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drsoontm

drsoontm

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drsoontm
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  • One thing that makes the game so annoying is that survivors can spin almost instantly and can collide inside the killer on quite a few cases.

    Add the latency factor to this and it makes it a pretty frustrating guess.

    BHVR had fixed that camera bug but has quickly reverted it, I wonder why.

  • @thrawn3054 said:

    I feel it's actually pretty balanced personally. There's a couple god pallets, a few good pallets, and alot of pretty mind game able pallets. It's also a fairly small map.

    The thing is, there are several stupid things a survivor can do in that map, especially if he is cocky.

    It usually ends badly.

  • TTVs are usually bad news (ragequit, useless, ruin an otherwise good match)

    Players with a recent VAC ban are usually bad news (of course).

    Players that have already been caught speed-hacking but not banned (yet?) are, obviously, to be dodged. (I got the same guy twice yesterday. The second time, obviously, I've dodged.)

  • If you can get a hit in less than 10 seconds, it's a mistake.

    If you have pop and the gen is above 25% it may be a mistake.

  • @MonsterInMyMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2812210#Comment_2812210

    Yes the dev's put time into fixing this which took resources so yes I'm asking for it to be done soon I'm not really sure what point you're trying to make to be totally honest. If you're saying I'm comparing Camping to Cheating you're incorrect. Also that is more aimed at how many people are raging because stretched is removed I'm saying if the prototype is added soon you will see more malding hence why I even said anything about stretched res.

    You can ask, you can pray to whatever supernatural entity you want, you can even throw salt over your shoulder for all the good it will do.

    They'll release it when they'll release it.

    And then the killer population will drop even more ... or not.

  • @Angelicus23 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2811832#Comment_2811832

    tentatively doesnt mean completely, might not have worked for you but for others maybe it did, it's also the PTB they will track this to have a solution for live release, but again, BHVR can't completely solve a total disconnect Valve does to Steam forcedly

    Hence my "I hope" ...

    I have to point out DbD is the only Steam game where I've noticed this issue.

  • @Tostapane said:

    https://forum.deadbydaylight.com/en/discussion/comment/2805585#Comment_2805585

    exactly. people who cheat are scum that must be purged (metaphorically speaking). once a cheater, always a cheater (btw yesterday i did other 2 matches aganist speedhackers... funny that despite they were affected by my afterpiece tonic they were faster than me until they reach a window or pallet)

    Yesterday I went against a cheater with either a wall-hack or a particularly strong stretched rez : impossible to mind-game him as he always knew where I was (and with Undying I could see him moving "with me").

    At least after 5.6 that one shouldn't be able to do it anymore.

    Today I went against:

    1) A speed-hacker I could only corner to make him die by EGC (I had Bubba : he was too fast to catch, thankfully not too bright)

    2) Some cheater who had that boon that removes survivor tracks ... except nobody had the perk. (Killed 3 survivors, cheater included).

    I don't think checking players speed is so difficult.

  • @xxshyguyxx said:

    https://forum.deadbydaylight.com/en/discussion/comment/2810643#Comment_2810643

    Alot of swfs do. Lol.

    They bring in do many handicap perks, and really strong addons and coordination

    And then at the end call the killer trash like they were something amazing when in reality all they did was set themselves up for better odds. It isn't that they are better players per se, it's all the added help they use.

    I've never understood cocky survivors. Like ever.

    You'd need to be 12 year old or some kind of psychologist to understand.

    These same cocky survivors are the first ones to rage-quit when the game doesn't go their way.

  • @LeFennecFox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2810292#Comment_2810292

    If 2 people are hooked no matter the killer it's practically gg's anyways. It's a complete skill issue that 2 people managed to get themselves hooked together.

    Exactly: when this happens, if the killer doesn't restraint himself the last ones are toast.

