Grades unintentionally manipulates MMR
Hear me out for a second.
I think I found out why MMR might be putting people against survivors/killers that are better than them even if they are "playing normally".
I think the Emblem System is screwing up people's MMR because the Grades are still very much dependent on it. So you can't just realistically play how you would want to play if you want to get Iridescent 1. And yes, I know grades don't matter for some people. But it is the only thing close to a win condition for this game.
I feel like this is a massive oversight. There needs to be something else that rewards pips than the Emblem system. Because right now if you play casually or you don't care for kills, you're punished with your grades. Even if you don't "depip below a grade", you're still incentivizing people to run as much meta ######### as possible. Clogging up high MMR.
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But that is my point.
Grades were pretty much advertised as how much you played the game rather than how well you played.
Since Grades aren't supposed to be a measure of skill or competition since MMR is supposed to handle that from now on.
Ironically, the fact that Grades uses pips as a system overrules MMR. I can't believe I am saying this, but I think BHVR may have unintentionally created a system that is exactly identical to the previous system. Though that is me giving them the benefit of doubt.
People will go for the closest thing to a win condition they have. And the fact that we still use the Emblem System for Grades means people play in ways that increase pips rather than playing how you would normally want to play.
It might be the reason why High MMR feels bloated similarly to how Rank 1 in the old system feels like. Because everyone is going for pips. And what do you need for pips?
Escaping as Survivor = Iridescent/Gold Unbroken
Killing as Killer = Iridescent Devout
While I still find the leaks for how the MMR works to be under some doubt, assuming they are real, the game is actively encouraging people to play in such a way that is detrimental to how MMR should work. Since Killers allegedly increases their MMR by getting a 3/4k within 10-15 minutes. And survivors allegedly increase their MMR by surviving or decrease it by dying.
I feel like this is a MASSIVE oversight on BHVR's part. Pips should not be a measure of actions in game if the goal is to play "how we want to play". Because the Emblem system is, as we ALL can agree, unhealthy for the game and completely unintuitive as a means of a win condition.
It actively punishes you if you do not farm the survivors out of 9 hooks, it actively punishes you even if you got downed once and not hooked.
The Emblem/Pipping system needs to be completely overhauled so MMR actually naturalizes without this system clashing with MMR.
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I agree, they had to get the data from somewhere. And supposedly, it should've naturalized because the data we got from the Emblem System was essentially junk data.
Except it didn't. Because we still rely on that data, because we still feed the MMR from that exact same system with the Emblem System.
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Bhvr were also naive to think changing the appearance and names of ranks would get players to understand that they aren't used for matchmaking anymore.
I played a survivor game the other day, we all died. Another survivor was angry we were all silver and gold but the killer was iri 1. I tried to explain, he didn't get it.
Two game later I play killer, one particularly salty survivor says she hopes I enjoy being stuck in gold forever. I tried to explain, she didn't get it and called me a gold noob (half true, I am in fact an iri noob now)
So for the surprisingly high amount of people who ranks mattered to, grades also do because half the playerbase seems to still think they're used for matchmaking as well as a reflection of your elite dbd skills.
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BHVR needs to make this very clear in the game and also overhaul how the pipping system works.
Not the matchmaking, how PIPPING works. Because right now Pipping doesn't encourage you to do anything but play as mercilessly as meta as possible. Because if you want to get Iridescent on Gatekeeper, you need a lot of gen regression. If you want to get Iridescent on Devout, you are going to need to tunnel one person out to get a chance of farming the remaining 6 hooks for the 9 hook bonus out of the remaining 3 survivors. If you want to get Iridescent on Hunting, you need to CONSTANTLY chase survivors and ending chases quickly. Which IMMEDIATELY runs counter to the other Iridescent category, Malicious. If you want to get Iridescent on that, you better make damn well sure you aren't instadowning anyone and hitting them as much as possible.
Same with Survivors, but it's EVEN WORSE for Survivors.
If you want to get Iridescent Chaser, you need to get in chase. But getting in chase means you won't be able to do gens and get Lightbringer points, but doing gens all the time means you most likely won't be going out there and healing and rescuing survivors for Benevolent. But if you're going for Benevolent you're most likely also trading yourself to save someone who might be proxy camped and oh look, you can't get Iridescent Unbroken anymore.
The Emblem system is just so dumb because it doesn't reward players playing with common sense. It rewards players for actions in the game that could even be DETRIMENTAL to the players because of the playstyles it encourages.
I still support the idea of MMR in DBD, but I don't support it alongside the current Grades/Emblem System
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Just faced a rank 1 demo. Game before that was a Myers who must have only just picked up the game as he tried to put me on the same hook a player was just sacrificed on
What on earth is that about? Litterally total opposite ends of the scale. The demo wasn't brilliant, but he was still rank 1 so ....
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