Correct MMR for SBMM
Craziest suggestion: Use the emblems.
I have had the game for going on 3 years now, and not ONCE have I thought my emblem score in a match was 'unfair'. I understand I didn't get chased much, or I understand I didn't do many saves, but that is understood and I played well in other aspects of the match while that one emblem was lacking.
The emblem system has had the MOST work over the years, to a point where you can check your emblems and actually tell exactly what to improve on in matches moving forward. As a survivor, it will probably revolve around more balance among different aspects of being a survivor. As a killer it will probably come down to more fundamentals; using your power more often, working on ending chases quicker, better patrolling paths for gens. It is part of the game, and I have found little to no issue in how well it scores me in each category, even more so with the adjustment that camping actually loses emblem rating for killers now unless they are actively in a chase around the hook.
The biggest complaint I see people making about emblems being the basis for MMR is that it could lead to a whole team of survivors who ranked up solely by doing gens, healing/getting saves, or solely by looping the killer. This isn't an issue in other games though, and is even LESS of an issue with the intro to solo-queue being able to see what others on the team are up to. Playing as a team when you aren't directly in coms is about adjusting your playstyle to fit into what is most beneficial.
Biggest example I can give is comparing it to a team game with multiple roles like Rainbow Six Siege, where you can have an entire team of 5 made up entirely of people who are rather like minded in how they prefer to play; as either defensive and supportive (those who would be the same type as doing gens and healing), or those who take a much more aggressive approach (those who would run at the killer to get their attention and then loop the whole match). For THAT team of like-minded people to win the match, they need to adjust their playstyle to fit the role of someone who is going to focus on gens and be a support, or maybe be more aggressive than normal and run the killer.
Emblems are accurate, they fine tuned the things about 100 times in the past year because people claimed ranks didn't work. They gave themselves the BEST base for a MMR rating, and are just choosing to ignore it for some reason.
P.S. Don't hate me for using Siege as an example but it is an asymmetrical game as well and with the multiple roles it works well to be a good comparison for the different roles of DBD.
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Second example I can give is for Rocket League if you don't like R6. I have a high pass percentage in matches, but a rather low shot percentage. If I get matched up with someone else who has low shot percentage and high pass percentage, one of us WILL have to adjust to play more aggressive and take more shots if we want to win.
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The emblem system contains skill-based information that should have been implemented in the SBMM, no question. However, the emblem system was most definitely flawed. Of course, you never thought your score was unfair. Everyone likes to think they are better than they are. The emblem system ranked you up far too easily, especially on the survivor side. It gave you far more points than you deserved and did not accurately represent the actual skill of the players. You could easily get to red ranks just from playing a lot, regardless of actual skill. It could have, however, been modified to work as a skill-based MMR system if they changed the values, imo. They were already using a lot of skill-based elements. I'm not sure why they went with something so basic that still doesn't represent actual skill.
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No, I'm talking the moments when I would get broken emblems for not doing enough. I've looked at it and definitely thought about the match and realized 'yeah, I was lacking in that way.'
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The biggest problem with the emblem system was that they didn't even use the ranks to matchmake for the most part, hence rainbow lobbies. The other large issue was that the weights of things had some outliers that needed fixing, like one shot killers got zero chase points, same with wraith and nurse.
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