When is team based MMR going to be a thing?

It is annoying to be playing Survivor and being the only person working on gens all game just to be killed while everyone else plays selfishly and escapes.

It's also extremely annoying to make a save or a hook trade just for the person you saved to escape and raise their MMR while yours gets lowered because once again, they are extremely selfish players.

Comments

  • if you're solo, play selfishy

    I've made the mistake of saving randoms whilst i had an opportunity to leave and then i end up hooked and being left

  • @Lobos said:

    It is annoying to be playing Survivor and being the only person working on gens all game just to be killed while everyone else plays selfishly and escapes.

    It's also extremely annoying to make a save or a hook trade just for the person you saved to escape and raise their MMR while yours gets lowered because once again, they are extremely selfish players.

    Didn't you get the memo? Hockey is a 1v1v1v1v1, not a team game

  • @foodie said:

    if you're solo, play selfishy

    I've made the mistake of saving randoms whilst i had an opportunity to leave and then i end up hooked and being left

    While I agree with you that situation is annoying. If everyone only plays selfishly all the time the escape rate will be even lower than it is right now.

    Too many people already play selfishly instead of playing smart as a team. It's pretty mind blowing how there are so many people playing DbD that don't understand some basic strategy or the game.

    It really shows in the stats too.

  • Thank you for real! I needed a good laugh today 😂👍

  • @Lobos said:

    https://forum.deadbydaylight.com/en/discussion/comment/3226954#Comment_3226954

    While I agree with you that situation is annoying. If everyone only plays selfishly all the time the escape rate will be even lower than it is right now.

    Too many people already play selfishly instead of playing smart as a team. It's pretty mind blowing how there are so many people playing DbD that don't understand some basic strategy or the game.

    It really shows in the stats too.

    This. People keep telling others to play selfish, they’re part of the problem.

  • Join a SWF. Problem solved!!

  • @Lobos said:

    https://forum.deadbydaylight.com/en/discussion/comment/3226954#Comment_3226954

    While I agree with you that situation is annoying. If everyone only plays selfishly all the time the escape rate will be even lower than it is right now.

    Too many people already play selfishly instead of playing smart as a team. It's pretty mind blowing how there are so many people playing DbD that don't understand some basic strategy or the game.

    It really shows in the stats too.

    Most play in SWF and those same SWF groups will have no trouble leaving the solo player instead of helping when they're able to. SWF don't show team play to anyone else other than their buddies. There are exceptions to this, but if you're a solo player and you can leave, you leave.

    If you think you can save without going down yourself, ok, but otherwise, it's best to leave.

  • Team based MMR should be a major priority. This game needs to push survivors into working as a team, instead of rewarding them for playing selfishly.

    This is more important than giving solo q buffs, because selfish players would just use the solo q buffs to play more selfishly.

  • @Coffeecrashing said:

    Team based MMR should be a major priority. This game needs to push survivors into working as a team, instead of rewarding them for playing selfishly.

    This is more important than giving solo q buffs, because selfish players would just use the solo q buffs to play more selfishly.

    Exactly! You get it 👌👍

  • 😂😂😂 Thank you for sharing that! I'm laughing so hard even though I'm dying inside because it's probably way too true.

  • @foodie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3227083#Comment_3227083

    Most play in SWF and those same SWF groups will have no trouble leaving the solo player instead of helping when they're able to. SWF don't show team play to anyone else other than their buddies. There are exceptions to this, but if you're a solo player and you can leave, you leave.

    If you think you can save without going down yourself, ok, but otherwise, it's best to leave.

    You have a very valid point too. Sometimes being too altruistic can turn a 1k or a 2k into a 4k pretty easily. All depends on the situation I suppose.

  • Team based MMR isn't the panacea for everything wrong with SBMM. Imagine how frustrating it would be if they made no changes to acceptable matchmaking range or backfills. For every one game I can think of where I died heroically, I can think of one where I lived in spite of teammates who were lemmings or way out their league relative to the killer.

    People need to keep in mind that BHVR is still using a wild MMR matchmaking range to keep their balance metrics sane. And being altruistic for the sake of being altruistic doesn't necessarily make someone a better player. Suddenly "I died but my teammates lived so I played well" turns into "I lived but my teammates were terrible and died. Why did my MMR go down?"

