What do you think rank should be based on?
So im sure everyone knows the amount of players that reached red ranks increased massively after the reset and ruin changes, this i feel created alot of issues when it came to match making and balanced skill wise and so id like to discuss what everyone feels the ranking should be based off. personally i feel rank should be based more on chases and objectives and so i came to these percentages towards ranking
- Chaser = 40%
- Objectives = 30%
- Altruism = 20%
- Survival = 10%
My reasoning behind this is chases is the most important factor, it shows skill and knowledge of the game and this category is the one that changes most when comparing ranks and so how well you can lead on chases should be rewarded. Objectives is obviously the aim of the game and should reward those willing to do the objectives, obviously generators arent hard to do and thats why chases is above it but it can sometimes require boldness and risk to get them completed. Altruism while needed to make the game last longer isnt a hard action, but if no one gets the save then the killer will have easier games making doing chases/objectives harder, so in turn if you want high objectives/chase you want more people alive. As for survival this is a team effort and shouldnt really be punished if your team isnt up to scratch, while escaping is a team effort it doesnt show your own skill as well as possible hatch escapes which is more luck than anything else, what do you think?
Comments
-
Altruism is riskier than gens, shouldn't objectives not be higher than altruism?
0 -
I agree that Chaser should be the most important, but why is Survival at the bottom? Survival should be secondary, because the goal is to escape the trial. That’s why so many red ranks refuse to do gens and just unhook everybody they see, because it gives so many points. This way the focus will be on doing the overall objective in the game, escaping.
0 -
i think you got that mixed up at the end, and no, objectives is the aim of the game... while saving people benefits you the killer isnt always gonna be camping the hook to make it hard, i feel altruism already awards too many BP and is too easy to gain an iri emblem in it. i feel thats a huge reason why ranks are a mess with no consistency as too many people are boosted by hook saves, i dont mean that in a horrible way but chases show the most skill and objectives is the aim of the game and awards very little in comparison
0 -
IQ
0 -
I think ranking up/down should be actually determined by a team winning/losing based on escapes vs. kills, and the game should be re-balanced around that. None of this emblem nonsense.
0 -
but objective and chaser is at the top so if people do good chases and do gens youre more likely to survive, but i feel thats a team effort to escape not a solo, rank is based on a solo players skill and not the teams, also if the killer doesnt slug for the 4k i dont feel the hatch should award huge survival as that person could of hid most of the game yet still escape anyway
0 -
What the hell? You want swf to be carried even harder? A survivor's rank should be determined by their skill, no questions asked.
1 -
I want the game to be determined by who wins/loses, not by who plays in a way the devs approve of.
0 -
agreed. SWF is too easy as it is, not only that if it was based on people escaping so many people would just bail and refuse to even attempt to save you, even more so at endgame
0 -
Players getting boosted by luck or cucked by unbalanced features of the game makes your idea very bad. I don't want potatoes in red ranks or godlike players bullying green rank killers. Apparently that's exactly what you want.
1 -
Not if them not saving you means they don't win.
0 -
That's why I said the game should be rebalanced around it. Measures against camping, measures against tunneling, OP perks/add-ons/items/offerings/Killers get re-balanced. The problem isn't the idea; it's the game being in a pretty dang messy state.
0 -
if you think escaping means winning then thats your problem, i have had games were i have tripled the score of people escaping while i have died. it should be based on your own skill and what you do in the trial not how many times you can escape, that will create selfish players, more people dying on first/second hook, make keys more OP and make SWF carried i dont see how keys, swf or selfish plays show skill
1 -
Oh well then we're in partial agreement. The difference is, I am looking from the more accurate perspective that the game will never be balanced because it is little more than a party game.
0 -
I think a majority of Survivors escaping means winning. Beyond that, I think it is possible to balance the idea to make sure that the Survivors who put in the work are the ones who reap the most benefit, regardless of win or lose.
0 -
Not really, all they would need to do is alter the emblems slightly, remove the amount of points from one category into another. i try to avoid SWF and at most id play with my brother, while he isnt great at chases what so ever i am, i have lead multiple chases where he can solo 2 gens, but i dont feel rank mean anything if people that hide and cant do chases achieve the same rank as those who can lead on chases and do things that require more skill and i feel thats why i never minded going against ruin, i could hit it every time, i learned to do that i also learned totem spawns if my teams was struggling, but now gens take no skill yet even less gens get done due to players that arent able to lead chases all going down in a few seconds
0 -
All that does in my eyes is simply change the narrative the emblem system is trying to enforce. "Oh, you succeeded, but because you played this way and not this way, we're not going to reward you properly" is not a system I am okay with.
0 -
so you arent okay with a system that awards those that play better? that makes no sense though? you cant have everyone hit the same rank but them not have the same skill? in no way will it punish people on how they play, but in turn make them understand inorder to reach the top ranks they need to improve in X category, if you allow people to reach top rank by playing the same and never improving then why even have a rank system, its meant to show skill and knowledge of the game. if you arent as skilled you will go against killers your skill level making your games enjoyable and to that level of skill, this is why so many people scream nerfs because instead of adapting and learning how to get better they feel they should be forced to play a certain way... but thats online ranked games...
0 -
Well pretty much every other team game uses an ELO system based on win/loss for the team, it's been continuously demonstrated that someone who plays badly more often than not won't rank up.
The only issue with a win/loss condition in this game is that you could "boost" a friend rather easily as I think strong survivors can't evade killers better whilst weaker survivors can just be gen monkeys.
Saying that, I would rather this game simply had 2 SWF max limit and then implement a win/loss condition based on escapes. But I know the SWF limit would kill the game, it's just the best way to have a legit ranking system.
0 -
It doesn't matter, once they change to the new ranking system it will be obsolete
0 -
you know they will still likely base your rank on how well you do in the trial so objectives, chase etc. the new change will likely just be so if youre miss matched you dont rank up/down as much if you go against people who arent your rank
0 -
My problem is that it's not really a system that rewards those who play well; it's a system that rewards those who play "fairly."
0