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Rank Progression Suggestion
I've noticed a common theme among the threads regarding ranking systems, difficulty of matching skill level and "burnout factor" from having to try too hard.
I know there is an MMR system on the horizon, which is good and I think it would couple nicely with the following idea for the rank systems.
Each rank should be based on population distribution, MMR, Success Metrics (win / loss ratio, blood point accumulation per round, etc.) This is a similar model Blizzard uses for its SC2 competitive brackets.
To give a rough outline, the population distributions would look something like this:
- Ranks 20-17: 11% Of the Player base
- Ranks 16-13: 35% Of the Player base
- Ranks 12-9: 23% Of the Player Base
- Ranks 8-5: 16% of the Player Base
- Rank 4-2: 14% of the Player Base
- Rank 1: 1.1% of the Player Base
The only way you'd find yourself in Ranks 5-1 is if you WANTED to be sweaty. Right now, the game will naturally put you into the red if you just play the objectives for fun. Not all people WANT to be competitive, so if you implemented a population distribution model to ranking, people would have the option of "trying hard" vs "I legit just log in to kill people. I don't care what my rank is, but I also want to have fun with people at my level."
Thoughts?
Comments
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Your idea seems pretty logical and reasonable, specially since the logic of high ranks being for great players makes a lot of sense
The only problem I see is that your idea is based on competitive games and their ranking systems, and this game is based in rng and player's behaviour too much for it to be a viable system
If you kill 4 survivors with a mori, are you a great player or does it make you loose points as if you were a bad player? If you get facecamped on first hook, are you a bad player? If you run the killer around for 4 minutes and no one does a single gen, are you not rewarded for looping the killer? If you encounter a 4 man swf with toolboxes and get genrushed, ending the game in five minutes are you a terrible killer?
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Yeah for sure, the nuance of the human element would definitely be difficult to account for; but I imagine there would be some kind of formula you could create and centralize the algorithm around "time played in match" vs "Chase time / environmental interactions / mechanics initiated" to ensure the person being measured is active rather than riding coat tails.
It would take a lot of work, but I think there could be some meat on the bone with at least partial implementation. I would think they'd have to come up with a population distribution of sorts anyway, since they're crafting their own MMR system.
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