  • @Angelicus23 said:

    Complain to Steam not BHVR, they do this weekly maintenance since history was made

    This article was created from a community discussion. Important Progress & save data information has been copied from the Live game to our PTB servers on February 8th. Please note that players will be able to progress for the duration of the PTB, but none of that progress will make it back to the Live version of the game.…

    Last bug fix of the list.

  • I've asked myself that question many times.

    Now imagine this: a few months ago, as Nurse, I'm playing a game and for some reasons the survivors were very confident. Maybe my basic Nurse outfit made me look like a beginner.

    One gen later they were all down : three of the four hooked survivors DCed being hooked.

    I still can't make sense of it.

  • The rotation is there so smart trap placement can be learned and used by the killer. Otherwise this already pretty weak killer would be utterly useless.

    Play her a bit and you may understand.

    Check "Michi" on Youtube.

  • @Pukenplag said:

    https://forum.deadbydaylight.com/en/discussion/comment/2809158#Comment_2809158

    People like only reading what they like.

    I don't ask for NERFS, I ask for removing unfun mechanics and COUNTER BUFF the character so they aren't nerfed.

    NOED is extremely unfun to face. You can bring arguments as to why it is counterable or bad. I don't say it's good or not. It is very unhealthy and it should simply be changed to something just as good or even better, but not something that is an unfun mechanic.

    Also, fun DOES matter in a game, because that is what keeps it relevant.

    Well, I find NOED fun. It's often a surprise and it's even more fun when it's not. As killer I almost never use it though.

    Perks exist for variety and not everybody will have the same opinion.

  • Unless they are a streamer, how do you expect to see the player?

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2809464#Comment_2809464

    Behaviour need to do their job and do better with their code.

    Not letting the clients control the server would be step in the right direction.

    Checking players aren't doing something they aren't meant to would help too.

    Before even doing that, not allowing players with a ping above ~100ms would be nice. I've seen survivors with a ping above 1000ms (that dropped when he got hooked ... to 300ms)

    Try to hit that.

  • @Rougual said:

    Probably by the end of this hockey season, oops I mean rift.

    Tease ^_^

  • It's balanced : do gens. Camping is a strategy, it can be countered.

  • I felt tempted to play her a bit this week-end, just because of this post.

    ...

    Then, before starting the installation, I've been told she was disabled ...


    Poor Sally ...

    F

  • Actually, Nemesis makes perfect sense now that I read that again while completely awake.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2802480#Comment_2802480

    DS isn't meta?

    BT isn't meta?

    DH isn't meta?

    That's certainly news to me.

    Counters as in techniques, methods, strategies.

    The perks you are listed are so common one can assume any combination of them. It doesn't change the principle.

  • @tester said:

    https://forum.deadbydaylight.com/en/discussion/comment/2776834#Comment_2776834

    Or it could be because SBMM is utterly broken. When people are new at the game, they get dominated with barely any chance, so they decide to cheat.

    Nobody sane would do that. You man up or you do something else.

    Cheating is for the worms at the bottom of the pit.

  • @KrazyKatFTW said:

    Agitation, Blood Warden, Nemisis, Rancor for any killer

    This is a fun build build on any killer, rancor'ing a teabagger in a blood wardened gate is very satisfying

    Also going for the multi rancor is a lot of fun, i've only got the double so far far but 1 day the triple rancor will be mine)))))))

    Tips: Agitation is good for being selective with your BW hook, Nemisis will proc via flashlight stuns, you can often con a survivor into proc'ing nemesis which in turn activates rancor

    What are the purpose of Nemesis and Agitation on this build? Why not use "remember me", or ... that one that blocks the gate mechanism (from a recent killer)? If the goal is the end-game I mean.

  • @Thusly_Boned said:

    I always assume it is just my imagination...at first. But I have definitely run into a few of these subtle speed hack types, and with increasing frequency.

    Trouble is it's not obvious enough to really stand out in a video report, and I am not confident the devs are going to scrutinize it as much as it might require.

    But the funny thing is that more often then not I end up killing them. Probably because they suck, which is why they are cheating to begin with.

