Ranking System Issues

Fundamentally, the main issue with a ranking system that scales in difficulty- as you basically have now- is that's already what a ranking system is supposed to do.

As you get higher in the ranks, you fight better and better players, the game gets tougher, until you stay around the same level, finally at the spot that matches your skill level.

As it is, if I kill four people but two of them ragequit early, then I might actually depip in red ranks. Because I didn't have enough hooks, or enough chases. Not to mention the fact that a very close game in which I kill only one but keep hooking all of them over and over is a depip when it used to be a safety.

I appreciate the emblem changes, and what the ranking system update is trying to do, but it doesn't need doing. It complicated ranking and just made it unnecessarily difficult to get up in ranks, when you have doubly scaling difficulty.

Comments

  • darktrix
    darktrix Member Posts: 1,790

    The new ranking system is better for swf since you can choose your teammates. Too many variables as solo which involve luck to reliably pip. Unless you turn into a scumbag sandbagging hook farmer who plays for the hatch every game.

  • LexTalionis
    LexTalionis Member Posts: 135

    The problem with the ranking system as it is now is it doesn't operate on a scale based on each game as a whole. It's operating based on what the dev's believe a "perfect" game should look like for all players. The belief that killers should get 9 hooks every game assumes that the survivors actually save each other. If they don't, that isn't the killer's fault and they shouldn't be punished for it, but they are. It also, by the same token, assumes survivors will let themselves be hooked rather than always trying to escape, because if they're never caught, or even better, if they're never chased, they're punished as well.

    The ranking system should look both at individual play, as well as the play of all others. Survivors choose to not unhook a player, the killer gets full hook credit for the death. Killer face camped that player, then the kill credit is decreased for it and survivors get bonus points for objectives completed during that hook time period.

    This is how a scoring system based on whole game picture would work, and it would not be based on hard number targets.