fogdonkey
fogdonkey
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@Marik13 said:
I like the idea of perks being available the second you unlock them, and honestly I thought when I got in to the game that that's how it works, cus that made the most sense. Apparently I was wrong. If it were me, I'd have all perks be available the moment they're unlocked, but at lvl 1. I kinda like the idea of needing to upgrade them over time so maybe keep the lvl 2 and 3 upgrades for the perks on the bloodweb to unlock.
If perks are unlocked only on level 1, then players still need a lot of time to level them up. Most of the perks are not good enough on level 1. So this would not be a good enough solution for players, who can't afford to play this game a lot.
They should add some other objectives for players like you, who like to "unlock" things. But it should be something like the prestige skin, or the archive challenges which do not give gameplay advantage.
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@Kyxlect said:
You've gotta be a troll, right? I don't think it's even worth a serious response from me or anyone. Never gonna happen lol.
I am serious. I listed many reasons that support my proposal. Not sure what is trolling here... If you don't have a constructive feedback then please don't reply, I don't need your "funny videos".
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The grind should be definitely reduced by a lot.
You don't need to prestige however, it is optional and doesn't give game advantage. If it is not worth it for you, then don't prestige. I also don't prestige the characters, I don't have time for that.
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@Babawizwiz said:
https://forum.deadbydaylight.com/en/discussion/258122/my-silly-prestige-idea-to-reduce-grind
I love it, with this alot of players can get prestige easily and then they can implement new uses for bloodpoints (skins etc).
Playing the game with various perks should be easy to achieve, but not getting the prestige. Prestige should be something more exclusive that not many players can afford to do.
This suggestion makes prestiging less grindy, but does not help the casual player who just wants to play with various perks.
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Makes sense, however reducing the grind is mainly necessary for casual players, who don't even think about prestiging. Prestiging can stay something more exclusive.
With your proposal it is possible that prestiging is going to be the less grindy way to get all perks, which does not make that much sense. Prestiging should be some extra work that you need to do for the skins but otherwise don't help you in anything.
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Well, the others weren't holding the game hostage, and they don't know what's going on. They don't know that you are bugged, they just see you standing there. They think that you are BMing by not playing.
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So it looks like the rank change is too big after a 4k or 4e. It should not change that much so that it is not the two extremes.
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Probably they wanted to launch it on Tuesday when the 5th year dlc is released... Maybe they make some tweaks, adjust some constants and will launch it... We will see how they decide
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And the point is?
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It is too late to think about major changes at this point.
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So you don't want to let them win but you also don't want the matches to get harder. That's not really possible in a fair matchmaking.
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In case of WGLF people would stop playing rationally, their goal would be to get stacks. So I say no. For bbq it could probably improve the gameplay.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2261879#Comment_2261879
Well my killer rank resetted from 1 to 15 :)
And i did not played killer this month so much. And baby survivors comes again and again and killing them is just not fun. For example my last game, i did let leave last 2 guys because i felt sad for them seriously. They deserves better matches.
https://us.v-cdn.net/6030815/uploads/OV39DJ6SXP86/20210610231240-1.jpg
You should have just killed them. Probably by letting them escape you just hurt them and yourself: their MMR will increase even more, si they will get even harder matches. Your MMR will probably stay the same, so you will face the same noob category next time as well.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2261524#Comment_2261524
They stated somewhere in another MMR post, that it has been reseted for this test.
I don't understand what sense does it make to reset it. Unless they are desperate... :(
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2261370#Comment_2261370
MMR will fix itself-
It just needs time to rank people
Hopefully.
But still it shouldn't be like: let's see this new player has only 15hours, but what if they are actually pros? Let's put them in a match with someone with 1500 hours to find out.
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@BabyCameron10 said:
Who thought it was a good idea to bring MMR back? It just screwed solo players even more. I am being paired with urban evading players and dying on first hook because I am being paired with awful teammates who refuse to save and hide from the killer. This game is currently more awful than before when playing solo atm, just awful.
I have yet to try out killer with MMR on but we will see.
And are you yourself a good player? Maybe you are not urban evading in corner, but maybe you are less skilled in other aspects?
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@sumps1 said:
I’ve been playing about 2 months casually with 117 hours under my belt. My main game is destiny 2 so I’m not worried about a hard grinding game. Huge horror game fan and love objective based games so I finally decided to give dbd a go. Huge learning curve for new players and I’ve been getting on fairly well although some maps are trickier to get to grips with than others.
I thought it was hard enough climbing out of the face camping ranks and I managed to get to rank 5 recently… then MMR came along. I’m still learning the game, perks, what killers can and can’t do etc but I’m also not a potato so I don’t expect easy games every single game.
