Why did we not get a true SBMM system?
It seems like all the necessary data is already being collected: Chases, hits, downs, hooks, saves, heals, protection hits, gen repair, pallet stuns, blinds, boldness, losing the killer in chases, etc...
Obviously the emblem system did a poor job of turning that data into a proper MM system, but they/you could have still used the data and assigned values to those actions. How did we end up with this kills/escapes system that clearly is not an indicator of skill?
Hide in a locker for the entire match and escape through the hatch is the same amount of skill as a player that does 3 gens, gets 2 hook saves, heals 3 people, and loops the killer for 3 minutes? Camping a survivor at a hook, with a chainsaw, as survivors throw themselves at the hook for a rescue, and getting a 4k, is the same amount of skill as 12 hooks, 4 kills, and keeping up gen pressure the whole match?
This is a huge slap in the face for the survivor that carries the team for the entire match, but dies on their first hook after the gates were opened. They clearly had vastly superior skill, but their teammates get wins and they get a loss. Even if they don't do a full carry, they may still have the highest score on the team game after game, but the more they lose, the worse teammates they have to deal with.
The worst part is that the system is teaching people to be selfish. On the killer side, it's all about the kills, at any cost. It doesn't matter how much they ruin the enjoyment of other players, it's all about the K's. On the survivor side, it is about escaping at all costs. Rescue a teammate? Nope, too risky. Do gens where the killer might see you? Nope, better to hide and let others do them. Do anything at all to help your fellow survivor, when there are only 2 of you left? Nope. Hide on or by the hatch and wait for the killer to kill the other survivor and escape through the hatch. I have even had other survivors deliberately body block me so the killer would hit/down me and not them. Not saying that things like this never happened before, or that everyone is doing this, but there has definitely been a huge increase in this type of behavior. with the new system.
This system has made the game worse, in multiple ways. Balance and matchmaking still are horrendous, but it has also made the game even more toxic, and taken away the team based gameplay on the survivor side, and turned it into an every man for themselves situation.
With all of the skill based data that the game already collects, why did we not get the skill based system we were promised?
Comments
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A problem with chase data is that some killers by design simply don't start chases.
Wraith cannot start a chase while cloaked and if the wraith is good he's landing a hit every uncloak and not spending a lot of time uncloaked.
Victor does not start a chase either.
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But the system we got is not effective. At least calculating some skill based factors would be better than none. That seems like a cop-out response from them, especially since they were using the emblem system info for MM before.. All they really would have needed to do was tweak the numbers from the emblem system to more accurately represent skill levels.
Which is fine. there is still plenty of other data to use. Never really paid close attention to how they worked in the emblem system. Did they just get screwed by that. It seems like they should be some other way to compensate for that.
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The devs are absolutely HORRIBLE at this game. So it's balanced for when they play. The way they see it. If it's fine for them it's fine for the rest of us.
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If we assume they actually wanted to design an effective system for players of all skill levels: I imagine they thought quantifying skill would be a lot simpler than it really is, and as they got deeper and deeper into it they realized they bit off more than they could chew. Map RNG affects chases and outcomes way too much. The actions of individuals greatly tilt the odds of survival as a whole.
To truly gauge survivor skill, you have to factor in chase time, safe unhooks, game length, average total escapes (the whole team), personal escapes, etc., over a ton of games and compare that to the average of all players. Tracking all of that data and analyzing it is a massive undertaking. Then you get into stuff that is much harder to quantify in terms of positioning, efficiency, etc. True SBMM for survivors is looking at individual performance relative to the mean. And I guarantee they don't have a sabermetrician or three on staff.
So yeah, ideally the system could say "well, this survivor has longer chases than most and dies a lot. But their team tends to escape at a higher rate than average, so this survivor is probably performing well above average despite a low personal escape rate."
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Well, yeah. I mean, they were already using some of that data in the emblem system, which was being used for matchmaking. It seems like they could have used that same data, but tweaked it so that the numbers more accurately represented skill, without the additional points it gave, and dividing it up into emblems and caps. Since escapes and kills were already factored in, it would have been more accurate of a skill indicator. It may not have been a perfect indicator of skill, as you say, but it would have been much closer than what we have now. At least with that, a skilled survivor that does well through most of the match but dies on a single hook, wouldn't feel like they wasted their time, and worse, wouldn't get punished for it, while survivors that did very little get rewarded. That survivor should get bumped up in the MMR, while survivors that ONLY escape, but contribute little else, go down. I don't see why that stuff can't be factored in.
Seriously, escapes and kills seems like something that would get suggested on day one of spitballing on how to create an MMR system, not something you would see after long-term thought on the matter.
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You know it’s not working if they’re hiding it from you.
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Even going off of the stuff they tracked with emblems, I don't know why they couldn't come up with an efficiency score for survivors that factored in % of total gens done, effective chase score (chase length relative to gen progress by teammates i.e. 15-20 seconds is great if it leads the killer away from the last gen and it gets done), and altruism. A survivor would realistically be good if they checked two of those boxes and teammates escaped.
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