    Cheaters have no confidence in their skills and don't believe they can improve. They cheat because it's the only way for them to be in a game with their betters.

    I wonder if the surge has anything to do with the "everybody gets a prize" mentality.

    It must be a shock to finally realize the world doesn't work that way.

    How pissed they must be if the ever understand their growth has been sabotaged by people not caring enough or too delusional to push the children in their care to be the best they can be.


    (Any idea why I find my posts as "draft" weeks after I've posted them?)

  • @konchok said:

    Google translate: The killer will be notified by overcoming the window, opening and closing the locker, and overcoming the fallen board.
    
    Did you know that there are players who take advantage of this and harass the killer?
    
    You only need to get over the window three times because it will be blocked. The defeated board will continue until the killer breaks.
    
    Lockers can continue to make noise until the killer monitors them.
    
    For noise behavior, there is a limit on the number of times you can get over it, and if you get over the limit, you will break.
    
    I also want a system that lockers can be blocked with a limited number of times.
    

    Honestly I understand and agree. I hate locker notification abuse.

    When I used to play monster, I was punishing that harshly. Usually by ensuring the currently chased teen would get out fast.

    I generally used to ignore purposefully the ones wanting my attention to kill them last.

  • @konchok said:

    Google translate: The killer will be notified by overcoming the window, opening and closing the locker, and overcoming the fallen board.
    
    Did you know that there are players who take advantage of this and harass the killer?
    
    You only need to get over the window three times because it will be blocked. The defeated board will continue until the killer breaks.
    
    Lockers can continue to make noise until the killer monitors them.
    
    For noise behavior, there is a limit on the number of times you can get over it, and if you get over the limit, you will break.
    
    I also want a system that lockers can be blocked with a limited number of times.
    

    Honestly I understand and agree. I hate locker notification abuse.

    When I used to play monster, I was punishing that harshly. Usually by ensuring the currently chased teen would get out fast.

    I generally used to ignore purposefully the ones wanting my attention to kill them last.

  • @ZombieDaddy said:

    https://forum.deadbydaylight.com/en/discussion/309808/nurse-feels-great

    So... let me see if I understand. Despite her having a game breaking bug right now that outright gives a free win to the survivors because you basically spent half the match afk, you praise BHVR and think they did a good job because they fixed ANOTHER bug?

    Don't you think you at the very least DESERVE a working game? After all you did buy it. How do you think so low of yourself that you are happy they sold you a bugged game but, hey, they removed 1 of the 999 other bugs!

    Is this a shill thread?

    Hell no. But saying Nurse is getting less bugs is like saying we finally have production-ready nuclear fusion : a sweet dream nobody expects to see in his lifetime.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2802437#Comment_2802437

    All you've said is "that makes no sense" but you haven't given any reasons.

    You obviously aren't discussing this in good faith, so I'm out.

    Well, look who's speaking. Curiously what Tiufal makes perfect sense to me. You may lack perspective and need to look at the bigger picture.

  • No, it's usually the first one being found. Unless the killer is very inexperienced, any survivor found will go down, some faster, some slower.

    And since the name of the game is tunneling he will go faster the next two times. There are counters but they aren't part of the "meta".

  • @GoodBoyKaru said:

    Outside of the Heat Death of the Server System causing the ping to skyrocket between 40 and 400 when every other game is a consistent 12, she feels great. When your blink gets cut in half and you teleport backwards every 3 seconds, it feels less great, but that isn't a Nurse thing and is more a server thing.

    That's news to me. I've not heard of that "Heat Death" before.

  • @Chimp said:

    Mad Grit/Agitation/IronGrasp/Starstruck is my fav rn

    I wouldn't call the lawnmower build (Mad Grit, Agitation Iron Grasp, + 4th optional) "meme".

    I've destroyed many cocky SWFs with it.

    Okay, as Nurse it was a "même", it still worked with that 1 blink-hit => 4.6m/s addon xD.