I gave it a fair chance with over 15+ games. It was a very mixed bag of getting people who didn’t know what they were doing and being 4K within 2 minutes against a rank 1 killer with 1000s of hours play, or going against a killer who didn’t get a single hook the entire game.
Both types of games I learned nothing at all. It wasn’t fun and I can’t imagine it would be fun for the killer either.
Like I said, I gave it a fair shot of over 15 games to even itself out. But after continually getting put against god like killers I can do nothing against, I’m not sure I want to invest in this game at all now (I’ve put off buying any dlc whilst I decide if I want to commit fully to the game).
I hope they improve the mmr system if they are going to implement it in the game permanently. As is, I would not continuing playing and I am now hesitant to buy any game add ons.
During those 15 games did you get the same killers or were the killers different?
I was wondering that maybe there is a separate rank against each killer which needs to separately adjust. (If it is like this, it should be improved so that all the rank adjust faster).
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Maybe the MMR is based on the emblems?
Maybe the bug appeared because they were experimenting with the effects on MMR caused by disabling or lowering some emblems. Then later they fixed it so that we don't see the modified emblem values used for MMR.
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There should be stricter ping limits on the players. Or favor the player with lower ping during hits. The screen of the lower ping player or the "virtual screen" of the server should decide hits, not the player with the higher ping.
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/2258667#Comment_2258667
You're correct! There is no way for the game to know if I play Pokemon or not. But, just like in the previous example I gave to Orion, if I tryhard in a swf cuz we're preparing for a tournament, I'll probably end up in the top 1%, assuming we've been doing this for a week. After the tournament is over and after I return on playing casually, I'd have to lose more or less 30 games to get a medium MMR, not accounting the other players on my team who wanted to win and lost because I chose to play casually.
I see, so basically you would like to have two ranks, e.g. hard and casual, and you would always choose one of these before you queue up. You select it based on how you plan to play during the game. So basically almost like having two separate accounts, but it would apply only to the rank.
(In theory you could play sweaty on the casual setting as well, but then you would cheat only yourself, because your ranking would go up on the casual setting as well.)
That could be a cool feature.
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/2258629#Comment_2258629
If sometimes I play perfectly and sweat and sometimes I chill and really don't care about the outcome of a match? Wouldn't that break the balance of the MMR?
Think of it this way: as a survivor I can tryhard and pull off long chases. But other times I wanna play hook sabo claud and come out of a bush to ruin a killer's day. Sometimes I wanna play Pokemon alongside playing dbd because I really don't care about the outcome. A player doesn't only tryhard or playing chill, a player will play according to their mood.
And you can still do that, you will just not escape probably, your rank will go down a bit and that's it.
How should the game know that you are playing Pokemon at the same time and therefore you should be matched up with potatoes?
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@CLAUDETTEINABUSH said:
Assuming that the MMR works perfectly, wouldn't this hurt the experience of casual players by a lot? Because both sides would have to sweat their pants off to win, which works in other games like league and rainbow six, but in both of these games there are other modes besides ranked. So I wonder, if the MMR is perfect, will it actually hurt the community?
The devs specifically said that they don't like the idea of having 2 different modes in dbd, ranked and casual, so I won't include them here. But, admittedly, the randomized matchmaking is kinda fun, even tho unfair at times. Sometimes you sweat your ass off, sometimes you get destroyed, sometimes its an easy win.
So what do you think?
So you say you sometimes want matches when it is an easy win and sometimes matches where you have no chance no matter what you do?
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@Techn0 said:
Dbd is a far ways away from being a competitive game and the MMR system as a whole attempts to push it into a direction that requires a whole lot of sweat from both sides. Why?
-Why do we need mmr in a game that has RNG elements that make Mario party blush.
-Why do we need mmr in a game where a fraction of the roster is viable against top players.
-Why do we need mmr in a game that's completely different depending on how the map helps or hinders a killers power.
And this isn't some huge salt post, I'm just genuinely curious about who wants to play in a game where as killer you feel utterly helpless as a decent portion of the roster and as survivor you play against nurse and spirit almost every game. I wouldn't want to play a game like that, I don't think a lot of people would. I'm not even opposed on the idea of mmr, it's just the general balancing of the game is poor currently. So why have an mmr system right now, why does bhvr feel the need to just rush it out now and not when the game is healthier.
This is all assuming the mmr system even works, 4500 hour killer players are getting matched with 3 hour survivor players and we have no clue if that will ever get fixed, it certainly didn't from last time.
