Can something be done about Survivor's score/pip system/results?
Lately it's becoming too common to see survivors running perks like Sole Survivor or some "just stealth" combos and avoid doing anything team oriented and just waiting for the whole team to die and get hatch/door with opening speed builds. In my opinion this is more of a Solo Q destroyer than any "OP Killer" blablabla thing that could be in the game at any point.
I'll never mind dying as a survivor if that means my team is doing productive things and not just hiding because they just care about the fact of "escaping" because MMR this, MMR that, or some silly "streak" (same works for "winning streaks" as killer, another stupid trend created by content creators that people try to copycat and adds 0 to the table for anybody) that nobody really gets impressed by because this game is as important in a competitive scene as NintenDogs or Cooking Mama could be.
The only frustrating thing about dying in this game should be when your team does nothing during the whole time of you getting focused, but some players do get frustrated because they don't get the chance to get any points in any field other than chase if they get tunneled, gens if their team mates are getting camped with an insta down ability killer, and so on. For this, I suggest to rework the whole system of bloodpoints and pips for survivor, making it team based, where all survivors receive the same amount of bloodpoints and get evaluated as a team.
It's really important to push the survivor role to a team oriented mindset in Solo Q, and I feel personally that it's very much lacking of that as time goes by since people only think "I have to escape, ME! if the rest dies I don't care because I care about MY super important for my daily life MMR in the asymmetrical horror game Dead by Daylight and MY points for escaping" (when you literally can easily get more points easier if you work on several fields, and not only survival). Since the bloodpoints (and pips, exp, etc.) are added once the trial ends, just add them to the account of the survivors once the match finishes, so they can leave the lobby if they already died in the trial. It's really not that hard to make improvements to make the game more altruistic and less selfish.
Please, the latest Solo Q improvements have been pretty good (HUD, yada yada yada), now please... Think about reworking the scoring system. I am against MMR in this game, but since apparently it's going to stay, at least make the survivor MMR a team based MMR, since the killer one goes up and down regarding how many people escape or die, make the survivor one go up and down based on how many team mates die or escape too, not only themselves.
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survivor mmr already goes up and down based off how much of the team escapes. sole survivor+wake up builds are product of survivor constantly d/c and getting improper matches with bots. too many 3vs1 matches. it is survivors way of giving up on the match and waiting for go next function.
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I doubt this scenario has anything to do with bloodpoints. Most are aware that the best ways to score BP are through interacting with other players. Coop points, hook rescues, and chases are some of the highest scoring actions. You will score higher as a team player who died, than an immersed who escapes having done nothing of value.
So I'd say your idea of a bloodpoint incentive for teamwork already exists. In fact the current system is probably better than your suggestion, which would reward everyone equally, even when they do nothing. With this playerbase, that would lead to resentment and petty "I'm not doing anything that will get my ######### teammates more BP" attitudes.
This is more likely to do with recent challenges that involve; escaping through the hatch, and getting Iridescent unbroken emblems (cannot get injured at all).
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There are challenges in the archive where you need to get hatch or 3 Unbroken Emblems.
What you describe is one way of doing that.
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From my experience it's been a common practice before that challenge was available.
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As far as I am aware MMR for survivor works individually and it's your own MMR that goes up and down if you die or escape yourself. That's the big problem in my opinion. It's supposed to be a team oriented role, but in reality the score is individual.
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I know, but there are plenty of players who don't know that and just want to escape because they think it's the best way to score.
My idea for bloodpoints incentive is for those who don't have a choice aka the one being tunnelled out for example, who can't do anything but get chased. A lot of people will not feel as bad about getting tunnelled out if at least they can get more bloodpoints from the things the whole team is doing, same as for those who just happen to have the choice to do gens and will not be able to take aggro.
In my opinion survivors should get team based score (bloodpoints and pips), will reduce a lot of frustrations since scoring and pipping up as survivor is a pain in the ass as it is now.
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I agree there needs to be a way to 'compensate' those who get camped/tunnelled. I've suggested additional score events before to help with that. And a shared BP category would be a good idea too, maybe reworking the Survival category to take into account the whole team's survival rate.
But I don't think everyone's total BP should be shared equally. That would promote laziness, expecting others to pick up the slack, and the pettiness I mentioned earlier, which is already seen by people refusing to play BP offerings like BPS and Cakes because they "don't want other players benefitting from them".
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it is individual but how much mmr you get is based on how many survivors escape the trial. so it is team based. solo escaping as last survivor is less rewarding towards MMR. it is not 0 reward but it is kinda go next type build with low faith on any success on the team.
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Tbh I don't really check my teammates' perks. And at least for my knowledge this behavior was rare before the challenges. At least for me.
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Yes, that's exactly why you see an abundance of selfish builds, because they're the only realistic way of doing them
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I wish there was a system to avoid de-pipping for both sides. Killers should avoid de-pipping if they get lots of hooks and survivors should avoid de-pipping if they are productive and work to keep their teammates alive.
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That would be nice too, but at this point it's just not about de-pipping, especially as survivor where it's the hardest to pip up. I only care if I get tunnelled or not when I am trying to rank up in Iri ranks because it's painfully long and you need almost the horn of a unicorn and the blood of a virgin to pip up, especially in solo Q. I think less people would care if they get tunnelled if score was shared between survivors, that way it'd be like "okay, this game I have to be the one who gets chased" "well, this time I have to be the gen doer because we have an Iri addon Slinger camping from a far" yada yada yada. This way the camped survivor gets rewarded by the work of their team mates, and so do the people who will not be able to get chased because their only chance is to do gens. And so on if you get my point. And with the score being shared, it'd be simpler and less frustratin to pip and get bloodpoints like this.
This would be the most amazing improvement for survivor ever IMO, since it'd minimize frustrations big part of the community have and it takes away nothing from anybody.
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I just want them to remove depipping across the board. I was just coming here to make a thread about it because I lost a pip due to my ally using Plot Twist right after being unhooked, which counted as an unsafe unhook, which meant my altruism medal was removed and I depipped.
The only way survivor is remotely fun to play at all is if you don't care about pipping. Trying to pip past gold is an exercise in incredible frustration as you depip from things outside of your control.
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And it just shouldn't be that way. I really expect them to do something soon and they realize that solo players have it so rough to pip up and get points in general. I really don't care about the loss of bloodpoints in perks (WGLF, Prove, etc.), but scoring as survivor is painfully unmotivating at this point.
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