  • @ZombieDaddy said:

    Probably the mods trying to censor you

    Rofl, as if xD

  • @Lx_malice said:

    https://forum.deadbydaylight.com/en/discussion/comment/2802416#Comment_2802416

    Yup fixed! M1 bug has finally ######### off! And that new shortened chain blink bug is gone.

    Interesting, maybe I'll check in a few weeks, if I get bored with my current asymmetrical game.

  • @Azshhh said:

    Stop talking positively about her, you'll encourage people to play her >.>

    She is the only reason I've not thrown the game years ago. As a Nurse main I thought she was unique, among all the games I've ever played.

    It took a lot of game frustration (bugs & cheaters, at least one by night) to make me leave.

  • A while ago, playing teen, I remember that in the chat I made the usual "if the killer camps, please do gens" comment.

    One of the group replied "no".

    He was the first one to go. 🤣

  • Don't worry, most killers end-up being under-powered in the higher skills games.

    What are the ones standing a chance nowadays? Blight? Nurse?

  • Did they fix the issues found when the re-implementation was released? (M1 still happens, second-blink gets ridiculously short, ... I don't recall what else was listed)


  • @BigChapAlien21 said:

    I really want to like playing Killer but I'm always reluctant to do so because it feels like every time I play, I get one or two decent matches (For example today I got a 2K which I was pretty happy about) and then for the next 4-5 games I just get destroyed if I'm not sweating super hard and tunneling to the fullest.

    I know I'm not incredible at the game nor am I entitled to win every game, but I know I don't have high MMR and it feels like typically the game likes to put me against people who feel more experienced than me all the time. I know Otz said that it 'settles' after a while but I'm really not sure. Just kinda bummed and tired of the answer always being to just play Survivor or something else. Part of why I'm so bad is because I play something else so much lol

    Unless monsters queues are not almost instant anymore, there are way too many groups of experienced teens not finding opponents of their level (as most have left or switched to the power role).

    So you are it. Thank you for them.

  • @Lucario576 said:

    Maybe have dead hard not gain any distance, but give you invis frames only

    Absolutely not, then killers will not even see when it has been spent (when the animation doesn't bug)

  • The difficulty is about understanding and using it's powers, not about how easy it is to kill survivors with it.

  • With the first DC I was kind of expecting them to leave together ^_^.

    Aggressive and cocky survivors : my favorite kind.

    They are usually overconfident and playing the noob killer tends make them take risks.

    Once they are all around, the party can start xD.

  • It's pretty fast indeed. Less than 2 minutes for the 4 downs and then time wasted on hooks because of course.

    My fastest time was as Nurse with Starstruck. Four survivors were on a gen in the shack.

    From the start, I only did a couple of blinks I grabbed a survivor from the generator, then hit one of his neighbors, dropped my catch, hit the third one, guess-blinked and hit the only one who was smart enough to exit the shack.

    The basement was right under. It must have taken between 1.5 seconds and 2.5 minutes to finish and it was mostly luck.

    I probably couldn't do it again, ever : close spawn keeping me hidden, 4 scatterbrain survivors, lucky grab, lucky blink, basement down.

  • @tippy2k2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2776715#Comment_2776715

    That is true but it hurts my brain even more to think that the devs could look at this and go "this is fine". It being a conspiracy between a few members of the dev team purposefully trying to sink their own game in a bet makes me feel way better.

    Acting like if one knows better than everyone else against all evidence is, alas, a pretty common failing.

    I've worked for several companies and I've seen people who weren't complete moron destroy their life's work and lose millions by sheer hubris. These people all had an huge success that could largely be attributed to chance but acted like if they were living gods. Chance of course isn't very reliable in the long term so it never ended well (An euphemism, but let's not go dark here.)

    Everyone's favorite Huntress main has suggested that maybe some of the devs who used to work on Deathgarden were now assigned to DbD. Deathgarden died partly because killers were OP yet they kept being buffed against the opinion of the players, until nobody cared.

    Here the roles are reversed but the principle is the same.

