MMR for survivors should be like this..
4-0 escapes - All survivors gets maximum MMR points
3-1 escapes - All survivors gets equal high MMR points
2-2 escapes - All survivors gain nothing, lose nothing
1-3 escapes - All survivors lose equal MMR points
0-4 all die - All survivors gets maximum MMR point reduction
This would promote teamwork instead of promoting selfish gameplay, leaving teammates behind just for the escape. This would also encourage facecamped survivors to hold on until the end, so the other three can escape and you die but still gain MMR points.
Comments
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Actually makes sense. Esp since its a teambased game.
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No.
Escapes should influence the MMR but it should not be the only relevant factor. Chase, dealing with the given resources, genspeed and even things like items or addons have to put heavily into consideration.
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Ok fair enough but if the system is going to be based on escapes only, my system is better then what we have now..I think 😀
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So if my team is bad i will be penalized as well, fair.
It should start tracking other things more than escapes, if i loop a killer for 5 gens and then i die i shouldnt lose anything, same for my team, they shouldn't get anything out of that game cuz all they did was hold m1
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Your idea isn't fair for everyone.
Mmr should be more complicated. Something based on points per your game results.
Escape via gates - 10 points
Your overall Bp score more than 20K - additional 5 points
Additional 2 points per every iri badge u get.
System based only on kills and escape is stupid.
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This is just one extreme to the other.
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That is true, your system is better, but lets be honest here... thats not a very difficult task 😅
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If they're gonna keep it simple because taking into consideration all the factors that make a good survivor player would be too complex, then that at least would promote them playing as a team. I like it.
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That would only promote teamwork if people actually cared about MMR. If people want easier matches, they just leave people to die.
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Yeah well you can have this for the escape points, then add all the rest in looping, doing gens, totems, safe unhooking etc..much better system 😀
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I some-what agree, however there is so much more to the game than just escaping and making that redundant on affecting MMR is the worst bit about SBMM rn.
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But I want to run urban evasion spine chill left behind and dead hard
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With all the recent games I have played it's clear that people have changed the way they play in the end game. If you are hooked people just leave now. Have others noticed this? Killers should just kill but survivors should not only survive but also help others to survive! MMR wants you to open the exit gate and just leave.
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To my Pov, they leave you to die and escape. Means you drop your mmr and they increase theirs. Means you will have easier Killer to escape next match, while they will have harder Killer and die in the next.
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Yeah, I had the same idea, it can probably work, at least better than the current MMR.
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It's impossible to balance an assymetrical game based on 50% escape ratio if you factor in more stuff than escapes. If you want to take more stuff into account we can go back to the old pip system wich i prefer 10 times.
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I would also rather use the pip system but with open end elo and not just ranks.
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I have noticed this too....in quite a few games I was hooked at end game NOED wasn't a issue and the other survivors just opened the gate and saved themselves. This is after O saved their respective butts...or they never had a hook and could last a single hook.
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This isn't a popular opinion here, but the new MMR as a whole is doing an amazing job! The stats they revealed the other day shows most killers have a slight edge on win rate, of just of 50%. That is so much better than the old system, which being charitable had the killer advantage of for the entire pool of killers (except nurse) and at the time Freddy was damn near 70%.
Food for thought, the worlds second strongest chess engine(LC0) was trained using only win vs loss information to train a neural net. It is not a terrible metric and probably the complexity of maps, perks, rng window/door placement means no human derived heuristic will ever be accurate enough to make perfect matches. So if we can't have perfect, maybe the scheme we have is actually good enough. For the record I do love the idea of a team rating as the op suggests.
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