The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

Hook based MMR concept

Deferlo
Deferlo Member Posts: 131
edited January 2022 in General Discussions

Introduction:

As you may or may not know, there was a Q&A yesterday, where Patrick (lead game designer), Peanits (community manager) and Justin (product manager), answered questions that were asked on twitter and on the forum by the community.

I want to specifically react to Patrick's claim that basing MMR on hook state as well as escape/kill could break the system and maybe put an 8h 0k in the win category.

And since i do nothing with my life had some free time, i tryed my hand at an MMR system based on hooks as well as k/e for killer only(imo the easiest to implement with hooks).

Before i begin i want to say that i am, in no way, a game developer, or a game designer, so everything mentioned here come from the point of view of a player and may contain some idea that are extremely difficult/impossible to do.


explanation:

I think we can all agree that, for killer, while kill and escape are the biggest factor to decide how well you did in a game, we cannot accurately determine a player skill through k/e alone.

My idea was change the yes/no that is currently in the game with escape/kill and add a With as variable that change the point gain depending on the hook state of the survivor.

Concretely, each new hook state is given a certain value that will be added to the point calculation at the end of the match.

Values + calculation:

Here is a list of all the variable that are present in this MMR along with the value that i decided, with the counting at the end of the game (no camping):

Escape: -10 if the survivor escape, 0 otherwise

Hatch escape: -4

1st hook: +2

2nd hook: +2

3rd hook: +6


So if the survivor:

Escape with no hook: -10 point

Escape with 1 hook: -10 +2 = -8 point

Escape with 2 hook: -10 +2 +2 = -6 point

Is sacrificed: 0 +2 +2 +6 = +10 point


Hatch escape with:

0 hook: -4 = -4 point

1 hook: -4 +2 = -2 point

2 hook: -4 +2 +2 = 0 point


In the case of a disconnect or a suicide (attempting escape to force 2nd stage, as well as failling skill check in struggle phase), all points related to said hook stage will be given to the killer.


Conclusion:

With this MMR system, escape and kill are still the deciding factor of the game, but you will lose less point in case of a 8h/0k since having 8 hook is still a display of skill, but will change the rare scenario of 10h/2k from a tie to a win for the killer.

The goal of only counting new hook stage, is present to disincentivize camping behaviour by making them gain less point for such gameplay, that way, a camped survivor will only ever grant 2 points to the killer making even a 3k/1e a loss (-4 points) in those situations.

The obvious flaw in this design is that a killer could lose points if the survivor decide not to save each other, making you unable to earn all 10 points in those cases.


I did my best to try and explore most scenario that could be make this system bad/less effective. Feel free to point out any mistake that i may have overlooked.

Post edited by Deferlo on

Comments

  • Snow_Lep
    Snow_Lep Member Posts: 305

    They should just make it emblem based for both sides.


    Survivors who rush gens get MMR off of holding M1. People who run the killer get MMR for being chased. People who heal/save other get MMR. Survivors who balance all get the most MMR.

    Killers who get hooks get MMR, killers who get kills get MMR. Killers who end chases quickly get MMR. Killers who make good use of their power get MMR. Killers who balance each aspect into a well played game get the most MMR.


    MMR isn't about Win or Lose, it's about performance.

  • bm33
    bm33 Member Posts: 8,265

    I think more nuance should go into both sides to encourage better game play. Current system encourages camping and hiding, add nuance to instead encourage hooks/interaction.

    NHL made changes to encourage more goals because high scoring games filled more seats than low scoring. DBD needs to encourage more hooks/interactions because that is more fun.

  • Deferlo
    Deferlo Member Posts: 131

    You're absolutely right.

    Here, i tried to stay close possible to the current system in order to simplify thing for myself and keep the k/e logic that the dev intended with it, but ideally we would need a remake of emblem system with what you listed here.

  • Deferlo
    Deferlo Member Posts: 131

    Yes, that's what we should be going for, i went with hook as the only variable because i figured that it was the easiest in order to make a universal system for all killer, but in order to make the game more interactive we would indeed need more reason to go for interaction.

  • PNgamer
    PNgamer Member Posts: 1,415

    The Answer is NO !!! That would make Dead by Daylight a farmfest, and no one wants that, and it would be a disaster. Sorry

  • Deferlo
    Deferlo Member Posts: 131

    How would this make Dbd a farmfest? no matter what happen, if a survivor escape the killer lose point and gain point if he kill them, it only enable you to cut your losses if you go for multiple hook, unless there is something that i didn't think of?