Mmr should follow performance

Just because I escaped or I got three kills doesn't mean I did good it should certain things

How long were chases until the first hit, how many times did you hook the survivor, ect

For survivors how long were chases till the first hit, did you repair with a team, did you try saving, ect most games with matchmaking go by the performance of previous matches why doesn't dbd follow it.

Comments

  • If those things matter, they will lead to you escaping or getting kills more often.

    Since MMR only looks at your overall performance across multiple games, winrate is a reliable proxy for that kind of information, because if you're making those plays correctly they'll be making your winrate higher.

    (Side note, multiple other games also use a winrate-only system, it's not just DBD.)

  • OP probably does not understand hockey game.

  • Oh, you mean the Emblem system?

    šŸ¤”

  • @jesterkind said:

    If those things matter, they will lead to you escaping or getting kills more often.

    Since MMR only looks at your overall performance across multiple games, winrate is a reliable proxy for that kind of information, because if you're making those plays correctly they'll be making your winrate higher.

    (Side note, multiple other games also use a winrate-only system, it's not just DBD.)

    For sure, with a caveat - the devs did mention during the last MMR testing and rework that they are planning to probably tweak MMR to treat the survivors as a team versus as individuals for purposes of going up or down. So for example if 3-4 survivors escape then all of their MMRs go up, if 0-1 escape they all go down, and 2 is a draw, with how much they go up or down dependent on the relative average MMR of the survivor group versus the MMR of the killer. That way a survivor who, for example, keeps a killer busy in chase the whole match so everybody else can finish the gens and escape actually goes up in rating to face tougher killers versus faces even easier killers to be chased by next time.

    I’m hoping they eventually follow through on that adjustment to MMR, I really do think one of the main flaws in DbD is its semi-cooperative design so anything that moves away from that philosophy is a good change in my book!

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141867#Comment_3141867

    For sure, with a caveat - the devs did mention during the last MMR testing and rework that they are planning to probably tweak MMR to treat the survivors as a team versus as individuals for purposes of going up or down. So for example if 3-4 survivors escape then all of their MMRs go up, if 0-1 escape they all go down, and 2 is a draw, with how much they go up or down dependent on the relative average MMR of the survivor group versus the MMR of the killer. That way a survivor who, for example, keeps a killer busy in chase the whole match so everybody else can finish the gens and escape actually goes up in rating to face tougher killers versus faces even easier killers to be chased by next time.

    I’m hoping they eventually follow through on that adjustment to MMR, I really do think one of the main flaws in DbD is its semi-cooperative design so anything that moves away from that philosophy is a good change in my book!

    Yeah, that's definitely one of the main gaps this particular system has, so that caveat is definitely worth mentioning.

    Overall, though, winrate as a proxy for performance is a tried-and-tested way of setting up MMR systems.

  • @Mr_K said:

    Oh, you mean the Emblem system?

    šŸ¤”

    The fact that the emblem system and MMR system are two separate things is pretty tiresome imo. The emblem system for survivors is a better metric for your skill than escaping, and yet escaping determines your MMR. BHVR is aware that 90% of survivors who reach rank 1 just stop caring about escaping right? Like if I am at 0 pips or rank 1 and I get a forever legion game, what is stopping from going next, nothing.

  • In my honest, humble, non dev opinion:

    Killers mmr should look at the number of kills, the order in which you hooked survivors and the time between each hook.

    Survivors mmr should look at how many out of a team of 4 managed to escape, not if you individually escaped or died because you claudete'd your way out or died being altruistic. Have the quantity (negative or positive) be distributed based on how much stuff each survivor did in a match, and throw a bonus for overworked roles (if some1 got tunneled and couldn't do gens, if some1 was the "healer" and was constantly saving and healing, etc).

    I don't see how this is that hard to implement. It's definetly clear that as things are right now, nothing is really working properly, which is imo a big source of all the salt, frustration, anger and entitlement we all have to deal with when playing the game.

    A 100% perfect system is impossible, but if we had something akin to this I believe the game would be much more enjoyable and salt-free.

  • How are you grading survivor performance though? There's a lot of nuance there, and by the time you factor all of it in, you pretty much end up with escapes generally correlating to doing the correct things. What does "did they try saving in a situation where saving was the optimal play" look like in an algorithm? It's easy for a human to ask the question and think of a scenario, much harder to factor it into a formula that a machine understands.

    And trying to account for team performance only works with tight matchmaking, which is apparently never going to happen.

  • @Cassiopeiae said:

    In my honest, humble, non dev opinion:

    Killers mmr should look at the number of kills, the order in which you hooked survivors and the time between each hook.

    Survivors mmr should look at how many out of a team of 4 managed to escape, not if you individually escaped or died because you claudete'd your way out or died being altruistic. Have the quantity (negative or positive) be distributed based on how much stuff each survivor did in a match, and throw a bonus for overworked roles (if some1 got tunneled and couldn't do gens, if some1 was the "healer" and was constantly saving and healing, etc).

    I don't see how this is that hard to implement. It's definetly clear that as things are right now, nothing is really working properly, which is imo a big source of all the salt, frustration, anger and entitlement we all have to deal with when playing the game.

    A 100% perfect system is impossible, but if we had something akin to this I believe the game would be much more enjoyable and salt-free.

    Why would the order you hooked survivors in correlate to skill and understanding of the game? I could just mindlessly run to the furthest gen on the map to chase the survivor there right after I hook someone and hook every survivor 1 by 1 this way while the survivors waltz out the exit gate teabagging the entire way. Would my MMR go up cause I played by the survivor rulebook?

  • @Mr_K said:

    Oh, you mean the Emblem system?

    šŸ¤”

    Emblem system wasn't a bad idea, just a horrible execution.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141916#Comment_3141916

    Yeah, that's definitely one of the main gaps this particular system has, so that caveat is definitely worth mentioning.

    Overall, though, winrate as a proxy for performance is a tried-and-tested way of setting up MMR systems.

    sadly it doesnt work effectively for this game. if youre the best survivor in the game and you switch platforms or start a new account or your mmr is lowered, unless every killer chases you then you wont escape if the teamates are bad. Most of my matches I die and its because my teammates cant loop, and when i do get chased we win, but half the time when they chase me they leave anyways.

  • @jamally093 said:

    Just because I escaped or I got three kills doesn't mean I did good it should certain things

    How long were chases until the first hit, how many times did you hook the survivor, ect

    For survivors how long were chases till the first hit, did you repair with a team, did you try saving, ect most games with matchmaking go by the performance of previous matches why doesn't dbd follow it.

    We cant have nice things because one of the Devs decided DBD should be like Hockey.

  • @Mr_K said:

    Oh, you mean the Emblem system?

    šŸ¤”

    I guess.

  • @behaviourmakesmesad said:

    OP probably does not understand hockey game.

    What does Hockey have to do with a video game.

  • Because in hockey, much like DbD, there is a dedicated facecamper that guards the goal

  • It's because BHVR is too lazy to implement a good MMR system. They've made the simplest MMR system possible and it still hurts matchmaking times enough that it barely has any time to work at all before they pretty much match you with random available players.