What are your thoughts on their MMR changes?

Since the mmr will be based off hooks/downs/gen defence, rather than just kills, and gens/healing/looping rather than just escapes, I can see the game's mmr splitting into 5 categories:

  • The onboarding zone (new players trying to learn the game)
  • Survivor hell ( the survivors that barely do anything/dc often/ grief and sandbag/ watch their whole team die to get hatch VS the killers who slug the whole team for 1 hook / tunnel 1 then slug the whole team / just generaly bad at mind games so they rely on camping and tunneling the first person they catch)
  • The Fun zone ( killers tend to play out the whole match by the rulebook for # of hooks rather than 4ks vs people that generally know how to play the game to a normal degree)
  • Killer hell ( the killers that prioritize hooks and are generally good at mindgames, but will often end up with lots of hooks and 1 or 2 kills VS the looping gods who can adapt to all situations and know all the right plays as they do gens/heal/loop all in one, on all 4 survivors)
  • The Sea of Sweat ( killers that play really well and still get 12 hook 4ks regardless VS the professional E Sports swat team survivor swfs)

I May be wrong but thats just how i'm thinking itl turn out. It may even incentivise tunneling/team slugging further to keep your mmr low. As i've never seen a difficulty increase as a reward.

Comments

  • Friendly killers at low mmr will disappear and slugging with 0 hooks will be rewarded on killer side with low mmr to dominate.

    I also dislike this old system where you had to farm points to be considered good, as accomplishing your objective was considered bad, this was worst for survivor, did gens fast and escaped, negative mmr. For killer this will be good though

  • I hope it at least allows me to have separate MMR for each killer that way I don't keep getting put in lobbies where everyone is running comp perks while I'm just trying to learn judgement

  • @pidgeon said:

    I hope it at least allows me to have separate MMR for each killer that way I don't keep getting put in lobbies where everyone is running comp perks while I'm just trying to learn judgement

    They did confirm killers still have seperate mmr's, and the softcap to prevent you from going into the onboarding zone on new killers, like Nemisis showing up on the set of The Walking Dead and they're like "look at the size of that walker!" "That ain't no walker, that things RUNNING STRAIGHT AT US! Is that a ROCKET LAUNCHER!?"

  • Why cant you tunnel to reach high mmr?

  • @TicTac said:

    Why cant you tunnel to reach high mmr?

    Quick games = less hooks/less points/ not enough chases etc and people giving up = barely any emblem interaction much like an afk killer for survivors. Since mmr won't be about kills only. Another example is if the killer is afk and all the survivors get to do is gens, their mmr might not go up even if they escaped.

  • @ShanoaLegendaryPlz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110095#Comment_4110095

    Quick games = less hooks/less points/ not enough chases etc and people giving up = barely any emblem interaction much like an afk killer for survivors. Since mmr won't be about kills only. Another example is if the killer is afk and all the survivors get to do is gens, their mmr might not go up even if they escaped.

    But does the game detect if someone just takes it slow when they already won? Just get one dead and then play for 9 hooks. Its also the best way to get bp, you kinda force the survivor to farm.

    But thats only if you want to reach hig mmr. For winstreaks you want to stay low i guess.

  • In theory it might be better than what we have currently, but in practice it won't make any difference at all.

    As I write, Killer queues in my region are 5+ minutes long while Survivor queues are 12 seconds or less. You cannot have a functioning match-making system with an imbalance like that. It just isn't possible.

  • @tjt85 said:

    In theory it might be better than what we have currently, but in practice it won't make any difference at all.

    As I write, Killer queues in my region are 5+ minutes long while Survivor queues are 12 seconds or less. You cannot have a functioning match-making system with an imbalance like that. It just isn't possible.

    The point of this MMR change was not make queue times better.

  • @tjt85 said:

    In theory it might be better than what we have currently, but in practice it won't make any difference at all.

    As I write, Killer queues in my region are 5+ minutes long while Survivor queues are 12 seconds or less. You cannot have a functioning match-making system with an imbalance like that. It just isn't possible.

    Always going to be an issue with an asymm game.

    How would you propose ensuring there are exactly 4 survivor players for every 1 killer player?

  • Fixing MMR was as easy as making it based on team results instead of individual results. 0 or 1 kill, win for all survivors including the one that died, loss for the killer, 2 kills draw. 3 or 4 kills, lose for all survivors including the one that escaped.

    MMR sucks because of all the little safeguards the devs put in place in order to prevent "unfair" mmr losses that just ended up making it difficult to actually lose MMR when you deserve to lose it.

    People complained that it was unfair to lose MMR at no fault of your own because your team died and there's nothing you can do so the devs made it so all MMR losses are reduced based on which order you died in so only the first survivor to die got meaningful adjustment to the MMR and all the survivors after that would lose less and less. Hatch was nullified completely causing no MMR gain or loss regardless because it's not meaningful in skill, making it even harder to lose MMR since any hatch escapes would prevent MMR loss completely. If I remember correctly DCing also causes no MMR loss as well. I'm not sure how the abandon system works but I wouldn't be surprised if abandons caused you to not lose MMR as well. People complained that the game was too sweaty and then the devs did a bunch of MMR trials and as a result of those trials ended up dropping the soft cap even further, reducing the meaning of MMR even further.

