i literally dropped playing killer because of it, i was used to be a killer main and now the only games i do is for challenges and once i do them I go afk or open exits to lose MMR at the same time.

    Please remove sbmm.

    Had my thoughts about is the first time they mentioned it, had a bad feeling about it all.

    Even the test weren't that great and didn't what they promised.

    Then they implemented it into live and mentioned it was here to stay.

    Sure i can see sbmm/mmr working, but that is in games as fighters, shooters and racing.

    This game is far from balanced, so this would have been their top priority before even thinking about sbmm.

    But then again, once you go higher and higher in the rating, you get stuck with the exact same problem as you have now.

    Mainly no diversity with killers, because 90% ish of the roster can't compete with higher ratings.

    Was the old matchmaking good?

    No not really, but definitely far better than it is now, you could mix more and have fun games.

    Sure there were matches where you would steamroll the survivors but that also happened the other way around, but overall the matches were better imo.

    So indeed i absolutely agree with the fact they should get rid of sbmm.

    It's also the reason i left the game about 2 months ago.

    Killer games were sweat games one after another so i switched to survivor and that became boring really fast, mainly because i had no fear for the killers as the chances were high that i would escape.

    And yes all my games are soloQ.

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2729106#Comment_2729106

    You're using year to year. If you look month to month (as in, when SBMM came into the game), the picture is less good:

    September 2021 51,390.7

    October 2021 50,161.5

    November 2021 44,958.7

    December 2021 44,639.5

    That's a 6,751 player loss since SBMM, which is a 13% loss of players. And all that happened during a time where players were getting log-in bonuses, lots of free BP codes, a custom seasonal event, a brand new killer and survivor, and earnable cosmetics.

    Compare those same 4 months for the life of the game and you see a pretty clear pattern there. Much like with horror movies, this game gets a lot more popular every year around the spooky season.

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2729106#Comment_2729106

    You're using year to year. If you look month to month (as in, when SBMM came into the game), the picture is less good:

    September 2021 51,390.7

    October 2021 50,161.5

    November 2021 44,958.7

    December 2021 44,639.5

    That's a 6,751 player loss since SBMM, which is a 13% loss of players. And all that happened during a time where players were getting log-in bonuses, lots of free BP codes, a custom seasonal event, a brand new killer and survivor, and earnable cosmetics.

    I wish there was a way to see the playerbase on consoles as well.

    I believe there is a significant drop in players as well, and im very curious to those numbers

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2729114#Comment_2729114

    That's because of Halloween. Every year the same thing happens during that time. Average/casual players want to play a spooky game with their friends around Halloween and then stop playing it.

    @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2729114#Comment_2729114

    Compare those same 4 months for the life of the game and you see a pretty clear pattern there. Much like with horror movies, this game gets a lot more popular every year around the spooky season.

    Okay, sure:

    2017: September +2128, October +392, November -526, December -751

    Big gain early on, small gain during Spooky Season, small losses after halloween

    2018: September +2363, October +606, November -3971, December +1196

    Big gain early on, small gain during spooky season, big loss after halloween, but big gain in Christmas time

    2019: September +4205, October -3074, November +3079, December +479

    Big gain early on, Big loss during spooky season, big gain after halloween that kept going into Christmas time

    2020: September -249, October -6425, November +2810, December -651

    Losses early on followed by the biggest monthly loss up until that point despite it being Spooky Season, a gain in November and a small loss in December

    So, to be clear: the game has ups and downs but by no means is Halloween a big up that always has a precipitous drop immediately after it. And, for that matter, in every other year, those Steam numbers have been going up in at least 2 of the 4 months listed. 2021 saw Steam numbers going down in 3 of the four, and (if you look a little further back), August of 2021 had the biggest loss of all time for DbD: -11,359.

    So month after month of progressive losses in the face of that huge loss ain't great! In the last 6 months, DbD has lost nearly 30% of its Steam users.

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2729118#Comment_2729118

    https://forum.deadbydaylight.com/en/discussion/comment/2729134#Comment_2729134

    Okay, sure:

    2017: September +2128, October +392, November -526, December -751

    Big gain early on, small gain during Spooky Season, small losses after halloween

    2018: September +2363, October +606, November -3971, December +1196

    Big gain early on, small gain during spooky season, big loss after halloween, but big gain in Christmas time

    2019: September +4205, October -3074, November +3079, December +479

    Big gain early on, Big loss during spooky season, big gain after halloween that kept going into Christmas time

    2020: September -249, October -6425, November +2810, December -651

    Losses early on followed by the biggest monthly loss up until that point despite it being Spooky Season, a gain in November and a small loss in December

    So, to be clear: the game has ups and downs but by no means is Halloween a big up that always has a precipitous drop immediately after it. And, for that matter, in every other year, those Steam numbers have been going up in at least 2 of the 4 months listed. 2021 saw Steam numbers going down in 3 of the four, and (if you look a little further back), August of 2021 had the biggest loss of all time for DbD: -11,359.

