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PhantomChimera

PhantomChimera

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PhantomChimera
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  • @Dwigtht said:

    Maybe there is no MMR and this is just a placebo effect?

    Survivors now playing sweatier, because they have heard about MMR. In solo queue, people just think they are playing with better players, but in reality, they got matched with the same people. When I play killer I see the same number of DCs and AFK players as it was before.

    Survivors are performing better just because they bring good items, like BNPs and good medkits.

    Queue times are longer because BHVR has a limited budget on dedicated servers expenses.

    And ranks was just cosmetically replaced with Ashes and Grades. They even use Roman numbers to make everything more confusing, like

    "I am Silver Ash IV grade..." like compare that with "I am rank 5".

    MMR does not exist.

    A placebo? That makes little sense.

    Survivors are playing better because the system is matching them better.

    Survivors aren't bringing better items. I have seen little change in what they are bringing.

    My que times have pretty much stayed the same as both survivor. As killer they have improved somewhat.

    The ranks in the previous system were more "cosmetic". Players actual skill levels didn't match their ranks. Many times it seemed the red/purple ranks were less skilled than the green. They were less adaptive to changing situations. For example if they had a flashlight for example and the killer had Lightborne many times those in the higher ranks seemed to be unable to adapt to playing without a flashlight.

    Maybe it's just me however I don't find roman numerals confusing.

    For something that allegedly doesn't exist it sure is doing a better job at matching players than it's predecessor. If it didn't exist the matchmaking would entail placing the players in matches in order they qued for a match. Sure solos may need to wait a bit as it found a spot for them however they would also be matched in the order they qued.

  • @The_BiggCheeze said:

    they don't understand their own system or what a win is, that's why they hide it, they'd have no idea what to show us.

    That's not why. It is because the previous system was severely exploited and abused and by hiding it helps eliminate that from happening. It has made it harder for those that were doing exploiting to manipulate the data since the information is hidden.

    Their is no reason players need to see the information. We know what your objectives of the game are. Repair generators, cleanse totems, rescue and heal survivors, escape chases, hide from the killer and so forth. It wouldn't surprise me if those who don't like that it is hidden are the ones who were exploring the old system.

  • @Grandkurama said:

    https://forum.deadbydaylight.com/en/discussion/comment/2498738#Comment_2498738

    And i'm still getting penalized from getting disconnected from the host.....

    I haven't gotten the disconnected from host issue in a couple of days. Even when was while in matches with the Cenonite I never got penalized for disconnecting from the host error.

  • @GoodBoyKaru said:

    They start off short because the system doesn't distinguish between crashes and intentional disconnections. If it began at a 30 minute penalty for a single disconnect, for example, the console dbd playerbase suddenly plummets.

    Yea I re worded my original post. I have the random disconnects and the 5 to 15 is fine. It is after that it should be increased. If someone is disconnecting so often they are getting above 15 they are either doing it on purpose or are having issues with their connection that they should address before playing again.

  • @scenekiller said:

    With the amount of times this game has crashed/froze/etc for me in the last 3-6 months alone (and no, my internet is not the problem, I've played fine for years), now is not the time to consider this lol

    The game has had issues with crashing in the past however it isn't happening that often at the moment. Especially to warrant having a penalty above 15 minutes. I crash occasionally. Just yesterday once and had to wait the five minutes which is not a big deal. T

    heir was a storm where I live a couple of weeks ago that kept knocking out my internet for short periods of time. Once it got to 15 I just stopped playing until the storm was over. I don't think I have ever been above 15 minutes.

  • Why would they get rid of it? It works It better than it's predecessor.

    Of course SBMM has removed stuff that was in the "old system". The old system didn't work. It was massively abused. Players were finding ways to get into matches that didn't match their skill level.

    SBMM does fit into Dead By Daylight. Especially since players were exploiting the old matching system. Anytime players are going to exploit something needs to be done to counter that. If players hadn't been exploiting perhaps it would not have been needed. People are apparently always going to try and exploit and as such it would seem something like SBMM was inevitable.

  • I don't find it worth it to use in most case as a survivor.

