MMR system
Until we get to know what these doing well and doing poorly variables are, it looks mega flawed. Until a system like this is in place, we need to get overhauls to things that play drastic changes to each match. With that being: Moris, Keys, maps, perks, addons, and facecamping and tunneling.
Also, if this gets implemented and shows to work, is the emblem system going to be removed? There will be no real reason for it since you’ve stated that it won’t even be enabled while MMR is live.
Until we get to know these variables and see balance to the things listed above, I believe it’s just not going to help in any way, in fact might even hurt the game more. The only things this system will potentially fix are the absurd survivor queue times.
Comments
-
If you can read between the lines, It’s just to hide the Ranks. This “secret measurement of skill” cannot measure skill in this game since there are TOO many variables to account for.
4 -
They said your rank will still be visible, hence I don't think they will get rid of emblems.
Take some time to think about what would happen, if they made matchmaking variables public. It would be easy to abuse and play for rank, rather than objective. I dislike the fact that only the personal survivor-rating will affect your rank and the other 3 surv ranks will be left out in that. It's hard to rank someone's actions which are dependant on actions of others.
1 -
I hope they never tell us what the variables are, or if they do I hope they only reveal it in the vaguest terms. Knowing how the algorithm works would completely defeat the purpose of a hidden MMR system in the first place.
0 -
Agreed, but why is there even a new ranking system when the current one is extremely flawed? Why don’t we get these things to work more efficiently than waste resources on something that can’t determine someone’s skill.
0 -
I totally get that, that’s kind of what MMR is meant to do so people can’t abuse it. So, I guess we just have to “hope” that this works and EVERY variable that occurs throughout the game to be accounted? Maybe it’s just me with trust issues, but I don’t get why a system like this is being put into place, when there are way better areas to put resources into.
2 -
I think it will be an improvement on the current ranking system, if only because it's hidden and therefore less open to abuse. I also think that the idea of having your MMR boosted more by beating more "skilled" players and vice versa is a good thing to have.
Variables-wise, there's no perfect way to balance it of course, but if I were them I would just base the system off the main variables (kills and escapes), and just trust to mathematical probability that the rest will even itself out over time. Because if you try to go into any more detail than that when it comes to the gameplay, there will inevitably be things you miss or balance incorrectly that put certain playstyles at a disadvantage, particularly when it comes to killers.
0 -
Indeed, there are reasons to keep the method secret, and you pointed out one.
About the MMR, i loved the idea. Remembered me old time pocker in internet, when if you lose to a player with much less points than you, so you lose a lot of points. And vice-versa. Its a smart dynamic.
0 -
I feel like you philosophy on kill/escapes shouldn't be used in these regards, but should be used in regards to the emblem system. I do agree that it should be simpler, but if the MMR system gets added, then we need more variables to depict how well someone does. It isn't fair to lose to someone who tunnels and face camp and then lose MMR points because of it.
I do agree with your points though, but just if the points you made were for the emblem system, rather than the MMR system.
1 -
So the problem I see is whether the system is hidden or not, people will discover the criteria over time to "create abuses" (aka, where farming BP came from). The other problem is like ScottJund has said, there's way too many variables to accurately rate anything.
Let's use a simple example. Survivor is in chase and drops a pallet, killer doesn't get stunned. Was this a good play or a bad play?
For an MMR system, that's all it sees, for players, we know there's more to the story. Did the killer dodge the stun? Did the killer chase through this loop with their ability as well as they could? Did the killer force Dead Hard? There's so many nuances.
If they attempted to look for every nuance, the server would only be capable of handling 1 match every hour.
This system isn't going to work...
1 -
And like i put in my post swf will boost people to high mmr when they are only good because of SWF itself. You could have a person thats really good with a team because all he has to do is do gens while the guy whos really good at distracting the killer does his job. So were gonna more than likely see swf at the very top of MMR. Which ill feel bad for killers i guess.
1 -
The point is that the points would even themselves out over time. When looking at ratings like this, you have to look at the big picture, not the individual games. If you lose points to someone who tunnels and camps, yeah that sucks, but if you're a skilled player, it won't matter because you should still win more than you lose and so your rating will still go up over time.
1 -
Okay, you make it so hard not to agree with you on every damn post you make. I guess over time it will be a solid representation of where you belong. Obviously in the beginning, it will be crucial for these simple variables, but like you said over time, it will definitely place you in an accurate position.
0 -
That's the theory. I've seen it work well in a lot of other games, even ones with RNG or bad teammates to complicate matters. And thank you, I appreciate the compliment! 😊
1 -
Personally I think it should go back to determining kills to pip
0