    So month after month of progressive losses in the face of that huge loss ain't great! In the last 6 months, DbD has lost nearly 30% of its Steam users.

    There are more players to lose now. The game is substantially bigger than it was in 2017 and with a bigger population means bigger exodus sometimes. MMR could have something slightly to do with it but I'm sure it's not much.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2729243#Comment_2729243

    There are more players to lose now. The game is substantially bigger than it was in 2017 and with a bigger population means bigger exodus sometimes. MMR could have something slightly to do with it but I'm sure it's not much.

    It's true that larger numbers may mean more volatility, but that's all the more reason to pay closer attention to the state of your game. Considering the next killer isn't for another 3 months, their identity has already been revealed, the most recent 'things we're working on' announcement made no mention of reworking mmr, and the anniversary isn't for another 6 months, you're not looking at a lot of reasons for people who hate the current MMR system to come back.

    The population is 4x larger than when the game first came out. They need to be more responsive than ever.

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2729256#Comment_2729256

    It's true that larger numbers may mean more volatility, but that's all the more reason to pay closer attention to the state of your game. Considering the next killer isn't for another 3 months, their identity has already been revealed, the most recent 'things we're working on' announcement made no mention of reworking mmr, and the anniversary isn't for another 6 months, you're not looking at a lot of reasons for people who hate the current MMR system to come back.

    The population is 4x larger than when the game first came out. They need to be more responsive than ever.

    I just think BHVR knows what they're doing. They created a game that became 4x more popular than when it started and they just wouldn't let the game die. They know how to balance it for the most part and they know what they're doing, I wouldn't worry about the game dying anytime soon.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2729346#Comment_2729346

    I just think BHVR knows what they're doing. They created a game that became 4x more popular than when it started and they just wouldn't let the game die. They know how to balance it for the most part and they know what they're doing, I wouldn't worry about the game dying anytime soon.

    I think it became 4x more popular because they got so many famous Intellectual Property names attached to it, not through any fault of their own. But hey, since they're making no changes to SBMM at the moment, we'll see if the downward trend continues into January and go from there.

  • @Tsulan said:

    Why does everyone blame the SBMMR for the poor game balance?

    The only thing SBMMR did, was make the issues more visible. Which is a good thing.

    So don´t kill the bringer of bad news.

    Because people want the imbalance, but only in their favor. better-than-average-players get easier games the worse the matchmaking is. Its only the average to bad players that lose out.

  • I’d rather see qol improvements to the sbmm then just ignoring it.

    remove it and replace it with what?

    random match ups?

    the old rank system? Which was borked in its own way and abusable by Smurf’s.

    I’m not a fan of the current sbmm but I think it’s mostly due to being based on kills/escapes rather than contribution.

    This was one element that worked in the old rank system if you did nothing all game but escaped you didn’t rank up. Contribution mattered.

    Given that contribution is probably a better measure of “skill” than kills/escapes overall they should at least include it in the sbmm calculation.

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2729118#Comment_2729118

    https://forum.deadbydaylight.com/en/discussion/comment/2729134#Comment_2729134

    Okay, sure:

    2017: September +2128, October +392, November -526, December -751

    Big gain early on, small gain during Spooky Season, small losses after halloween

    2018: September +2363, October +606, November -3971, December +1196

    Big gain early on, small gain during spooky season, big loss after halloween, but big gain in Christmas time

    2019: September +4205, October -3074, November +3079, December +479

    Big gain early on, Big loss during spooky season, big gain after halloween that kept going into Christmas time

    2020: September -249, October -6425, November +2810, December -651

    Losses early on followed by the biggest monthly loss up until that point despite it being Spooky Season, a gain in November and a small loss in December

    So, to be clear: the game has ups and downs but by no means is Halloween a big up that always has a precipitous drop immediately after it. And, for that matter, in every other year, those Steam numbers have been going up in at least 2 of the 4 months listed. 2021 saw Steam numbers going down in 3 of the four, and (if you look a little further back), August of 2021 had the biggest loss of all time for DbD: -11,359.

    So month after month of progressive losses in the face of that huge loss ain't great! In the last 6 months, DbD has lost nearly 30% of its Steam users.

    Higher number, roughly the same percentage.