    As a killer I love them using it. I frequently use Lightborne and it makes them easier to find.

  • I keep seeing survivors wait until the chains are active to solve the puzzle box. That and they pick up the puzzle box however not trying to solve it. They just carry it around.

  • The new SBMM has been mostly positive for me. The ones that don't like seem to be the ones that had been exploiting the old system.

    As for the generator slow down perks. Given the number of survivors that are trying to gen rush right now I will use perks that slow down generator progression. I play both survivor and killer and matches that last less then 5 minutes are generally not fun. Especially if it has been searching for a match for a while. My matches have been coming pretty quickly for the most part with the new SBMM so long wait times are not much of an issue for me right now.

  • @Yords said:

    I just think it will be really funny.

    But is it fun as the bubba? I always think it is hilarious to see.

    It is pretty funny. A couple of times I have sacrificed three survivors by doing it. Usually I get two. I don't think I have ever gotten all 4. I usually don't read end game chat however I do on this occasion. I don't respond I just read. It can be a mood lifter, :P

    https://youtu.be/k6a9K1V8nOw


  • @lowiq said:

    It's a wonder that nobody stopped to think that a system with no psychological reward would be a bad idea to implement.

    As much as ranks are a meme, the casual playerbase, which probably makes up more than 50% actually do care about it. Must be demoralizing to be reset to 0 every month when you only have 10 hours to play.

    Since I don't want to make this a complaint thread I'll provide an actual solution: Let people see their MMR.

    Question for the more casual players that don't play everday - does it matter to you if you are going to be sitting in grey / yellow ranks in the foreseeable future?

    There is a "psychological reward". We no longer have to deal with those that were manipulating and exploiting the old system.

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/2491347#Comment_2491347

    So you think that every single problem that has ever existed in DbD today was made by an entirely different dev team to the one who made SBMM, with not one single person crossing over? Why?

    That's not what I said. Your reading what you want from my comment(s).

    Just because one thing is being worked on doesn't mean that other things anent being worked on. It's not everyone however their appears to be a lot of black and white thinking on these forums. Players thinking that SBMM is one number, players who think that a software company only works on one part of a program at once, etc.

    In any case this has all gotten off topic. The OP was trying to manipulate the system by losing matches to lower MMR rating and when it didn't work claimed that MMR was not working. It caught the attempt to exploit it. That would mean it is working.

    I find it interesting that the OP would come to the forums and admit that he was losing matches on purpose to lower his rating with all the posts, comments and discussions saying that is one of the things SBMM was made to prevent.

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/2491299#Comment_2491299

    This team made the SBMM system! It's the same people dude. You do not want to die on this hill.

    You don't know much about how programming works on large programs I take it. I have worked on large programs. It not everyone working on everything though I have worked on projects that had been like that and it is far from efficient.

    I can think of one big example of were things had gone so wrong that some very important data was not making it were it should and it was because too many people were working on the project and some error checking had been coded wrong. Took days to fine one line of code. It sucked.

  • None of those have to do with the SBMM system. Not even sure they same teams were assigned to any of those areas. Now that SBMM has been released perhaps some of them will move onto working on some of those.

    Getting back on topic the thing the OP was complaining about is not an issue. By the OP's own admission they were trying to get around the system by losing matches and the system appears to have recognized this and acted accordingly.

  • @PanicSquid said:

    All killers have a different MMR, but imagine how silly it would be to put a 2000 hour killer against 2 hour survivors just because a new killer was released.

    So, I propose that there is some baseline MMR that looks at your MMR across all killers. It might look at your highest MMR killer, it might factor in the MMR across all killers, or maybe something else.

    Pinhead started at this baseline and cannot drop below it. The way to drop below it would be to lose significant MMR on the other killers.

    This could be easily implemented and would stop someone from repeatedly throwing games with one killer to try to go Noob Stomping.

    Or hours could be one of the factors MMR is looking at. It may not be looking at hours. We could speculate forever on what ifs.

    What it seems to come down to is that the OP was trying to exploit the new system and it caught on to it. The OP also posted a very good reason why the information should remain hidden. To prevent what the OP was attempting to do from happening. In other words it worked as it was supposed to.

