We need to address lobby dodging now that we have new MMR system.

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Anytime the que times are more bearable on the killer role this is a common sight nearly every lobby,

Survivor dodging is just as bad, one person will leave and it will cause a cascade of people leaving in most cases (all tho i assume thats due to people not wanting backfilled team mates)

Both sides do lobby dodge, and on average the lobbies that are dodged are the most unbalanced games, most likely due to backfill.

Please remove pre match lobby or start adding penalties for people who are constantly dodging lobbies

Some people will dodge because someone didn't bring a item, someone is playing a character they dont like.

I dont like lobby dodging but have honestly started doing it for lobbies that have already been dodged to avoid them.

Well used Third party website even let you put in peoples usernames to check their info for easier dodging or as site puts it.

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We just got new MMR calculation system but dodging is still going to ruin the matchmaking, just like it did old system (unless mmr rework came with backfill adjustments)

Comments

  • Ill add my vote for just removing pre-game lobby

  • @Nazzzak said:

    Ill add my vote for just removing pre-game lobby

    Yeah there's not much of a point in it imo.

  • + we will be playing matches quicker

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  • Thats literally just illogical, especially as we dont even know if matchmaking does work right or even how matchmaking even works. Lobby dodging is only an issue if the matchmaking is not working properly. So instead of punishing lobby dodging, which has several reasonable explanations, they would need to fix up matchmaking.

  • @Oputeev_Stas said:

    Why are we forcing survivors to play again? That's my right to dodge it, I'm not in a match, plus many scenarios can happen like sudden wifi drops or people from russia getting kicked because of their restricted internet...

    Just make preparing less like 30s stead of 60s like in dbd mobile

    That's where we are, and the devs are happy to strip Survivors of choice. Player agency for Survivors is slowly fading; what's left for them to control? Doing gens? totems? rescuing? healing? At some point we will just be watching the game do stuff for us. Instead of the devs focusing on why people aren't on a gen, DC, give up, attempt to unhook, etc their solution is to eliminate these options and compel you to "play" as they see fit.

  • I will say prelobby is a nice buffer time though for people that have to quickly get up and do stuff. Might just cause a lot of people to start AFK more/longer than usual at start of match. That is way worse than waiting longer for people to actually be back.

  • Nah sometimes we'll be in a lobby and one of our friends will suddenly wanna join so we gotta back out and grab them. Getting penalized for that would be goofy as hell.

  • @Xendritch said:

    Nah sometimes we'll be in a lobby and one of our friends will suddenly wanna join so we gotta back out and grab them. Getting penalized for that would be goofy as hell.

    This is no reason to not have a penalty. If someone does occasionally dodge a Lobby, it is totally fine to not have a penalty for the first dodge. But if someone is really cherrypicking their Lobbies, it deserves a penalty.

    @Topic:

    I agree. It should either be the removal of the pregame Lobby or there should be a penalty similar to the DC-penalty (obviously not that long) which then adds the more people dodge. And the more they play without dodging, the lower the penalty will be again. So this way someone who occasionally dodges a Lobby will not be punished or at least not as hard while someone who really wants to have the easy games will be punished.

    Like first Dodge free, second dodge adding 30 seconds, third dodge a minute on the queuetime, fourth dodge two minutes and so on.

  • Pre game lobby should not go away but I would agree a system like Aven_Fallen stated would be acceptable.

  • I’m not going to support any restrictions/punishment until it’s clear after at least a few weeks that the matchmaking system has improved. Too soon to tell yet.

  • The way I see it, locking lobbies or adding yet another penalty will just lead to more DCing or throwing when a 4k hour survivor gets paired with a 300 hour one that goes down 20s into the match. I'd rather people shop in the lobby rather than be mad in the match.

  • @cogsturning said:

    The way I see it, locking lobbies or adding yet another penalty will just lead to more DCing or throwing when a 4k hour survivor gets paired with a 300 hour one that goes down 20s into the match. I'd rather people shop in the lobby rather than be mad in the match.

    Honestly, there are times I get matched with someone who insta d/c more often then not so being able to tell when a match will be close to a match and not a one sided slaughter is something I agree with

  • @Your_Dad_Playing_DbD said:

    I’m not going to support any restrictions/punishment until it’s clear after at least a few weeks that the matchmaking system has improved. Too soon to tell yet.

    Sad thing is you wont see improvments if you still have people dodging every lobby because dodging has been confirmed by devs to throw out matchmaking and creates unbalanced matches. Even when people settle in brackets, if people are dodging every lobby it wont matter.

    @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113662#Comment_4113662

    This is no reason to not have a penalty. If someone does occasionally dodge a Lobby, it is totally fine to not have a penalty for the first dodge. But if someone is really cherrypicking their Lobbies, it deserves a penalty.

