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MMR using emblems mechanics could work better than what we have (very long)

wewantbetterfun
wewantbetterfun Applicant Posts: 286
edited October 2021 in General Discussions

The way emblems worked required killers/survivors to perform a certain way to gain points into emblems to pip and rank up, this system was by itself really good but used into a VERY bad MM which barely every worked.

Emblems system was a good idea and should be kept in mind for a new MMR and here's how emblems are perfect for the new MMR.


Survivor side:

To get emblems survivors needed to perform actions with other survivors, be chased by the killer, work on gens and escape to get as much emblems as possible, requiring the survivor to do every type of gameplay to get emblems, if they worked on gens all game and didn't help anyone or got chased at all, they would get lots of points into the gen category but none at the others and so barely getting enough to pip.

If this system would make a return into our curent MMR it could greatly improve the survivor experience because, if survivors only work on gens and hide or simply die doing very little, they won't get much emblems and so will lose MMR, if they do lots of gens but no chase/help they will get little as well since they only did the objective and so did nothing to prove they are good at the game.

(I will now use points for MMR from now on)

If survivors get chased by the killer, the longer they got chased the more they get points for it, if gens get done during this time they get more points as well, the more they do during the whole match the more they get points into each category giving MORE points and so giving more MMR at the end of the match.

Let's see it like this:

Objective: 0-5

Chase: 0-5

Altruism: 0-5

Escape: 0-1-5 (either 0 for dying, 5 from escape and 1 from hatch)


1 survivor did 2 gens, got chased for 4 minutes and rescued 2 survivors from hooks and healed 5 health state and died, 2 gens from 1 survivor is great, so they accomplished their role into the objective category, being chased for 4 minutes in total is a really good amount of time for 1 survivor, also accomplished their role into the chase category, unhooking and healing others this much is also accomplished the altruism role, but they sadly died in the process.

So that 1 survivor will get 5 points from objective, 5 from chase, 5 in altruism but 0 in escape

Giving that survivor 15 points total.

If another survivor did 1 gen and got chased 1 minute 20 seconds and healed 1 survivor and escaped

They would get 2.5 points in objective, 1 in chase, 0 in altruism and 5 in escape

giving them barely 8.5 points


The better/more you do during the match the more you will get MMR points and so the faster you will get in high MMR and get better teammates.


However, to help this system into being more precise and accurate towards the points you will get, grades would need to be given a new role as your MMR rank.

If you are ash, you cannot lose mmr at all, all you can do it gain MMR from that grade

If you are bronze, everytime you start a match you start with -3 in MMR, so if you do a very very bad match, you might lose MMR

Silver will start with -5

Gold with -6

Iridescent will be -8

The higher the grade you are in, the BETTER you need to play to be able to stay in this rank and to rank up and to stay with players of your level.


Killer side:


Killer side will work pretty much the same way as survivors but with differences.

Killer points will be:

Hits: 0-5 (0.2083 points per hit, insta down M2 count as 2 hits)

Hooks: 0-5 (0.416 points per hook)

Chase time: 0-5 (average of 1 minute per chase = 5, the longer the chases the less points you get)

Kills: 0-5 (1.25 points per kill)


The killer job is to kill survivors, not to extend the game, but the longer the game last, the more points they will get, but even if the game ends quickly, they will still be rewarded with many points


If a killer hits survivors 17 times, get 8 hooks, average chase time of 1 minute and 2 kills

The killer will get 3.54 points in hits, 3.33 points into hooks, 5 points into chases and 2.5 points on kills.

Giving the killer 14.37 MMR points, If the killer was Iridescent they would barely get 6.37 MMR points, but still did okay enough to increase in MMR.

If the killer hit 7 times, get 2 hooks, average chase time of 3 minutes and 0 kills

The killer will get 1.45 points for hits, 0.832 points for hooks, 1 point for chase and 0 for kills

Giving the killer 3.282 points, if they were Iridescent they would lose 4.718 points into their MMR.


The value I gave here are exemples and can be increased to fit better, they were simply a exemple.


This way, having such a system like we had with the emblems would be more accurate to know how good a player is and be more likely to be with players of the same skill level than what we currently have at the moment.

Things can be changed and improved but I believe if we use the system of the emblems, we can have a better SBMM overall and have a better experience.


There is more things that could be addressed like SWF, 1 high mmr with 3 new players etc etc, but I don't want to deal with this.


Thanks for reading.

Post edited by wewantbetterfun on

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