    Point being: escapes are generally going to correlate with good play. Yes, there are going to be outliers in everything. But a good player is generally going to escape more often than a bad one against a common opponent. That's literally all MMR is supposed to calculate. It's a relative rating. A highly skilled survivor might not even be in the heroic endgame situation that another survivor might be in against a common opponent because the killer couldn't pressure them enough to get to that point.

  • From reading your title I thought you wanted SWF to have their own MMR, which would make kind of sense? Like a 4-man SWF would get matched with a slightly higher MMR killer.


    @foodie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3227083#Comment_3227083

    Most play in SWF and those same SWF groups will have no trouble leaving the solo player instead of helping when they're able to. SWF don't show team play to anyone else other than their buddies. There are exceptions to this, but if you're a solo player and you can leave, you leave.

    If you think you can save without going down yourself, ok, but otherwise, it's best to leave.

    This happened to me yesterday. Just seeing 3 people grouped up together on the other end of the map is too much. Even if they're doing a gen all-together. I thought 2 would be enough?


    @Coffeecrashing said:

    Team based MMR should be a major priority. This game needs to push survivors into working as a team, instead of rewarding them for playing selfishly.

    This is more important than giving solo q buffs, because selfish players would just use the solo q buffs to play more selfishly.

    Ok, that's not a bad idea but isn't it kind of a trap? The way I understand it is the more team members escape the higher the MMR gain? Doesn't that have the potential to lead to the altruistic trap of throwing end game because one or two get caught and then everyone dies somehow trying to save the others? Just a question. Maybe it could be a hybrid. Like say, if you died first but the team escaped you can gain some MMR, but they each individually gain a bit more since you know, they did escape?

    And what about a player who is simply bad and gets caught at 5-4 gens without having contributed and suicides as a result handicapping the team, but they still somehow all escape? Should such a player be rewarded with MMR?


    Maybe the game should also take account how much one contributed before dying and when they died?

  • For the people not understanding my point. There needs to be something to account for individual plays that contribute to the overall success of the team. Like how the emblems work..

    Basing MMR off of your own personal escapes or being killed has way too many variables involved to properly match players together and rewards selfish or toxic play. Like sandbagging or selling survivors out to the killer for the hatch or the gate.

    It's all pointless anyway as this current matchmaking system obviously sucks. Players who have thousands of hours more experience get paired with people that have way less experience than them. Creating the lopsided mess we have currently.

    Experienced survivors get paired up with new players that drag them down or get a new killer player that doesn't fully understand how to play killer. On the other side, killers with thousands of hours on their A or S tier killers face survivors with way less experience than them and get slaughtered. Something needs to be done about it.

    Maybe have matchmaking based off hours played in the game instead? Or base MMR gains/losses off of emblems gained in the match?

    A lot of team plays in a match directly influence whether or not you or your teammates escape or die and should be rewarded if you have to make the sacrifice so someone else can escape. As of right now there is no benefit to save someone else when the gens are completed.

  • @JustAnotherNewbie said:

    From reading your title I thought you wanted SWF to have their own MMR, which would make kind of sense? Like a 4-man SWF would get matched with a slightly higher MMR killer.

    https://forum.deadbydaylight.com/en/discussion/comment/3227397#Comment_3227397

    This happened to me yesterday. Just seeing 3 people grouped up together on the other end of the map is too much. Even if they're doing a gen all-together. I thought 2 would be enough?

    https://forum.deadbydaylight.com/en/discussion/comment/3227407#Comment_3227407

    Ok, that's not a bad idea but isn't it kind of a trap? The way I understand it is the more team members escape the higher the MMR gain? Doesn't that have the potential to lead to the altruistic trap of throwing end game because one or two get caught and then everyone dies somehow trying to save the others? Just a question. Maybe it could be a hybrid. Like say, if you died first but the team escaped you can gain some MMR, but they each individually gain a bit more since you know, they did escape?

    And what about a player who is simply bad and gets caught at 5-4 gens without having contributed and suicides as a result handicapping the team, but they still somehow all escape? Should such a player be rewarded with MMR?

    Maybe the game should also take account how much one contributed before dying and when they died?

