http://dbd.game/killswitch
Suggestion for the upcoming MMR changes and scoring systems
It sounds like the upcoming MMR changes are going to be analyzing performance within the matches to determine MMR gain/loss, rather than just strictly killing or escaping.
I think the current emblem system is a good foundation to build on this, but there needs to be a few changes that I hope are already understood and being scrutinized by the developers.
The following is just a matter of opinion, but I'm sure it will be mostly agreeable and fail-proof.
For Survivor:
1. Chase Points("Evader" category) need to overflow or "trade"(I'll explain this in a moment) into the other categories at a certain threshold. If the killer chooses to relentlessly pursue you for the entire match, you don't have time to heal or unhook, or work on generators/exit gates, and you have no choice in the matter but to play your best. After a certain amount of chase points, it should overflow into other categories in some way, or "trade" with your teammates points in some way since they shouldn't be punished either, as long as they're doing objectives(generators, exit gates, healing, unhooking, etc.) while you're in chase.
2. The "Unbroken" category should be immediately capped out if you escaped through an exit gate, or through the hatch only in the event the exit gates have been opened via 5 generators being completed. Self-healing isn't sustainable enough to farm this up per match, nor is it optimal without a med-kit in most situations, and recovering in the dying state is almost entirely up to the killer. This category seems to be fulfilled through how you functioned as an independent survivor, so you should still be rewarded a smaller amount of points per any relevant independent actions you performed during the trial just incase you DO die or have to escape through the hatch as the final survivor.
3. Opening and looting chests is almost always detrimental to survivor gameplay and should not be rewarded. Using the items should still be rewarded by offering extra points to their respective categories, which also encourages survivors to bring their own items into the match and use them efficiently, but the action of opening and looting chests should not reward any points.
Yes, there's a slight chance that the looted items turn out to help you and your team in some significant way, but in 99% of situations, doing this is a huge waste of time that only hurts your chances of escaping.
As for killer, it's pretty straightforward and I'm pretty sure it already functions this way from my own experience, but getting a 3/4k @ 5 gens should be considered the highest amount of MMR gain and should be diminished as the survivors successfully complete generators and escape. I'm not too good with analytics/statistics, but a 2k @ 0 gens should probably be the point where it counts as a draw(0 MMR gained/lost), and 0-1k should result in MMR loss to some extent. I believe the kills to generator ratio are the only things that should impact MMR gain/loss.
Feel free to share your thoughts below, or point out any issues(abusable mechanics, unfair advantages, etc.) with my suggestions.