Any Plans to Reinstate MMR?

I know the old mmr system was far from perfect, but is there any plans to reinstate some sort of rhyme or reason to matchmaking? It would make for a better game if the two sides had some sort of equal footing so there was a chance for a good fun game.

If MMR is impossible how about a golf handicap scenario where the side which is the underdog gets some sort of buff so gameplay is a bit more evenly weighed?

Comments

  • @knell said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517133#Comment_3517133

    Let's say there is a queue (in the same region, around the same time) that looks like below with its role, MMR, and preferred matchmaking type.

    • Surv 500 Speed
    • Surv 500 Speed
    • Surv 500 Quality
    • Surv 500 Quality
    • Kill 500 Speed
    • Surv 1000 Speed
    • Surv 1000 Quality
    • Surv 1000 Quality
    • Surv 1000 Quality
    • Kill 1000 Quality

    Now, if there was no preferred matchmaking type, these players would immediately form two lobbies - one with MMR around 500 (top five), and another lobby with MMR around 1000 (bottom five).

    However, when you add another variable to matchmaking (in this case, Speed vs Quality of matches), now you will end up with three incomplete lobbies:

    • Surv 500 Speed
    • Surv 500 Speed
    • Surv 1000 Speed
    • Kill 500 Speed

    • Surv 500 Quality
    • Surv 500 Quality

    • Surv 1000 Quality
    • Surv 1000 Quality
    • Surv 1000 Quality
    • Kill 1000 Quality

    So now you would not only require 5 more players, but those 5 extra players would need to fulfill very precise roles, MMR, and matchmaking preference so that their lobby would accept them. And this is just a simple scenario in which there are only two ratings (500, 1000) - realistically the MMR range would be much more diverse and varied, and if those players had picked "Quality" for those specific MMRs, each one of those would have to have a separate lobby, and would not able to share any of the "Speed" lobbies even if few of them have similar ratings. Additionally, in the example above, it has the ideal 1:4 ratio of killers to survivors. Realistically it may be much more lopsided, dependent on the time of the day, which will also affect the number of accessible lobbies.

    Now add "different region/servers" and "SWF" (besides the issues of adding SWF with wide MMR gaps, remember that duo SWFs can never be in the same lobby with 3-man or 4-man, and 3-man teams can never be in the same lobby with duo or 4-man, and that issue is exacerbated if one of the SWF prefers speed while another prefers quality) and you have even more additional variables to consider when forming lobbies.

    So in a perfect world with a perfect ratio of players, adding this new variable (of preferred matchmaking type) may benefit the formation of lobbies to the satisfaction of majority of players - but I'm not sure how realistic that really is - and as I said, this may be what concerns BHVR.

    I think we should test it. We don't really know the ratio of players choosing between "quality" and "time", and the distribution of rating tiers isn't even. It also depends on the range of matching ratings and the time of day. Matching times will certainly vary, but testing will be necessary to see how long matching times players can tolerate.

  • first game today survivors level 1,1,1, 10 (me) killer level 47

    next game survivors 4, 7, 6, 10 killer 33

    next game survivors 1, 4, 2, 10 killer 100

    yep I see how it seldom results in uneven matchups ;)

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518682#Comment_3518682

    The problem with this is that you're dividing the playerbase, which itself effects matchmaking negatively.

    With the people who select 'long queue/closer matches' out of the 'fast queue/looser matches' running, both options will end up taking longer.

    Fast queues will end up having no matchmaking at all, and long queues will take a ridiculously long time to the point where you'll probably give up waiting around the 30 minute mark. Everyone loses.

    so why not change the game to have a golf handicap? Highly uneven games could alter gameplay so every game has some sort of balance. For instance reveal a perk of the other side for every massive uneven 10 level discrepancy. Or randomly block a perk of one side, add an extra bot player, increase/decrease movement speed, reduce the number of hooks, add/decrease pallets, drop random items like health kits, rework windows and doors for more/less challenging play. etc

  • @stvnhthr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518695#Comment_3518695

    so why not change the game to have a golf handicap? Highly uneven games could alter gameplay so every game has some sort of balance. For instance reveal a perk of the other side for every massive uneven 10 level discrepancy. Or randomly block a perk of one side, add an extra bot player, increase/decrease movement speed, reduce the number of hooks, add/decrease pallets, drop random items like health kits, rework windows and doors for more/less challenging play. etc

    I wouldn't be against some sort of mismatch-based handicap in principle, but I think it would have to be fairly conservative.

    Revealing or disabling a perk for example would probably be too much, and highly situational, and likely to benefit the lower MMR party significantly less than the higher MMR.

    Adjusting pallets or hook placements could be feasible. The main issue with this though, would be transparancy. I can inagine a whole campaign of complai ts about how "all my pallets are removed because of matchmaking" etc.

    Gen speeds could be a fair and impactful variable, if it was gradual enough. A difference between 85 and 95 seconds per gen maybe.

    Most likely though, it would be one extra/fewer chests.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519785#Comment_3519785

    I wouldn't be against some sort of mismatch-based handicap in principle, but I think it would have to be fairly conservative.

    Revealing or disabling a perk for example would probably be too much, and highly situational, and likely to benefit the lower MMR party significantly less than the higher MMR.

    Adjusting pallets or hook placements could be feasible. The main issue with this though, would be transparancy. I can inagine a whole campaign of complai ts about how "all my pallets are removed because of matchmaking" etc.

    Gen speeds could be a fair and impactful variable, if it was gradual enough. A difference between 85 and 95 seconds per gen maybe.

    Most likely though, it would be one extra/fewer chests.

    Yeah the possibilities are limitless.

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