The pip system fundamentally misunderstands survivor contributions

The idea behind the Pip system is to reward or punish players in line with how much they contributed to that individual match. If you do well, you get one or two pips along the 85-pip track to get Iridescent 1. If you do poorly, you either lose a pip (depip) or gain net zero pips (safety pip).
Except that that's not how pipping works. The pip system, as it currently stands, rewards arbitrary measures of a player's skill that ignore the context in which an individual game is played.
First of all: Unbroken, the easiest target of this discussion. Not going down in a match at all is representative of one of two playstyles - a survivor who is selfish, or one being given a game that is too easy. To get Iridescent Unbroken, you can't hook exchange, you can't take a down to give someone on death hook extra distance, you can minimally bodyblock, and, as a point I will go into more later, you cannot go against instadown killers and get caught out. A good player will inevitably go down for a good reason, but it disqualifies them from Iridescent Unbroken, making double pipping in Iridescent near-impossible.
Next, both Lightbringer and Evader suffer from the same issue - usually a player will do most of one or the other, but not both. A player who is doing a majority of gens to progress Lightbringer and are taking a majority of long chases to progress Evader are in a team that is fundamentally failing them by not capitalising on the time made by those chases. And sure- in SoloQ that can happen, but the likelihood of getting good scores on Evader, Lightbringer and Unbroken are minimal - you have to take long chases without going down and also progress generators on the side.
(Benevolent is fine in the average game, but has issues I'll address in a second, that's why it doesn't get it's own big paragraph.)
And finally, the Emblems are entirely killer-independent. A large benefit to your Evader score is pallet stuns, but ranged killers like Huntress, Deathslinger and Plague are going to circumvent that aspect of gameplay entirely. Another for Evader is chase length, but killers like Myers who benefit from waiting until a chase can be swiftly ended to begin one will deny you that and destroy your Iridescent Unbroken all in one. And that's ignoring that if a game goes very well for you, you can still depip or safety pip because you didnt get the opportunity to contribute to chases and altruistic action leaving you with only Lightbringer and Unbroken to work with - even a win is read as a loss by the pip system.
Fundamentally, this system should be changed in much larger ways than even I know how to properly address. But for a first change, make it so you cannot depip a won game - if you escape, the worst you can get is 0. This helps avoid punishing survivors for winning too easily.
Comments
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Now there is a bug with the survivors' emblem that forces survivors to run after the decoy. As long as this emblem has such properties, it is not difficult for maniacs to find survivors, otherwise survivors will lose experience; survivors are not interested in losing experience.
in its current form, the system encourages collusion with the maniac from the very start of the match and punishes players who prefer to repair generators, that is, players who strive to survive or escape, avoiding searching for the maniac and running after the maniac
Yes, everything is complicated by the fact that the process of obtaining the emblem is made more difficult since you still need to be able to run up to long-range killers.
Just as I understand, completely hidden killers also give much less points for the survivor emblem.
I propose to change this "fugitive" emblem to be available outside the chase. Namely, points are received by players who perform actions completely excluding points specifically for the chase. And the survivor who gets caught in the chase receives a small percentage of points, but only for the actions of those players who are not participating in the chase at that moment; a similar principle of scoring points now exists for survivors, depending on the repair of generators.
This change will make the maniac's collusion with the survivors meaningless.
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