    Interestingly the OP comes to the forums and says they were intentionally throwing matches to lower their MMR and since it wasn't lowering MMR is not be working. Somehow the OP missed that this is one of the reasons that MMR was implemented.

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/2491178#Comment_2491178

    There is no good argument for not showing player MMR.

    People who intentionally throw the game will not stop because they can't see their skill level. They'll just keep doing it until they're sure the game has put them low enough. If they could see their MMR it wouldn't effect their process. But it would let legitimate players who are just playing poorly see that the system is noticing their mistakes and adjusting. As apposed to just putting your faith into Behaviour and blindly assuming your match making is fair.

    Why do you think it is a single value anymore? It very well could be a process of evaluation.


    if [((A+(B*C-A))/D) != (D*C+B-E)*F]/(G+B-H) then I=false

    else if J=(A+E)/G)+(C-E) then K=false

    switch(L+C/J)

    case M:

    return C+E/D

    break;

    case C(E-B):

    return (G/H+A)*J

    break;


    The above code example is very crude and simplistic however it should do for my example. If that was your MMR how many would understand it? The variables being everchanging depending on what a player does.


    As for a good reason not to show the values the OP showed us a very good example as to why they shouldn't show us the values.



  • @CaenumPlays_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2491188#Comment_2491188

    There is no way for it to detect that, you’re basically saying it is somehow evaluating the psychology of the killer player to determine why they are overcommitting to a chase.

    Their is ways to determine that in programming. Comparison algorithms and what not. Organizations use software to do all sorts of things ranging from say weather patterns to computer games.

    BHVR have been working on this for some time now. Collecting data on how we play. Looking at the patterns. Things such as if a killer does thing A while value B is in this threshold and object C is triggered set D to false. We don't need to know what A, B, C or D represent. BY trying to manipulate the new system you have provided as good example why we don't need to know what those values would mean or the process used to evaluate them.

    It's not linear, it's not black and white. It is constantly evolving/learning based on the data it is getting on how we play. It appears to have caught on to what you were tying to do and it is working as designed.

  • @CaenumPlays_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2491178#Comment_2491178

    How exactly can the system know “oh this killer is chasing a survivor for 4 gens to intentionally lower their mmr” as apposed to “oh this killer is bad at the game and overcommitting to a chase so they need to lose mmr”?

    Doesn't matter how. It is possible to program algorithms to do things like that. Like I said the one of purposes of the new system is to prevent players from doing what you were trying to do and it worked. You were trying to find a way to exploit the new system. That in itself shows why the information needs to be kept from us.

    The new system is one of the best things they have done for this game.

  • @CaenumPlays_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2491176#Comment_2491176

    You didn’t even read. I lost intentionally to see if it affected the players I was put with and it seemingly didn’t ergo the MMR system isn’t working.

    You didn't read my comment. It is working. One of the reasons for the new system is to prevent what you were trying to do. It seems to have worked.

  • The requirements are hidden for a very good reason. Telling us the requirements for gaining and losing would just put us in the same situation we were in before with players abusing it.

    That you were trying to lower it on purpose and exploit the system shows it is working as designed. That would be one of those very good reasons that the information is hidden. To prevent what you were trying to do.

  • Never be afraid to use NOED. If they are red ranks that means they are probably doing totems however it might help.

  • @NomiNomad said:

    No, he's definitely weak.

    Escaping from his chains is laughably easy, and I think a Pinhead has only ever gotten a hit from his chains twice with them in the now upwards of 10 games I've played against him.

    I also find his Box incredibly easy to handle. Go to a safe loop, or even better an incline of some kind. Chances are if Pinhead teleports, he'll be on the outside of the loop or down a flight of stairs.

    II find him easy to play however a lot of that is because survivors are making mistakes which will go away in a week or so as they learn more counters.

  • @Lexxi said:

    Hello everybody,

    Does anyone knows if developpers plan to put an endgame chat to console players?

    PC got that, but PS, Xbox and Switch players don't.