I stopped reading after your first paragraph, because you already contradicted yourself. You don't need to sweat if you don't want to. Just accept the fact that there will be 4 escapes (assuming you are playing killer). If you don't take it competitively you shouldn't really care about the end result. Also ideally your ranking should decrease if you play chill and even a chill gameplay should be enough to get a few kills after your ranking adjusts to your gameplay.
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I think the issue could be that you need to play the same killer multiple times for it to get good. If you switch killer it starts over with that killer.
Also when playing survivor, you need to face the same killer multiple times for it to work good. It is learning how well you play against the specific killer.
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I think you will need a better story to tell to the professor why you didn't submit the homework.
Jokes aside... It is pretty crazy if they did this. What do you mean booted? Did you run or open some file they sent to you? How do you know you are ddos'd, if you turn off the network your computer works?
This is however not the MMR s fault.
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I don't understand why isn't Otz matched up against the sweatiest SWF teams...
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2257626#Comment_2257626
As a Survivor you can still influence which of those two you are though. For Killer it's just Injure and Hook until you've got two.
While it is a rule of thumb, the more you play, the less likely you are to get a 4K/4E, the less likely you are to have a difference in match outcome from game to game. The more each game is the same.
I guess what you say could happen if all the rankings reach an equilibrium and your skill has reached it's maximum where you don't improve further. Then you would have those 2k2e.
This will however probably never happen. The system will never reach equilibrium, there is also randomness and the skill of players changes over time.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2257324#Comment_2257324
If the goal of MMR is to make a 2K2E the norm for every match, while that provides Survivors with a varied outcome, for Killer it's making their gameplay a Constant. No matter how hard or how little you try, MMR is there working to normalize your gameplay, especially if you plateau. Where the only variance is a result of a faulty algorithm or time constraints. I find this one-sided to the Survivors experience.
I also don't like how, even though DBD is supposedly a non-competitive game, they're implementing matchmaking filtering to normalize how much you win/lose from an e-sports perspective.
While some form of light MMR is a good thing, I'd much rather see BHVR address skill disparities with dynamic gameplay rather than getting an even bigger hard-on for e-sports.
I don't want slam gens/patrol gens to be the only thing this game offers. And from a Survivor perspective, I don't want Killed/Sacrificed to literally be the end of gameplay for a Player in the match.
Basically, figure out how to make a "loss" into something where you feel you can still do something about it, instead of hard-defining what is and isn't a loss.
Killers already have this partially in the form the the EGC hook, and Survivors still have this in the form of Hatch. Both are horrendously unpolished and need improvement.
I think you are looking incorrectly at it. And you could also say that survivors have constant gameplay: they have 50 percent chance of escape.
This 2E2K is some rule of thumb on what it uses to increase or decrease your rank, i.e. to give you harder or easier opponents. You will still have 4k and 4e matches.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2257474#Comment_2257474
Another issue with the separate MMR for killers is when we get new killers.
Low MMR players will only face the new killer when they release while High MMR players won't start seeing the new killer til a couple days later. when players using the new killer get their MMR up.
Especially when the new chapter is licensed and draws in new players. Not going to be a good way to keep new players if their first experience into the game is facing people with 1000s of hours trying out a new killer.
Possibly survivors can have different rank based on what killer they are facing. Then you don't have problem with new killers.
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Because it should be possible to do a working MMR. A lot harder technical challenges were solved in the world.
It is good that they are trying, I just don't understand how can they match up complete noobs with pros... They must have some bug in their algorithm... If they take the average of survivors I think it is bad. All the survivors in a match should have roughly the same level.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2257220#Comment_2257220
What do you mean? With this perfect MMR, no matter how hard you sweat, you will always be able to expect a 2K2E outcome. Never more, never less, you know, if the MMR is any good, right?
I don't understand you. Please first explain what you mean by that you don't want to sweat, but also don't want to play casually, and you want to get better.
I think even you don't know what you want exactly.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2257129#Comment_2257129
So basically: Never improve as MMR will make your experience the same every time.
Sounds fun.
So what do you want? Have 4 kills without sweat? How will you improve with that? You can improve only if there is sweat.
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@Moundshroud said:
So far my experience has not been good. I'm hoping this is just first few hours roughness and it will equal out.
I am afraid it will stay the same. They have the data from all the matches that ever happened in DBD, so should have reasonable MMR scores if it works properly.
Of course I hope I am wrong.
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@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/comment/2256911#Comment_2256911
That punishes players who main 1 killer or even if they play more killers they'll still have 1 that is their favourite or the one where they do better with. Survivors don't have that issue, survivors are just skins. Just playing killers who you don't regularly play so you can enjoy the game without sweating isn't a good strategy for the game.