    @Topic:

    I agree. It should either be the removal of the pregame Lobby or there should be a penalty similar to the DC-penalty (obviously not that long) which then adds the more people dodge. And the more they play without dodging, the lower the penalty will be again. So this way someone who occasionally dodges a Lobby will not be punished or at least not as hard while someone who really wants to have the easy games will be punished.

    Like first Dodge free, second dodge adding 30 seconds, third dodge a minute on the queuetime, fourth dodge two minutes and so on.

    I would be fine with this ! I am just utterly sick of 99% of my lobbies having people dodging them. Annon worked for a bit but now it just seems like everyone dodges over the tineiest incovenices.

    @cogsturning said:

    The way I see it, locking lobbies or adding yet another penalty will just lead to more DCing or throwing when a 4k hour survivor gets paired with a 300 hour one that goes down 20s into the match. I'd rather people shop in the lobby rather than be mad in the match.

    The issue with doing it this way is that you are basically rewarding bad behaviour that is lobby dodging,

    I find it simular to arugment of why have a dc pently, would rather them leave and get a bot then have them not want to play.

    I dont mind if dodgers are mad. They need to find a new game to play honestly if they need to be repeatedly filtering out of lobbies.

    @Oputeev_Stas said:

    Why are we forcing survivors to play again? That's my right to dodge it, I'm not in a match, plus many scenarios can happen like sudden wifi drops or people from russia getting kicked because of their restricted internet...

    Just make preparing less like 30s stead of 60s like in dbd mobile

    Trying to make this us vs them is goofy as heck, I think killer dodging is worse, but both sides doing it at bad.

    it dont matter how long the pre game lobby is people can still dodge it if they are not penalized for doing it repeatedly.

  • @random1543 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113698#Comment_4113698

    Sad thing is you wont see improvments if you still have people dodging every lobby because dodging has been confirmed by devs to throw out matchmaking and creates unbalanced matches. Even when people settle in brackets, if people are dodging every lobby it wont matter.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113665#Comment_4113665

    I would be fine with this ! I am just utterly sick of 99% of my lobbies having people dodging them. Annon worked for a bit but now it just seems like everyone dodges over the tineiest incovenices.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113705#Comment_4113705

    The issue with doing it this way is that you are basically rewarding bad behaviour that is lobby dodging,

    I find it simular to arugment of why have a dc pently, would rather them leave and get a bot then have them not want to play.

    I dont mind if dodgers are mad. They need to find a new game to play honestly if they need to be repeatedly filtering out of lobbies.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113607#Comment_4113607

    Trying to make this us vs them is goofy as heck, I think killer dodging is worse, but both sides doing it at bad.

    it dont matter how long the pre game lobby is people can still dodge it if they are not penalized for doing it repeatedly.

    The solution to this problem is just backfilling from the right bracket. Then people don't feel like a choice has been taken away. But I'd venture to say a primary reason for dodging in the first place is seeing how drastically different someone else's hours are. In that case, the lobby was already bad. They could (and should) just make user name invisible until the end screen. There's no good reason for that info to be available.

    And I mean, yeah, I'd rather have a bot than a teammate who runs up to the killer to die. Both are bad but one is worse. I'm also pretty tired of being merciful as killer because of that behavior. I don't want anymore throwing than we already have, but I also don't want penalties for every single thing in what's supposedly a casual game.

  • Preventing killers from being able to open profiles and blocking names/cosmetics from being seen until end game will solve 90% of killer dodges.


    Survivor is a bit trickier since there are legit downsides to having certain teammates.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113753#Comment_4113753

    The solution to this problem is just backfilling from the right bracket. Then people don't feel like a choice has been taken away. But I'd venture to say a primary reason for dodging in the first place is seeing how drastically different someone else's hours are. In that case, the lobby was already bad. They could (and should) just make user name invisible until the end screen. There's no good reason for that info to be available.

    And I mean, yeah, I'd rather have a bot than a teammate who runs up to the killer to die. Both are bad but one is worse. I'm also pretty tired of being merciful as killer because of that behavior. I don't want anymore throwing than we already have, but I also don't want penalties for every single thing in what's supposedly a casual game.

    I do see a proper backfilling system working and agree pre game lobby information should be invisible

    I do worry tho if back fill is to slow it would lead to people who are not dodging being stuck in "dead" lobbies that takes ages to be filled and then when it does get filled it runs the risk of being dodged again.

    Every bracket would end up having their own que times to avoid these dead lobby situations, but still think some form of penalties would be needed for players who are repeatedly doing it like @Aven_Fallen suggested, maybe not call it a penalty but a matchmaking delay that makes them wait a lil longer in ready up.

    my ideal solution would be to remove pre game lobby, but want to see anything to bring down number of players dodging.