    Thank you in advance for your replies.

    You don't want it. Trust me. It is not worth the aggravation.

  • @Bennett_They1Them said:

    I just got it. it looks a little easy.

    "as The Cenobite, bind survivors with chains 4 times"

    thoughts?

    I have been playing the Cenobite a lot the past couple of days and I don't think it would be that hard. Some of the other killer challenges one are much harder.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2488031#Comment_2488031

    thats how i understood it as well. It’s intentionally harder to get done once the chainhunt started. And I have seen people (and did it myself) solve it even with the chains.

    I have solved it with the chains also. Not as easy however it is possible. Don't pick it up until your ready to solve it since the survivor carrying it will have Oblivious on them and be aware that the killer may appear.

  • @liquidlight said:

    I've played several matches now against the new killer and maybe I'm doing something wrong but is it even possible to complete the puzzle while chains are actively grabbing you? I've never seen anyone do it and nor have I done it myself. How are we supposed to complete the puzzle if we're constantly being assailed by chains (which makes the progress start completely over) AND the killer can teleport to us? If it's not possible then this is way, way too OP and needs to be fixed.

    Reading the description on the Pinheads power it sounds like it is supposed to work that way.

    It is also best to not wait until it has the chain hunt has started to try to solve it. Don't pick it up too early though. I say when it is around 3/4 the way full.


    Summons of Pain.jpg


  • Your comparing the numbers after only a few days? Now that as players who were having things handed them on a silver platter instead of earning them stop playing those players who left because of them will return and new players will come.

  • Thinking it is a placebo falls along the lines of a conspiracy theory. The new matching system works considerably better than it's predecessor. As such it doesn't make sense that it would be a placebo.

  • @konchok said:

    There's a server crash that can happen during a chain hunt towards end game. Why end game, it's not clear. But you can avoid it by solving the cube or if you're killer allowing survivors to solve the cube.

    They posted that whatever was causing the crash it has been fixed and it would seem it has been. I have played four or five matches as Pinhead now and not disconnected. Earlier I was disconnecting in 2 out of 3 matches as Pinhead.

  • @drpynz said:

    Every patch it seems a new disconnect bug gets introduced. Not only is it annoying to get disconnected when you are about to hook your 4th survivor but to be locked out of matchmaking for 5 minutes on top of it is seriously pitiful. Please get your stuff together, pull it together and use some common sense. This is pitiful

    Their is currently nothing game stopping that would necessitate disabling the D/C penalty.

    The biggest issue was the matches disconnecting when Pinhead was the killer. That seems to have been resolved and even when it was still and issue those who experienced it wasn't resolved getting any D/C penalty. Not even 5 minutes which is usually what I get when I get disconnected from a match.

  • @GrayEyes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2482407#Comment_2482407

    Really cause from all the posts ice read on it I've seen people complaining about it more then I have anyone complementing it

    Interesting because I have seen the opposite. More people praising it.

    Also many those I have seen criticizing it have given the impression that they haven't been playing that much since it was enabled this morning. In contrast those who have been praising have been playing match after match. Having used the new matchmaking system more I would rely on those who have used it more over those who havn't.

  • @vacaman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2482381#Comment_2482381

    Try to imagine how long would all competitive games last if there was only ranked mode and you couldn't tell your rank. Now try to explain me why this doesn't apply to DBD.

    And about your point, I know when i've "won" or "lost" a match, i just want to know how much better I am compared to the rest of players. They introduced a competitive matchmaking but without the competitive rewards.

    You could use the end of match screen to compare how you did at least point wise compared to the rest of the players. One match however isn't really a accurate way to tell. One survivor might do better against Legion while another does better against the Trapper. One player might do better in the Red Forest while another does better in Midwich.

  • @Exxodus21 said:

    The cynical opinion is your MMR is intentionally hidden so no one can see how poorly it's working.

    It's working considerably better than it's predecessor. Matches have already been better. Matching players based on their actual skill level. As the system continues to collect information it will continue to improve.

  • @vacaman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2482210#Comment_2482210

    Yeah i don't care how you cope about your losses, i just want to know my MMR. Want to know if im progressing or not.