  • @Hannacia said:

    Best thing to do for all the killers id say is to afk. Just afk the whole match. Don't give them any chase points or rescue points just let them sit on their gens and boil over alone in the library.

    There is an ever better option but I'm pretty sure mentioning it would be frown upon ...

  • Skins are useless and yet people are buying them. (No, I don't get it either)

  • @Thusly_Boned said:

    I always assume it is just my imagination...at first. But I have definitely run into a few of these subtle speed hack types, and with increasing frequency.

    Trouble is it's not obvious enough to really stand out in a video report, and I am not confident the devs are going to scrutinize it as much as it might require.

    But the funny thing is that more often then not I end up killing them. Probably because they suck, which is why they are cheating to begin with.

    Cheaters have no confidence in their skills and don't believe they can improve. They cheat because it's the only way for them to be in a game with their betters.

    I wonder if the surge has anything to do with the "everybody gets a prize" mentality.

    It must be a shock to finally realize the world doesn't work that way.

    How pissed they must be if the ever understand their growth has been sabotaged by people not caring enough or too delusional to push the children in their care to be the best they can be.

  • It's impossible.

    I used to try to help survivors way too inexperienced to go against me*. Some of these achievements are next to impossible or require a planetary alignment (for both roles).

    Often, even it you put them in front of the gate switch after dragging their asses across the map, they still run away.


    *) MMR, yeah, one round against a sweat team where you have to play hard, one round against a team that doesn't know what Nurse is. Working as intended (TM).

  • I'm sorry to say this will probably lead nowhere. But thank you, I'll check the video for my own pet projects.

    Why?

    A long time ago (months or years) I've sent to the devs the simple procedure to stop ALT-ENTER from working.

    Not interrupting gameplay and botching the rendering is kind of a nice feature.

    It's only a checkbox somewhere in the project settings of the engine : a simple click and the problem is solved.

    Yes, the Epic developers have put that setting there given it's such an important feature.

    Months later that box hadn't been checked yet.

    So, imagine something that actually requires work.


  • @PlaysByShady said:

    The recent controversy over Patrick's comments embarrasses me; it just highlights the mob-mentality of the DBD community and I absolutely empathise over why the devs refuse to comment on matters... because too many people screech in response about things they don't understand. And right now it's MMR, like everyone has suddenly become experts in how it works and are therefore qualified to comment on it.

    Sadly, this is not the case, and let me explain why.

    Warning: this will be slightly complicated, because that's just the nature of how these things are. But I'll do my best to simplify.

    Short background: I've been a software dev for 20+ years, been involved in some mmr systems in the past (did some collab with the original MS Trueskill researchers back in the day), and generally deal with s/w that support large amounts of concurrent users.

    So... let's start at the basics.

    The system is known by multiple names, the two common ones being SBMM and MMR. I'm going to use 'MMR' because the term 'Skill' in SBMM is a loaded term that can be misinterpreted. It doesn't mean skill in the way you would mean in natural use.

    The purpose of the MMR is to provide Match-Making... hence the MM in the name. More importantly, it's to provide MM between parties who are considered "equal", so that matches will be "balanced". You'll notice those terms are in quotes, because they don't necessarily mean what you think they mean. They need to be defined.

    Before we do that, let's also point out some assumptions the system makes:

    1) Both sides are attempting to achieve their overall objectives, i.e. killers are trying to kill, and survivors are trying to survive.

    2) There is 1 killer and 4 survivors (to begin with)

    3) A desirable match (i.e. what the MM should aim to produce) is one where all players have equal chance of achieving their (diametrically opposed) objectives... either the killer kills, or the survivors survive (on a 1v1 basis, i.e. per survivor... the killer either kills the survivor, or the survivor survives).

    Now... you can argue with those assumptions if you like, but that'd be a separate discussion altogether

    So, how is does the MMR system match people together?

    IT REDUCES YOU TO A NUMBER!