    As a result reaching and maintaining the soft cap became easy enough that any regular player of the game will eventually reach it and be at what is essentially the top matchmaking pool after reaching a relatively low minimum threshold of skill.

  • If the new system keeps tunnelers in low mmr, then it's gonna fail. Tunneling is the meta. Winstreakers can continue to 4 man slug within 4 minutes of starting the game, but they wouldnt get a higher MMR increase than someone who played 15 minutes for 12 hooks and 4 gens completed? That doesn't make sense. I hope that they will add a factor of how fast the killer wins chases, on top of how fast they win matches. When the match isn't even, both the killer and survivor can get very quick wins.

  • @KayTwoAyy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110102#Comment_4110102

    Always going to be an issue with an asymm game.

    How would you propose ensuring there are exactly 4 survivor players for every 1 killer player?

    I'd just like a system that tries for more than 10 seconds to find me a suitable opponent. I don't want to see crazy long queue times, but I think a system that spends a reasonable amount of time trying to make a decent match up isn't too much to ask for.

    Personally, I was in favour of giving the anti-tunnelling and anti-slugging PTB a shot on the live servers because maybe it would have allowed for different skill levels to play and enjoy the game together. It wasn't perfect but it may have allowed weaker players some measure of protection from stronger opponents whenever mismatches occurred. I think that would have been a better direction for the game to go in, instead of yet another MMR update that won't make any difference because keeping queue times lower for one side or the other means it's never given the opportunity to function most of the time. We may as well turn match-making off altogether in that case.

    Or we could have a proper split in the queues between casual and competitive play. I've heard the arguments that players will join the casual queue to pub stomp and that splitting the queues never works because we don't have a big enough player base to support that (I definitely agree with this second point). But it might still be better than turning the regular 1V4 queue into a de-facto hidden ranked mode without making it clear to the player base and expecting chill players to go up against sweats, as if they will still enjoy the experience (they won't).

  • I think the effects of this system will at least be more noticeable than what we had, but there's definitely some concerns with it.

    1. As everyone has said, a killer will be put into lower MMR for slugfests, making slugging killers have even easier lobbies and terrorizing newbies.
    2. I think a killer or a team of survivors should get more MMR for dominating a match quickly, but it sounds like they'll get less.
    3. Are certain killers that either disable or discourage things like healing (Plague, Legion, Ghoul to some extent) going to make it more difficult for survivors to gain MMR?

    They're using a system based around the emblems (but not the actual emblem system) which works better than what we had for the most part, but I think some of these considerations are missing, including the length of the match where a shorter match should give the winning side more MMR.

  • Here's how I think it will work in a simplified form, which is a bit opposite of what other people have posted.

    The new rating system is comparing the killer vs the survivor performance, it's not just a raw emblem result like the pipping system. Assuming standard rating calculation methods, with just kills/escapes being considered, a player gets a score of 0.0 or 1.0 for the match result, which is then plugged into the MMR calculation to get a player's new rating. With the new factors added, there are fractional scores between 0.0 and 1.0 to have partial wins for the MMR calculation.
    If a killer slugs and bleeds everyone out, that should still give them the hook states for determining the win factor.

    Let's just consider gens and hooks as factors (with even survivor contribution and all players at equal ratings). Getting a 4k (12 hook stages regardless of actual hooks) at 5 gens will be the biggest killer win (score 1.0) and the biggest survivor loss (score 0.0). The biggest survivor win would be 4 escapes, 0 hooks. For a close match that takes 15 minutes, with 12 hooks and 5 gens done, both sides made a lot of progress to advance the game. So maybe the killer gets a score of 0.7 and the survivors score 0.3 (the sum should always be 1). The expected scores, which would be a tie, are 0.6 for killer and 0.4 for survivor since the expected kill rate is 60%. So for MMR change with just kills and escapes, a 2k is not a tie, but a killer loss and a survivor win since the killer got a score of 0.5 when they were expected to get 0.6.

    This MMR update might not make a noticeable difference in player experience since the matchmaking system still has the soft cap, wide matchmaking ranges and priority on queue time.

    With making the system more complicated, it's possible to have a divergence from the 60/40 kill/escape rate for the average player and makes it possible to manipulate your MMR change some. We've all been in matches where the killer isn't doing well and expect them to have NOED. With just kills and escapes, they will reach a rating where they would be stuck at a 60% kill rate. With the new system, it seems possible for them to stay at a low MMR while having a kill rate much higher than 60%. This could happen since they only gain a small amount of MMR when they get kills, since they got ran all game and all the gens got done. When they lose, they lose a lot of MMR since they didn't do much. How bad this is can be depends on how much of the score is not based on. Over time they can tune the weights of how for how much kills/escapes vs other things contribute to the relative survivor vs killer score to reduce any problems that that became a significant.

    They did mention they will be adding something to show your performance in endgame, so that could help with how players feel about the match outcome and I could see them changing the end game screen and sound.
    Hopefully we'll get more details on how actually it works.

    If they ever add a competitive ranked mode, I think it should be survivor team based and not individual.

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  • As useless and pointless as MMR has always been. Literally had a game against a 10 hour Trapper today