Ranking System Rework Suggestion
I know for a fact that I’m not the only one who dislikes the current ranking system. However, I’ve seen more complaints than solutions on how a redo would be done. So I’ve decided to give my own suggestion and see what the community thinks about it.
My idea is actually pretty simple, if not exactly original. Matchmaking should be based on a Kill ratio vs Survival ratio. The kill ratio being the number of survivors killed divided by number of survivors faced per season and survival ratio be number of escapes divided by number of games played per season. In theory, Killers who are really good at killing would be put against survivors that are really good surviving. The idea would more or less be a K/D system like in CoD that will have more of an overall affect on matchmaking.
For rank resets, your Kill ratio and Survival ratio will be frozen for your first 10-20 placement matches. In the background, the game will keep track of your kills/escapes separately to calculate your starting averages for this next season. Meanwhile, you will be put against and with people who had similar averages to you at the end of last season.
I don’t see any reason to get rid of the emblems entirely though. Some people I believe still use them to review how well they did in their matches.
What may take some trial and error is deterring what ratios get paired together. Would a killer with .750 Kill ratio (3k average) be better against someone with a .750 Survival ratio (escapes 3 times out of 4)? Or would it be more balanced to put them against someone better? If not, how far from the Killer’s ratio would the matchmaking draw from the survivor pool? .730 Survivor ratio? .700? .800?
What do y’all think?
Comments
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This is definitely a difficult topic to discuss imo, but I feel like we can still work on the current system, and add additional ranks on top of that, maybe something like master and challenger in LoL.
What I have in mind is making it so you accumulate pips or some other point system, and at some point make it so that there is no safety pip, you could also make it so depipping is more punishing than usual until you reach a high amount you rank up again and enter some sort of new division.
However, I have one problem with a division from super skilled players and red ranks, queue times might become unbearable.
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That was part of my worry too. However there is a maximum to how high the ratios can go. If a killer gets a 4K every game or a survivor escapes every time, their ratio would just be a 1.000. That was partly why I brought up the question of how far the matchmaking would reach in either direction of the killer’s Kill ratio. Would a difference of 0.1 be too significant (survivor of .650 against a killer of .750)? How broad would the range have to be to ensure plenty of players while still making things balanced?
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I guess you could make it so that the more time spent the broader the range gets, maybe get it to cap at about 20 minutes or so until it just ranks you to the highest players available.
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I don't think you can go to a straight kills%/survival% in this game. Sometimes you get a 4k because someone was AFK at the start and it suddenly became a 3v1, some people can Nea Duck-Walk across the map the entire game and not do a damn thing, then hop out of the game when someone else opens a gate. The emblems are there to reward a player for doing thing in each of those four specific categories for a reason, to reward people who can play the game and touch on each of those primary point objectives.
The problem really comes from that as well. If you go into a match and run a 5 Gen Chase against a killer, you will max out on points and probably de-pip. You didn't do anything else while the others got points in the other 3 categories and at the very least, black piped. The thing the 8000 point cap in each area is a problem, either that, or some of those point objectives need to be reevaluated.
I do still like implemented the ratios of kills and survivals too, though. It just all needs to mesh somehow.
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So basically, skill based matchmaking.
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That does make sense actually. Maybe it will actually reveal whether survivors or killers actually overpowered. If killer or survivor queue times are long at high percentages, than maybe which ever side is more populated is overpowered.
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I mean, yes. That’s basically what I was going for.
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Yeah, it's a good idea and it's been suggested. Everyone seems to think it's impossible despite the fact that other games have done it. I think it's just a matter of it being impossible for BHVR. I don't actually think they know how. Either that or it's a lot of work and they simply don't want to.
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The 5 Gen chase situation is a good point, but I have an idea.
What if you delete the cap of individual categories, but keep the 32k BP cap.
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I hadn’t thought of that actually. Maybe if altruism and objective completion would be awarded a lot more than that might mitigate the issue. However, if they do nothing all match and get hatch then maybe hatch escapes shouldn’t factor into your survival rate at all. Do you have any good ideas for something like that? The reason I put it here first and not in Feedback was to get community input on it before I went all in.
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The only problem with that is you can legitimately max out all four categories and hit the 32K mark, making it so there wasn't a limit for a certain category would only reward people who actually only did one thing, but hurting someone because they were forced to only do one thing is still a crappy way to go. That is why certain objectives need a point rebalance. Not many people go into the game thinking I am just going to do one thing, unless you just really like getting chased.
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Skill based matchmaking would be nice.
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I wouldn't remove the cap on just one category, I would delete the cap of all categories.
Making it so that no one gets punished for whenever the killer either doesn't pressure gens properly, sticks to chases for too long, or allows survivors to be overly altruistic.
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I know this can sound scummy but please upvote ideas you agree with so devs can see how many people agree, if they do check this thread that is.
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Once I got more responses to this I was going to summarize the idea and suggestions that sounded promising into a post on Feedback
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Oh OK, I'm fine with that.
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After sleeping on it, I realized a few more concerns that might pop up. Should killing a survivor by your own hand count toward a Killer’s kill rate and a Survivor’s survival rate? Should bleeding out count as a kill/death? How should a DC be counted on the Killer’s end or on the survivor who quit and their teammates sides? What if the Killer quit because their Kill rate would suffer? Will Bill every kick his smoking habit?
How do y’all think these problems should be handled?
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This is why I think we should just improve on the current system, kills and escapes alone are too little information, like you said a killer could bring a mori everytime they can for a free rank up, or slug everyone to death.
About DCs, I think DCs as killer and survivor should derank, or remove rank points from you to some extent and DCs should give the killer an amount of BP closer to that of a sacrifice.
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DCs do not give near enough blood points for what you miss out on. The solution I came to Moris and DC for the new system would most likely not have them be counted at all. Like if one person DCs in the match and everyone else dies on hook then the kill ratio for that round would be 3/3 instead of 3/4. Getting Mori’ed wouldn’t count either, the match itself wouldn’t factor into your survival rate. The deranking as punishment I feel would allow people to just abuse it and play against lower skill killers so they can smurf easier. The new DC penalty would probably help but it fails to punish those kill them self’s on hook.
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