    That's literally it. To the MMR system, you are just a number! All your skilled plays, jukes, strategies, etc are distilled down to a single number which represents your "skill" or "level"!

    That's the first thing to understand and get over. The system knows-not, and cares-not, about how you played, the incredible saves you pulled off, how you sacrificed yourself to save your team, how you did or didn't tunnel/camp, etc. It just cares about what your "level" is so that it can find suitable players to match you with for the next game. Anything else is just noise.

    For those that want to argue whether it should be this way, I would invite you to please design a system... heck, even an Excel spreadsheet with basic formulas, that'd take all the data you want to count and be able to not only interpret it, but also provide some objective mechanism to determine how it should affect your level or how it affects who you're matched with (in an absolute mathematical sense, not some vague description of wants!)

    What is the number you'd give to a person who had a 5-gen chase and chased, such that no-one else would get that number from escaping via other means? It can't be done! When you reduce things down to a number, it loses all of this nuance!

    Software isn't magic! Computers are not people. They don't understand nuance, or intention. Everything that happens to affect any calculations has to be written/coded to accommodate that!

    There's a lot more to be said on this, but for the sake of brevity and sanity, I'll leave it there for now.

    So, now you're just a number. Here's another important point to understand. YOUR NUMBER DOESN'T MATTER!

    Think about it. If your number was 10, 100, or 1000, what difference does it make? You might be tempted to answer "well, 100 is obviously more than 10", but lets say your peers where in the range of 9-11, or 90-110, etc, it still puts you in the same spot, i.e. smack-bang in the middle.

    So I'll say it again... YOUR NUMBER DOESN'T MATTER!

    What does matter is where your number stands in relation to everyone else's.

    If yours is 10, but the player-base only ranges from 5-15, then you're firmly in the middle. But if the player-base averages around 100, then your number (or level) is severely below average. Your number doesn't matter... where your number fits in relation to everyone else is what matters!

    The MMR system produces matches by trying to fill a lobby with players who have similar numbers, i.e. they're within a specified range of each other. That range could be determined by a number of factors, and we also know it increases the longer you're in the queue (so you'll match with more players whose level are further away from yours).

    Now, here's what too many people fail to understand. In order to do any match-making... any system has to have some way to rank or equate players so that it can determine what is a good match vs a bad match. How else are you going to compare players with each other without some common comparable criteria between the two? Think about it! You need some objectively measurable indicator that you can ascribe to both survivor and killer in order to compare them with each other to match-make! Otherwise you're literally comparing apples and oranges.

    So now you're in a match, and the match plays out. You either survive or die, or as a killer you get kills or not. At the end of the match, THE ONLY THING THAT MATTERS IS HOW MUCH YOUR LEVEL MOVES! Remember, the MMR system doesn't care about your amazing plays, because there's no objective number it can ascribe to it. It just needs to know whether your level should be adjusted, and if so, by how much.

    Remember, you and your plays are just being reduced down to a number!

    Here's where there's a lot of room for confusion, misinterpretation, and a range of opinions. There are many ways to skin a cat... and there are many ways to determine what that adjustment should be.

    Maybe it should take hooks into account, or how many chases won/lost? All great ideas. And I'm sure BHVR have tried these out - we've had a number of MMR tests in the past year or so. I strongly suspect that, at the end of the day, the results they produced weren't as good as what would have been desired.

    Or, more likely, they discovered something else... but before I mention it, let me point out another mechanism of the system... THEY'RE DESIGNED TO WORK OVER A RANGE OF MATCHES!

    There is literally NO ranking system anywhere in the world that will accurately place any player after a match or two. That's impossible. There's simply not enough data points to determine where you fit in the ranking overall, unless you play enough matches to provide as much.

    And the second point... YOUR LEVEL FLUCTUATES!

    No-one is the same "skill" all the time. You're either a newb, and your skill increases. Or you've been away for a while and have adapted to the new mechanics etc, and your skill decreases. See, by the time you've played enough matches for the system to know where you rank in comparison to others, bear in mind that their rankings have changed too! Perfection is a moving target, and a good working system is one that can accurate match-make based on the data it has at that time.

