Matchmaking is making me lose my mind at this point

I've learned one simple rule.

No matter how many gens are left if it's down to two people and one is down stop repair the killer most likely will pick them up and hook them or if the killer for whatever reason is slugging still the same thing if I'm the one being slugged I'll of course recover for the BP but after that I'm crawling to a corner because I want to bleed out to waste the killer's time but also so my teammate can hide and wait.

I don't know what it is because it can't be rank reset since it doesn't work like that anymore but seriously what the **** happened to matchmaking every time I play matchmaking screws me over and that's because of soloQ.

I've found it maybe to make matchmaking good they need to try and adjust it to work with both SWF and soloQ instead of constantly adding BT base kit, Unbreakable basekit(I know it didn't actually enter the game but it was still a thing for a bit) and basically making every perk basekit because I think the problem isn't soloQs will die easily without this basekit but instead because matchmaking is part of it all.

To matchmaking good instead of how many hooks or if you escape because seriously if you do nothing all match and escape somehow that means your a pro it should instead rely on what you did let's say this you did I know 2½ gens, saved a few folks and did some healing heck let's throwing in some chased in there you would go up in the ranks because it shows how well you did even then how long you survived for.

Killer about the same how many hooks you got how fast do you get them, how quick were chasing did you succeed in the chase(hitting or downing), how many hooks did you get or hits before the first generator was done, ect.

Now I know this is a little over the top but you get my point the whole idea being just Skill Based matchmaking isn't if you escape or gets a kill because Nea was being fussy and didn't like the fact she wanted to go to Dead Dawg but the Meg over there used the RPD badge but then all of a sudden the wild Jeff brought the crow's eye(got a little carried away) it instead should rely on skill/performance aka what is in the name of the matchmaking type.

Comments

  • The main cause is a matching system that does not take into account the disparity in skills possessed by each person.

  • They absolutely do need a better way of determining skill/matchmaking. Kills and escapes don't cut it.

  • @Nazzzak said:

    They absolutely do need a better way of determining skill/matchmaking. Kills and escapes don't cut it.

    There is no way of determining this in such a game. What defines 'skill' in DBD and how would you measure it? A complex algorithm of chase times, hooks, rescues, gens completed, totems cleansed, kills and escapes? How would you weight each element, and how would you know if you got it right? What if the weighting towards gens was too great and it was possible to game the system by genrushing and then dying? What if hooks being a factor meant that survivors giving up caused killers to decrease in MMR? Bloodpoint scores? What if you win too hard and walk away with 4 kills in 3 minutes and only 15K BP, but then you play a 30 minute game against a SWF who all escape, but you score 30K BP?

    Kills and escapes works as an average gauge of skill. A better player will escape/kill more than a less skilled player. Do you disagree with this statement and if so why? If that bolded statement is not true, then what does being 'skilled' actually mean?

    The problem is that this is only valid when you can be reliably sure that your teammates/opponents are of a comparable skill to you. If Matchmaking messes up more than it gets it right, then your average kills/escapes won't be as reflective of your skill. In short, the randomness of matchmaking will be a greater factor in your 'average win rate' than your own skill. MMR becomes more of a reflection of your matchmaking luck, and a messy input leads to a messy output.

    MMR isn't actually a bad system, for killers, when it works.

    It's a less effective system for survivors, when their own teammates can be a greater factor in their demise than the killer they face, and this poses the potential to get 'stuck' in low MMR in a sort of positive feedback loop. (there are workarounds for this, playing Sole Survivor and only looking out for yourself, but this shouldn't' be necessary)

    As for 'when it works', this is what they need to fix. MMR doesn't work; when a player is backfilled, when queue times are too long. Backfilling is a major issue for matchmaking, I see the killer dodge my lobbies more often than not, those are game with no MMR at all, those are games where the result of which is not an accurate reflection of skill, and will contribute to skewing MMR rather than aiding it.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649862#Comment_3649862

    There is no way of determining this in such a game. What defines 'skill' in DBD and how would you measure it? A complex algorithm of chase times, hooks, rescues, gens completed, totems cleansed, kills and escapes? How would you weight each element, and how would you know if you got it right? What if the weighting towards gens was too great and it was possible to game the system by genrushing and then dying? What if hooks being a factor meant that survivors giving up caused killers to decrease in MMR? Bloodpoint scores? What if you win too hard and walk away with 4 kills in 3 minutes and only 15K BP, but then you play a 30 minute game against a SWF who all escape, but you score 30K BP?

    Kills and escapes works as an average gauge of skill. A better player will escape/kill more than a less skilled player. Do you disagree with this statement and if so why? If that bolded statement is not true, then what does being 'skilled' actually mean?

    The problem is that this is only valid when you can be reliably sure that your teammates/opponents are of a comparable skill to you. If Matchmaking messes up more than it gets it right, then your average kills/escapes won't be as reflective of your skill. In short, the randomness of matchmaking will be a greater factor in your 'average win rate' than your own skill. MMR becomes more of a reflection of your matchmaking luck, and a messy input leads to a messy output.

    MMR isn't actually a bad system, for killers, when it works.

    It's a less effective system for survivors, when their own teammates can be a greater factor in their demise than the killer they face, and this poses the potential to get 'stuck' in low MMR in a sort of positive feedback loop. (there are workarounds for this, playing Sole Survivor and only looking out for yourself, but this shouldn't' be necessary)

    As for 'when it works', this is what they need to fix. MMR doesn't work; when a player is backfilled, when queue times are too long. Backfilling is a major issue for matchmaking, I see the killer dodge my lobbies more often than not, those are game with no MMR at all, those are games where the result of which is not an accurate reflection of skill, and will contribute to skewing MMR rather than aiding it.

    Thanks for the reply, alot of good points but I honestly don't care enough about it to discuss in depth. I just know that whatever we have now is getting progressively worse. I genuinely don't care what they do about it, I just hope they can do something. 'When it works' is anyones guess.