    You don't need to know the number to tell you that. What you do during a match will show that. It wasn't an accurate way of telling a how good a player was before. We would see red ranks who's actual skill level during matches was l than green rank players. The way to tell how your doing is by what you do in a match. And it isn't just one aspect.

    Generators, rescues, chases, totems, healing and so forth all play a combined role for survivors. If a survivor escapes the match however didn't help with generators, didn't rescue any of the other survivors, didn't cleanse any totems or do anything except escape that would show they are not progressing. On the other hand if they helped repair 3 generators, rescued 2 survivors from the hook however didn't escape the match the were progressing.

    What you do is what tells how your doing. Not by looking at a number.

  • Because you don't need to. Not showing it helps prevent people from abusing it like they did before.

  • @raze_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2481908#Comment_2481908

    are you sure?

    at the start of the matchin i was repairing a gen with 3 people. (havent recorded that unfortunately.)

    while the killer was chasing someone else on the other side of the map his chains were attacking us constantly like in this video. we couldnt repair the gen because of that.

    Yes that is because someone was holding the box too long and not solving it. The chains will start going after all the survivors and not just the one with the box. If your not going to solve it leave it for someone who is.

  • @InsaneCoaster said:

    Their argument is basically the following: the more people know about how the score is calculated, the more easily it could be reverse engineered and abused. So they're deliberately very vague about what a 'win' actually is and tell us virtually nothing about what a good/poor performance would look like from the point of view of the MMR system.

    I agree it's frustrating, especially as someone who doesn't even support an MMR system in the first place, but unfortunately, it just is what it is, and I highly doubt we'll ever learn much more about it unless someone manages to crack it, which would be very difficult given it's all processed server-side.

    It's a secret because otherwise it would be abused like it's predecessor was. The point is to make the matches balanced and fun. If that information was told to the players it could negatively affect match placement like it's predecessor did.

  • Not a core one no. It turns a dull into a hex when a Survivor is hooked for the first time. If their are no dull totems then it doesn't do anything. Only the survivor it is tied to can cleanse it for a certain amount of time. After that time has elapsed any survivor can cleanse it.

  • @DbD_Enjoyer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2481822#Comment_2481822

    https://forum.deadbydaylight.com/en/discussion/comment/2481804#Comment_2481804

    What i meant was that i lost 30 minutes to find a match (because of SBMM) only to get a DC after 2 minutes into the game.

    I have been getting into matches pretty quickly as killer.

  • @Zephinism said:

    Isnt this a known bug with Pinhead at the moment and completely unrelated to SBMM?

    Yea it only happening in matches with Pinhead. It doesn't have anything to do with SBMM and was happening even before it even went live.

  • As killer the have been faster for me.

  • I have had it happen more than once when their are more then 2 survivors alive.

  • I still do. Especially now that the day SBMM goes active has arrived.

    Just because matches wins aren't being handed out on a silver platter anymore doesn't mean it doesn't work. I have never been a fan of participation awards and believe players should have to earn them. It works better then it's predecessor.

  • I am enjoying learning him. I do wish I was able to complete the matches however. Two in three of them end up crashing.

  • Personally when I am playing killer I don't think it is something to worry about that much. If they have found a key and manage to use it then they deserve the escape. If you are that concerned about it then you can bring Franklin's Demise.

  • @Sabraiz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2480695#Comment_2480695

    Have you seen the saving bloodpoints in tomes posts? That's how they get more than one million bloodpoints, you save as many challenges as possible + dailies and then claim them when a new killer/survivor is released.

    OH I didn't think of that

  • @Vyne456 said:

    There is already a Youtuber that P3 their Pinhead since release, am I right?

    How would that be possible? it would take at least 4 million BP. The cap is 1 Million so the player would need to get 3 Million in less than 24 hours. That doesn't seem possible.

  • Because it falls in character with Dwight.

  • @Woodywool said:

    The "funny" thing is that you get dc penalty.

    I have gotten the disconnected host several times while playing Pinhead and didn't get a penalty for any of them.

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