    You will never have any system that accurately places players exactly where their rank is for all time... the system just tries to get as close to an ideal as possible given the current data!

    At the end of the day, if the system produces a match with an even 50/50 result, then it's done it's job. The 4 survivors had 50/50 change of surviving or dying... 50% survived, 50% died, that's an even match! Hence BHVR mentioned back in the day that they consider 2-kills+2-escapes an even match.

    Note: as a gamer, I recognise how stupid this seems, because we know that once two survivors go down, the other two have a harder job to survive... unless the deaths are occurring in end game which probably means the killer had a stressful game. I get it. It seems completely counter-intuitive. But the maths checks out... 4 survivors, each with 50/50 chance to win/lose will mean that 2 "win" and 2 "lose". It's mathematically balanced so should be a "good" game, as far as one can predict.

    So, back to mechanics of how to reduce the game to an adjustment for your level... it appears BHVR have noticed that a persons average kill/escape ratio appears to correlate with other more complicated mechanics... so rather than fiddle around with the complicated mechanics, they can just take the shortcut and go with the clearer/easier kill/escape mechanic.

    And herein is the misunderstood point... Patrick said that it's an indicator of skill, and when you consider that the MMR self-calibrates over a series of matches, it appears to prove an accurate one.

    So let's clarify some things bearing this in mind:

    A face-camping Bubba is more skillful: No, that's not what he said, nor is what he's suggesting. Firstly, ignore the term "skill", because it's confusing... the devs and players are using the same term to mean two different things. What he's saying is that if the killer is consistently getting kills - howsoever they're getting them - then they should go against "better" survivors who'll be able to resist their strategies and provide a more even match. They're not saying "wow, great plays"... they're saying "fine, we'll match you against better players, now let's see how you do!" The "skill" is in Bubba being able to catch the survivor in the first instance (and then however the rest of how the match plays out... maybe he loses 5-gens 'cos of the camp, maybe altruism gets the team killed). Either way, the Bubba will be adjusted to go against teams better suited (in theory).

    Losing a 5-gen chase is low skill: Again, no! If you lost a 5-gen chase and died (which could be for a number of reasons, maybe your team just left you to be one-hooked, etc) then one of two things happened: (i) it was a completely fluke chase against a bad killer which you won't be able to repeat, and you're fine as you are... or (ii) you are that skilled that you can do it again, and over a series of matches your level will increase because you will do it again!

    Again, straw-manning the point and expecting the system to produce an accurate result on a match-by-match basis is stupid. It's not going to do that. It's not designed to do that. It cannot do that, because the data fluctuates anyway!

    Perfect example is Patrick's hockey example... he mentioned that for hockey players you could rank them by how many shots they take on goal... but if they're winning games (i.e. scoring more than others), then you can already presume they're taking more shots because how else are they getting the goals? You don't need to do the complicated calculations when there's a much simpler indicator that correlates closely enough. For any sport, if you look at their league tables, you can infer the teams (consistently) at the top have the best players... because how else did they get there? You don't need to know the ins and outs of each player, etc.

    But of course, the DBD community are just like "waaah... hockey is not dbd, waah!" completely missing the point of what he's saying!

    There is also the factor of diminishing returns to consider... the more "fine-tuned" the system is, the more effort it takes to maintain that system, and the less useful (i.e. different) data is produced. Whilst it is technically possible to build the system around hooks, or chases, etc... it requires so much more investment in time/development, the results aren't worth it because they don't produce anything that is fundamentally different from just looking at kills/escapes. So why adopt the harder method?

    So... back to the adjustment at the end of the game. Adjusting your level by kills/escapes is very simple, and a reasonable indicator of where you need to be. If you're killing everyone, you need to be moved up to match against players you struggle to kill. If you're escaping every match, you need to move up to face killers that can better catch you and do something about it. And vice-versa.