You don't need to sweat, just play casually if that's what you want. You will lose at the beginning but then your MMR will decrease and will get matches where even a casual play is enough to get 2 kills.
(Not sure how often is the MMR updated, if it adjusts after every game, or it adjusts periodically, e.g. every few hours)
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@Babawizwiz said:
https://forum.deadbydaylight.com/en/discussion/255941/this-mmr-thing-is-working-kinda-too-well
That's weird, everytime an MMR update comes out, i always get matched with purple/green rank self care urban evasion survivors regardless of the killer i play. When i play solo survivor, it's always against 2 digit ranked killers
Probably it thinks you are not a too tier player.
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@lemonsway said:
The MMR experiment is living hell everyone is SWF'ing to reduce the groups MMR as much as possible. 3 hours into this ######### i've played Haddonfield, Shelter woods and Mothers Dwelling for 3 hours... No other maps during 3 hours always against SWF's, just check profiles everyone is friends, everyone has a ######### ton of hours into DbD. 2 guys alone had over 7k hours... This is absolutly mental.
Use map offerings, they are not forbidden
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@Mandy said:
The Rank shown is not going to make sense under MMR because it doesn't use the old rank system so we may well see a mismatch of colours in the end game.
The devs should hide the ranks on the end screen during tests like this.
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Sure, add a slider, but make 87 the max on the slider.
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@jester20k said:
https://forum.deadbydaylight.com/en/discussion/comment/2253989#Comment_2253989
Because like I said the game HEAVILY PRIORITEZES WHAT THE KILLER SEES. Who are you that this is news to you?
Didn't they say at one point that a hit validation algorithm will prefer the player with lower ping? Was this changed or never even activated?
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I also play nice. If I hook a survivor I stay next to them to support them in their struggling.
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Perks should be obtainable a lot faster. Give e.g. some reward skins for those who play a lot. But don't hinder the playability (e.g. by not being able to get and level up the perks) for those who can't spend a lot of time on this game.
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@Steel_Eyed said:
I’m like the total opposite. I’m looking at the end of the grind now. 40+ P3’s on my Steam account. Once I hit the end of the prestige club, what then?
The grind is what I stayed for. Complaining that the game isn’t immediately unfolded before every player is silly to me.
You only need four perks for your favorite build. After that is whatever the player decides. If you’re not a completionist, then get your favorite four and have fun.
If you want 40+ prestiges, then you get to grind for it.
You can start collecting all the skins buyable for shards
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I don't prestige. (Don't have time for that)
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Nothing was destroyed
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@GlamourousLeviathan said:
https://forum.deadbydaylight.com/en/discussion/comment/2249855#Comment_2249855
Yeah, I know that but I don't think that there should be game breaking stuff like iri heads and BNPs to begin with, for my idea I am considering a beefy nerf on these kind of stuff. For killers, I think that red add-ons should be based around The Twins add-ons, in a way that they change the killer's playstyle instead of giving them an insane buff.
Also, on each level of the highest bloodweb, you can claim at maximum 2 red nodes per level, not even considering the possibility of them don't spawning nor the Entity consuming them. They are called Ultra Rare instead of Ultra Expensive for some reason.
If the prices go ultra low, then you can go through the bloodweb fast enough to make even ultra rare easily findable.
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@MongolPSR said:
https://forum.deadbydaylight.com/en/discussion/comment/2249855#Comment_2249855
Um. The game already gives enough BP to do that. I am never wanting for addons on wraith or slinger.
Probably it is already broken a bit but this change would make it even worse.
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Reducing the price of nodes is a terrible idea: People will have enough bloodpoints to always run the strongest add-ons, items and offerings. Everybody will just run purple/green stuff all the time. The game is not balanced around that IMO.
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/255347/50-louder-than-0-is-still-zero
Oh my ######### God.
How do people still not get this?
Things in this game stack ADDITIVELY, not MULTIPLICATIVELY.
Yes, 0x50 is still 0, but 0+50 is 50.
And why should it be obvious? Why should it be obvious that the percentage is calculated from original value?
Why is it then that the order of add-ons can matter? E.g. one is adding charges the other is adding percentage. Why is there the percentage not calculated from the item value, but from item+chargeaddon?
So no need to "oh my xxx xxx"...
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@GannTM said:
Well if it’s multiplied and the survivor doesn’t have Iron Will, they will have a 100x50=5000% grunts of pain. You’ll be able to literally hear them from the other side of Mother’s Dwelling if that was the case.
I guess you aren't the best in math.
An extra 50% for the 100 volume is:
100x150%=100x1.50=150
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Devotion is there to show how much you play. You are not actively working for it. It just happens naturally as you play the game.