    And I mean, yeah, I'd rather have a bot than a teammate who runs up to the killer to die. Both are bad but one is worse. I'm also pretty tired of being merciful as killer because of that behavior. I don't want anymore throwing than we already have, but I also don't want penalties for every single thing in what's supposedly a casual game.

    I also prefer bots, I bring up because if there was no pentlity it would remove the people who run up to you but some people would only verse bots.

    thats where penalties need to be balanced somewhere not to harsh and not to lenient. I think same needs to be done to pre game lobby if its not removed.

    I honestly dont see that much throwing in my region anymore tho, would agree last year was more common but now most people bot out, may be regional tho.

  • Sometimes it seems to take too long for the lobby to fill from the start, and so people might back out because they think it might be bugged.

    I mentioned it in other posts but players in Russia can have connection issues, which on their end shows as an error, but it appears to the rest of the lobby as though they backed out at 0 seconds left.

    Of course there is some lobby shopping on occasions, and if those who leave are not backfilled then it leads to other players leaving to restart their matchmaking.

    At most I have waited maybe an extra minute and a half for the game to start.

  • We really need an official response in regards to backfilling and their plans to address it or if it has already been addressed, especially incase it was addressed with the new mmr

  • @Rokku_Rorru said:

    We really need an official response in regards to backfilling and their plans to address it or if it has already been addressed, especially incase it was addressed with the new mmr

    There was a thread recently where someone asked question about lobby shopping and backfill issues and it was replied too, no exact details.

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    @crogers271 said:

    Just to express my concerns to either get ahead of the curve or make myself look like a fool later.

    I’m not going to pretend that I was looking forward to the updates for MMR with how BHVR discussed it. I think there are three reasonable paths forward for an MMR system - go back to emblems, keep as is, or switch survivors so that they gain/lose MMR based on the total result of the group (each has pros/cons depending on what you want the game to be). I think BHVR’s approach, which they do a lot, is an overly complicated idea that won’t actually address the core issues (most likely - backfills, varying levels of sweatiness per match, and time to find a match).

    We also don’t really know anymore about MMR after the livestream than we did before. We knew they were going to factor in additional things to the MMR, after the livestream we know basically the same, we just have a few pictures. We have no numbers, no specifics on weights, just the vague idea of what will be calculated.

    That said, here are common complaints/issues that the MMR change won’t address:

    1: I ran the killer for five gens and died so I lose MMR? - still probably true, their example (Dauntless Dwight) has a player doing everything and they ‘may’ gain MMR. The 5 gen chaser was only able to gain ‘points’ in one category (or two if they count passive generator repairs), meaning they likely get an MMR loss and everyone else an MMR gain (unless one survivor just sat around doing nothing).

    -this also seems to be a larger problem with this form of measuring ‘skill’, doing a bunch of things okay is valued a lot more than doing any one thing really well.

    -it's also worth noting that if this player does get downed and rescued, the other players may gain more MMR than them because they did more things.

    2: Ratting - the change might impact the players who rat from the very beginning, but the much more common version, ratting once things turn (or even look like they might have turned), the player still has as much, if not more, reason, to rat for hatch. As long as they’ve done some things (some saves, some gens, maybe one okay chase), if they now rat for hatch they likely gain MMR, not lose it (presuming they don’t change hatch, but they haven’t said anything to indicate they are).

    3: It’s not the emblem system - One goes up, one goes down, survivors’ and killer’s ‘points’ get compared at the end of the trial, this isn’t like the emblem system where both sides could increase. Reasonably, that feels like if both the survivors and killers have a good match, the escape/death will still be the deciding factor in who gains and losses.

    4: It’s still a secret - If you get matched with a ‘bad’ player, what happened? Did MMR screw up? Was matchmaking too quick? Or did MMR work properly but that player(s) just wasn’t taking the match seriously, trying a different build, drunk/exhausted, etc.?

    I don’t think the system is going to be a failure, I just don’t think it will feel very different. There’s valid concern that certain tactics on both sides might allow skilled players to maintain low MMR and beat up on weaker players. It's possible adding in additional factors will allow larger/smaller MMR swings to distinguish close and blow out trials, but they haven't indicated that being true or even a goal (or whether MMR moves enough per trial for it even to be impactful). And maybe people will just like the ‘feel’ that they had a good match, so maybe their MMR didn’t change.

    But beyond that? It doesn't seem like it will actually change things with a few potential dangers to allow it to be manipulated.

  • @Wyndsor said:

    Preventing killers from being able to open profiles and blocking names/cosmetics from being seen until end game will solve 90% of killer dodges.


    Survivor is a bit trickier since there are legit downsides to having certain teammates.

    Why should survivors be allowed to be selective about their teammates but killers not be allowed to be selective about their opponents?