    Stop thinking about the MMR system as an ego-boost, the way some strimmers say they are "max-mmr"... there's no such thing. If the system matches you with players that'll give you a "balanced" match (as per how it was mathematically defined), then the system works as intended.

    One other minor interesting point to note: Patrick mentioned the adjustment to a survivor's rank is also based on the order in which they died, because they recognise that a 4v1 death is different to a 3v1 death, etc, so you "lose" less if you died later (in order) rather than earlier.

    The system, as a whole, is supposed to self-calibrate. It requires you to play a number of matches, and so long as you play consistently (for the most part), it'll do it's job in matching you with players that'll give you a 50/50 chance of achieving your objective. But bear in mind other player's levels are moving too, so it'll never be perfect. And there are always ways to "cheat" the system by artificially lowering your rank over a series of games (how is the system supposed to know though?)

    Again, I've glossed over a lot, and simplified things a lot, to make it easier to understand... not to make it easier for people to provide strawman rebuttals. As a community, I wish we'd try to understand things properly before passing judgement/comment... and not just wildly complaining for the sake of complaining because we don't know what we're talking about.

    It's kind of weird you spent all that time and yet missed the point completely. Did you purposefully misunderstand? (Is this a long-winded bait?)

    If we are speaking background, I've been a dev for ... gods ... way more than 20 year (yeah, I know, I'm no spring chicken). Mostly R&D (cryptography, psychoacoustics, signal processing, system architecture, artificial intelligence, ...).

    I suspect the way they have done the MMR is using some machine learning method based on statistics. (Basically, your typical scikit-learn application that could be understood by a junior developer in a few hours.) It certainly fits everthing they said and couldn't say while they started speaking about it.

    A huge table with millions of rows of numbers about every single statistic that could be taken from a match, all fed to the machine to train for some outcome.

    Yawn.

    The details are irrelevant.

    The reason people are shocked has nothing to do with the internals. It's about what has been described as "skillful" play and using a game that has time extensions to make a botched-up analogy. Calling that a straw-man is actually a straw-man. (Recursive straw-man?)

    It infers that the specific outcome chosen for training may not have been chosen wisely.

    The simple fact you can torture survivors for 20 minutes without killing them and keep getting beginners is a strong hint this really may be the case.

    So no, it doesn't make sense and the MMR sucks and without change will continue to for the foreseeable future.

  • And yet you still played and are still playing the game.

    Thank you for them, without players like you they couldn't troll anybody.

  • @Murgleïs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2756424#Comment_2756424

    Because I am not trying to ruin anyone game. I am simply playing the game. I am not here to collect any salt, just trying to win and do my objective as killer : kill the survivors.

    The truth is : survivors hate loosing. They are 3 main strategies in DBD :

    • Hit multiples survivors to get many people injured and try to get downs fast enough so they don’t have time to rescue, heal and do generators at the sale time : this strategy is dead since the introduction of circle of healing. Now that any survivor can heal himself, you don’t have enough pressure.
    • Gen regression : again, with the introduction of circle of healing your totems will be cleansed extremely fast again good survivors. It’s not working anymore.
    • Snowball with starstruck : this strategy is strong on nurse, trying to get everyone exposed and down them all. But it is very stressful after a while because messing up 1 starstruck can be the difference between winning and loosing.
    • Endgame : with no way out + noed. This strategy is to tunnel 1 survivor and kill him fast. This guarantee at least 2k, and more if you can kill someone else before end game or if they fail to hide during no way out.

    See all I am doing is evaluating my options and trying to win. I don’t have to receive insults or death threats for it, I am just playing the game. The goal of the killer is to kill the survivors, not babysit them and give a great time for everyone.

    Starstruck is my goto strategy (when I used to play).

    Works only at medium and low MMR as the high MMR "plays" are usually a spread of the gens done in parallel and no SWF worth a damn goes to a gen or a hook with the killer chasing.

    This is followed by a full bleed-out with the current oh-so-wise change of some survivor perk.

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