    The game taking into account how much one contributed before dying was part of the previous Emblem system. As an example, to pip up at Iri, generally someone needs to do 3 gens, 2 safe unhooks and heals, be chased for 45 seconds and survive seven minutes. You could die after seven minutes but still pip up. The general consensus is that matches were more lopsided overall with the previous system than now

    The reason why people are hoping team based MMR helps is because if you did all that somebody should escape even if you personally don't and, over a long period of time, that should reflect yourself in your MMR.

    There's never going to be a perfect system but we'll see how it turns out if implemented. The dev team is open to changing things which is a good sign.

  • @JustAnotherNewbie said:

    From reading your title I thought you wanted SWF to have their own MMR, which would make kind of sense? Like a 4-man SWF would get matched with a slightly higher MMR killer.

    https://forum.deadbydaylight.com/en/discussion/comment/3227397#Comment_3227397

    This happened to me yesterday. Just seeing 3 people grouped up together on the other end of the map is too much. Even if they're doing a gen all-together. I thought 2 would be enough?

    https://forum.deadbydaylight.com/en/discussion/comment/3227407#Comment_3227407

    Ok, that's not a bad idea but isn't it kind of a trap? The way I understand it is the more team members escape the higher the MMR gain? Doesn't that have the potential to lead to the altruistic trap of throwing end game because one or two get caught and then everyone dies somehow trying to save the others? Just a question. Maybe it could be a hybrid. Like say, if you died first but the team escaped you can gain some MMR, but they each individually gain a bit more since you know, they did escape?

    And what about a player who is simply bad and gets caught at 5-4 gens without having contributed and suicides as a result handicapping the team, but they still somehow all escape? Should such a player be rewarded with MMR?

    Maybe the game should also take account how much one contributed before dying and when they died?

    The important thing would be that, if three survivors die, then the 4th survivor should lose some MMR even if they escape. We shouldn’t reward people for excessively hiding, and waiting for everyone else to die.

    A contribution system might work too, where we take the total number of seconds spent repairing and being in chase, and somehow reward and punish accordingly. Maybe if a survivor’s MMR is supposed to go up, they could get bonus MMR if they did a high % of the contributions. And if a survivor’s MMR is supposed to go down, they would lose less MMR if they did a high % of the contributions. This could encourage the last two survivors to continue repairing, instead of trying to hide and seek for 5-15 minutes, which is what ends up happening a lot in my games.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3227569#Comment_3227569

    The important thing would be that, if three survivors die, then the 4th survivor should lose some MMR even if they escape. We shouldn’t reward people for excessively hiding, and waiting for everyone else to die.

    A contribution system might work too, where we take the total number of seconds spent repairing and being in chase, and somehow reward and punish accordingly. Maybe if a survivor’s MMR is supposed to go up, they could get bonus MMR if they did a high % of the contributions. And if a survivor’s MMR is supposed to go down, they would lose less MMR if they did a high % of the contributions. This could encourage the last two survivors to continue repairing, instead of trying to hide and seek for 5-15 minutes, which is what ends up happening a lot in my games.

    You don't know if the 4th one won by hiding or not though. They could have done 2 gens and rescued etc. I agree we shouldn't reward people who hide all game or crouch all game, no disagreement there.

  • Bold of you to think there is an MMR system.

  • @Jago said:

    Bold of you to think there is an MMR system.

    😂 I often wonder if there really is one too based off what I experience in my games as well.

  • @JustAnotherNewbie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3227647#Comment_3227647

    You don't know if the 4th one won by hiding or not though. They could have done 2 gens and rescued etc. I agree we shouldn't reward people who hide all game or crouch all game, no disagreement there.

    Maybe it could work with the contribution idea then. If the 4th survivor escapes, but they didn’t do a decent % of the contributions (seconds spent repairing or being chased), then they don’t get rewarded.

  • I don't think their math even work properly, otherwise they would show MMR :)

  • I'm not really sure how team based MMR would help with this. The MMR system can't force your teammates to do generators and, if you're the only one doing generators and your entire team dies, your MMR will still go down.

    Team-based MMR would likely only apply to things like 3-man outs where one person dies. The person who dies might either have the amount of MMR they lose decreased or they'll still be considered to have won despite "losing".

    They're not going to change the MMR system to have specific actions go towards the win/loss condition. You're just setting yourself up to be disappointed if you think that's the case. There's also many times when doing generators does not help the win condition. If you're "the only one sitting on a generator" while 1 person is down, 1 person is on hook, and the 3rd person is being chased, then you're the one who is failing the team.