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mischiefmanaged

mischiefmanaged

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  • @PlaysByShady said:

    https://forum.deadbydaylight.com/en/discussion/comment/2768555#Comment_2768555

    So he addresses it at 1:09:10 in the original video

    https://www.youtube.com/watch?v=wIocxDbQ-9g#t=1h9m10s

    He doesn't say they ignore MMR to backfill. He says they massively prioritise speed, which I would interpret to mean the system literally pulls in whoever's in the queue with the closest value, regardless of their position in the queue. The survivor queue may be 10m, but if someone joins the queue at the right time, they may get pulled into a lobby to backfill it immediately if they're near enough the level for which the lobby was created.

    That's a different thing to ignoring the MMR completely and pulling in anyone.

    That said, there is a point where the two can and do overlap a lot, so depending on the actual scenario there may be little difference. But in fairness, the way he explains it (to my ears) sounds like it's still "respecting" the MMR levels, but it just becomes massively lax in the range of values it'll accept for a match for the case of a backfill (as opposed to having no criteria whatsoever).

    "Massively prioritize speed" is probably "pull in the closest number ignoring ranges". That's effectively what you said, but also accounts for the potential that it pulls in completely wrong people.

    I think in general the matchmaking usually rejects people outside of the range then gradually increases the range the longer you wait. They've said before it works like that IIRC. But, usually this still results in something close. So if you've got an MMR of 1200 and it's looking for people between 1190-1210 and the only other person who can fill your lobby is 1700, it will ignore that person and wait for someone who might be closer. After some amount of time it increases the range to 1180-1220 and etc.

    When backfill happens, it completely ignores the range and could pull in that person of 1700 even though it makes no sense and they would never get included with the original range. But, if it found a person who was 1200 at the time of backfilling, it would just fill the lobby with that person. And it would pull in someone at 1500 before the one at 1700.

    This is probably more an issue at times when the queues are very unbalanced and it can't find a person at the appropriate MMR.

    At least that's my guess. I think it's pretty close to yours but I thought I would just add on.

  • I think people don't really remember how truly awful the emblem system was and how unfriendly it was to new and intermediate players. So many people on this forum talk about how their rank games were better, but with my group of friends, our matches have been so much better now than they were with ranks (with a caveat).

    The old emblem system actively disincentivized playing the game. If I wanted to get better at the game, I would have to play matches. To practice, I would have to do generates, take chase, rescue others, and do other things that were seen as positives in the emblem system. Even with learning these and trying to get better, I would still go down to the killer pretty quickly in chase because the killer was better than me and deserved their win. The emblem system would then either give me a zero pip (because I did generators and saved other survivors) or it would even sometimes give a positive pip if I managed to find hatch or I did just enough. I died and the game considered that a win? It felt really ######### sometimes and I would then go against an even harder opponent.

    If I just felt like I was losing too many games that month and I wanted to practice against easier opponents, I'd either have to spend time ruining other peoples matches to lower my rank by literally not playing or I would have to wait until rank reset. If I was at rank 9 on the day before rank reset and accidentally ended up at rank 8, I would get reset to rank 9 instead of 13 which meant that I had another month of matches I just wasn't good enough to play in against red rank killers because matchmaking allowed that spread.

    Now, if I lose, my invisible number goes down, I get my grade rewards and BP, and I get an easier match to practice instead of facing even harder opponents who I'm just not ready to play with or against. I don't have to wait a month to be able to feel like I can play the game again and then essentially play 10 matches and be back to games I don't have a chance in. I don't really care what an invisible number has to say about me and I don't really need a computer to tell me if I'm having fun playing a game or not. I do want the game to avoid putting me against people who are literally playing for the first time though because they will have an awful time and I want it to avoid putting me against people with 1k or more hours in the game.

    There is a caveat. At night when matchmaking queue times are really long, I've seen the matches get more wonky and be about the same quality as the old rank system gave. It's not worse but it's also not better at these times.

    I do have a theory though for why some people's MMR might be screwy and it probably affects those in red ranks more than others. I wonder if the data for MMR was essentially seeded with your win/loss ratio pre-MMR where matchmaking was really imbalanced and you could be at red ranks and face people who were essentially new at the game and just win constantly. For those people, they probably weren't as good as they were lead to believe because they'd get the occasional stomp but were otherwise "ranked correctly" because matchmaking was screwed. When the switch happened, their MMR was inflated rather than at the correct baseline. When you're first starting, you win and your ranking goes up and then you lose and it fixes your ranking rather quickly. If it has a lot of data to the contrary, it may take longer for it to get to the correct number and losing a bunch to get to the correct number feels shittier than winning to get to the correct number. That would also generally affect more people here on the forums who likely play for longer hours than your average person.

  • @Rizzo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2748607#Comment_2748607

    Consider the rewards a different pool, as long as your normal BP pool is below 1 million, you will still be able to receive points from games.

    Nice. Do you know by any chance which pool gets used first? So if I go into a math, get 20k bloodpoints, then immediately spend it, am I taking from the pool with the cap or taking from the rewards pool?

  • @Rizzo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2748464#Comment_2748464

    BP received in this way go above the cap, so don't worry, you'll get your 2M!

    Can we still get BP after receiving the rewards or do we need to spend it to get below the 1M cap before playing again?

    Love the change in rewards. Just want to know if I need to spend the BP to get below the cap before starting to play with friends or if I can play a few games after the grade reset and still get BP from matches.

  • This happens on the Nintendo Switch too. My friends, who also play on the Switch, noticed it started happening with the 5.0.0 update (the Resident Evil one).

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