http://dbd.game/killswitch
DBD took some weird direction...
The whole point of the emblem system was to reward players for doing multiple goals during a match. For survivor you got more points for healing, saving, escaping chases, repairing, etc. For killer getting loads of hooks were rewarded, kicking gens, disrupting the survivors, etc.
If you had a match that you just rushed gens and left asap, or just tombstoned/camped people to death, you wouldn't even pip and get really low bloodpoints, so it actually PUNISHED CHEESY GAMEPLAY.
Then bhvr decided to give up entirely on the emblem system (which had some problems ofc, stuff like not getting enough points from instadowns like billy, bubba, etc, which needed a fix) to base the game off MMR. And what MMR does? The opposite, REWARDS CHEESY GAMEPLAY. Chases don't matter, all it matter is to M1 gens and leave / get the kills regardless of numbers of hooks.
On top of that, the game keeps adding more and more perks revolving around gens, which escalates the problem even more. Some matches just look like a PVE game, with the killer refusing to take chases to patrol gens with CoB/Eruption and survivors desperately rushing gens, and its not the players fault, its the game with AWFUL DESIGN.
I think giving up on emblem system for mmr was a huge mistake. What you guys think about the current state of the game?
Comments
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I don't know what you mean by reward in this context. You don't actually get anything for being high MMR the point of MMR is just to find games the matchmaker thinks will be balanced. Where as emblems still determine grade which does reward you with BP at the end of the season so not sure what you mean here.
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MMR win condition is purely based on kills and escapes, therefore if you play to win (which most people do) all you have to care about are these 2 things, regardless of any nuance. With emblem system at least there was an attempt to keep the game all arounded rewarding multiple things, when the goal was to pip (or at least try to escape/4k with as close to pip as possible).
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But is the goal no longer to pip?
Hypothetically you can play tombstone Myers an entire season get a bunch of kills but never make it past bronze and barely get any BP when the season changes. As much as MMR has it's defined criteria for moving people up and down you really still only get tangible benefits from getting pips. Cuz the thing is even if you care about MMR more you can't see it so you can't know what it is so I don't see what the incentive is as far as MMR is concerned.
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Rank grades don't matter anymore, I can't even remember the last time I looked if I piped or not (which I usually do anyway by playing for chases), I don't think the playerbase cares that much about it nowadays. I get your point about MMR, but for some reason people still care about sweating their ass off since its release, even without knowing their number lol.
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You get a good amount of BP for reaching up to the iri grades. While they don't matter for matchmaking, saying they don't matter at all is incorrect.
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Yeah the emblem system was a better representation than mmr is. Mmr incentivizes cheese with whatever it takes to get the kill or escape with nuances being irrelevant. It’s pretty ironic that after years of going through multiple different iterations of a ranking system that this final mmr one is probably the worst of them all. Like literally even the very first one that was just based of blood points was even more accurate.
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But MMR is hidden and isn't used as a ranking system. It's not intended to reward anything. It's just used to make matches. The devs understand that grades are a poor reflection of win rates relative to the mean, and that MMR is more accurate. But they aren't meant to serve the same function.
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The problem here is that you believe MMR is some kind of reward or goal to strive for. It's not.
MMR only exists to match you with other players that it thinks will give you an equal chance of surviving/dying. That's it.
Trying to gain more MMR is not something that benefits you, nor is it anything to boast about. It's meant to be hidden and ignored.
The emblem system still exists and still gives you tangible rewards, such as monthly BP dump, challenge goals, and killer adepts.
Caring about MMR is irrational nonsense.
Repeat after me:
I do not care about MMR.
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MMR doesn't incentivise anything, because it's not a reward. Sweating to gain MMR, for whatever bizarre reason, by using cheese strats to 'score easy wins' doesn't benefit you. It just makes games harder to the point where you have to use cheese strats becsuse you don't have the skill to play at your level.
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Yea its kinda depressing
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But high MMR is a punishment.
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Ehhh, emblems are hilariously inaccurate measures of skill. I might still have the VODs, but survivors managed a total of 3 gens in 3 of my killer games when they tested grade based matchmaking last spring. Emblems are context-free tasks to complete in a match with little bearing on the outcome. Just because you can do something doesn't mean you should. A huge part of skill is game sense.
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It incentivizes you by bhvrs definition of winning, not by reward of having worse high mmr games.
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I’m not saying the emblem system is a good system, it’s very flawed, I’m just saying it’s better than mmr.
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Only if you: A. Know what MMR is and B. Want more of it for some reason.
What reason is that?
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I’m talking about incentive of killing which is what most people view as winning as well as the devs. I’m not saying that’s good design, just that it is what it is.
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How has that changed?
Killing survivors has always been the killers objective.
Meanwhile emblems still exist and give you rewards for playing in a variety of ways.
What's the issue?
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I think people are missing a huge drawback to the MMR system that's mainly a survivor issue. If survivors have higher MMR, they're more likely to get better teammates. Matches get a little easier to handle. But to get higher MMR, you gotta escape at all costs...even if that means screwin over your teammates. You can do 3 gens, run the killer for the other 2, heal teammates, take hits for em....practically carry a team, but if you get hooked at the end and gates are open your team's probably just gonna roll out. Nobody wants to drop in MMR. A couple bad matches are insignificant, but line up a string of loses and the potato factor starts to increase. Then you lose more. Now you're stuck in MMR hell where you can't get that Dwight to stop pickin his nose long enough to hit a damn skillcheck. The games start to suck hardcore cuz you're still in a spot to get competent killers. Why would I go through all that when I could just say screw everybody else, Ima leave as soon as those gates got juice? That cycle is why most people hate solo q right now.
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This is a fair point that I believe has been made obsolete ever since they buried the soft cap into the ground and made backfills basically everything goes. You can have streaks escaping through the gates with teammates who know what they're doing, then even with insta queues the game suddendly keeps puttin you into lobbies with thre bots crouching in the corner of the map.
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I wish it were obsolete, but MMR hell is still very much alive and well. It is somewhat better now. You don't get stuck in there quite as long and there is a lot more randomness to the quality of players you get. I've gotten weird potatoes during win streaks and absolute god squads in losing streaks. People still play like there's no soft cap though, so that mentality is still the same. Far more people screw their teammates over now compared to the old emblem system. I actually preferred the emblem matchmaking, at least before it turned into constant rainbow matches. Games were more consistent.
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