The Emblem System A Sunk-Cost Fallacy

  1. Here's how to fix the ranking system.
  2. Get rid of the emblem system
  3. Killers
    1. 0 Kills = -2 Pips
    2. 1 Kill = -1 Pip
    3. 2 Kills = Safety Pip
    4. 3 Kills = 1 Pip
    5. 4 Kills = 2 Pips
  4. Survivors (Survivors All get the Same Pips at the end of the game)
    1. 4 Escapes = 2 Pips
    2. 2 Escapes = Safety Pip
    3. 3 Escapes = 1 Pip
    4. 1 Escape = -1 Pip
    5. 0 Escapes = -2 Pips
  • This is literally the only way you will fix the ranking system because EVERYTHING in the game is based on Escapes and Kills. Right now the "Emblem" system is trying to simulate these stats and failing and has always failed. Survivors are ranking up just playing the game a lot and they're dying over and over again in just a few minutes of game play. It's no fun for survivors to die every game and still rank up, to only die quicker next game. (There are obviously survivors in the red ranks that deserve to be there, but there's a lot of survivors that are being forced into red ranks and get slaughtered over and over again also)
  • Why are you taking the most round-about way to simulate what a good survivor does to escape or a killer does to get a kill, when the answer is literally right in your face at the end of the game.
  • Again, the emblem system is a failure and has always been a failure. The emblem system is a sunk-cost fallacy for the Devs, they refuse to let go of this system they have sunk so much time into, when they can easily fix the ENTIRE RANKING SYSTEM by pretty much going back to what they had before.
  • You can't balance this game with the Emblem System. It doesn't work.

Comments

  • the devs will tell you that this system can be abused, and completely ignore the fact that the current system in place is also abused.

  • @Munqaxus said:

    1. Here's how to fix the ranking system.
    2. Get rid of the emblem system
    3. Killers
      1. 0 Kills = -2 Pips
      2. 1 Kill = -1 Pip
      3. 2 Kills = Safety Pip
      4. 3 Kills = 1 Pip
      5. 4 Kills = 2 Pips
    4. Survivors (Survivors All get the Same Pips at the end of the game)
      1. 4 Escapes = 2 Pips
      2. 2 Escapes = Safety Pip
      3. 3 Escapes = 1 Pip
      4. 1 Escape = -1 Pip
      5. 0 Escapes = -2 Pips
    • This is literally the only way you will fix the ranking system because EVERYTHING in the game is based on Escapes and Kills. Right now the "Emblem" system is trying to simulate these stats and failing and has always failed. Survivors are ranking up just playing the game a lot and they're dying over and over again in just a few minutes of game play. It's no fun for survivors to die every game and still rank up, to only die quicker next game. (There are obviously survivors in the red ranks that deserve to be there, but there's a lot of survivors that are being forced into red ranks and get slaughtered over and over again also)
    • Why are you taking the most round-about way to simulate what a good survivor does to escape or a killer does to get a kill, when the answer is literally right in your face at the end of the game.
    • Again, the emblem system is a failure and has always been a failure. The emblem system is a sunk-cost fallacy for the Devs, they refuse to let go of this system they have sunk so much time into, when they can easily fix the ENTIRE RANKING SYSTEM by pretty much going back to what they had before.
    • You can't balance this game with the Emblem System. It doesn't work.

    What you propose makes entirely too much sense and is far too simple. The devs MUST make ranking the most convoluted system ever established in a video game. Now they will double down on the system by hiding ranks and instituting an absurd MMR system when maps aren’t static/swf exist. Until further notice please remove all common sense from your posts. You are required to white knight in these forums

  • Sure, I get punished because other survivors are bad.

    Newsflash, survivors are not a TEAM. You have the same collective goal, but if I wanted to I could leave you to die and just leave. Which I will if it's clear there is no way to save you without dying myself.

    Also killer pips used to be based on kills and it was awful.

    This thread is just not well researched or thought through.

  • @thesuicidefox said:

    Sure, I get punished because other survivors are bad.

    Newsflash, survivors are not a TEAM. You have the same collective goal, but if I wanted to I could leave you to die and just leave. Which I will if it's clear there is no way to save you without dying myself.

    Also killer pips used to be based on kills and it was awful.

    This thread is just not well researched or thought through.

    Killer pips based on kills worked very well.

  • Hello eboni mori EVERY SINGLE GAME. Tunneling would be a better strat then it is now.

    Although 3k regardless of how it happens should always he a safety pip though

  • Doesn't this remove any skill requirement for ranking up? In my opinion results are irrelevant and performance should be the major factor, chase performance, dance performance, acting performance, and time management performance.

  • Here's what I propose to counter your proposal.


    Killers based on a hook system.

    0‐3 hooks, -2 pip

    4 hooks, -1 pip

    5-7 hooks, safety pip

    8-11 hooks, +1 pip

    12 hooks, +2 pip


    Survivors gain pips based on how long they've survived and how much they've input.

    0 generators up to 99% of 1 generator, 0-30s chase time, 0-50% healing(other survivors), 0 unhooks, 0 totems, died within 5 minutes : -2 pip

    All of the above, died within any minutes : -1 pip

    Any combination of three different objectives--1 generator total, 15-30s total chase time, above 51% healing other survivors, unhook 2 survivors, 1 totem, died between 3-10 minutes : safety pip

    Any combination of four different objectives--2 generators total, 31-60s chase total time, escape a chase lasting longer than 15 seconds, unhook 3 survivors, 1 totem, take 3 protection hits, 100% heal a survivor from any state, died between 7-15 minutes, escape, escape via hatch : +1 pip

    Any combination of five different objectives-- 2 generators total, 61s+ chase total time, escape 2 or more chases lasting longer than 15 seconds, unhook 3 survivors, 1 totem, take 4 protection hits, 100% heal a survivor from any state, died after 10 minutes, escape, escape via hatch.

    You cannot stack objectives, you do not get pip objective checks for escaping on a safety pip, you can't rely on the team to try to get you that final check on the list, because it simply won't give you it, it only applies to people who would have gotten a single or double pip upon escape. This actually makes you participate in most of the match, not just chases. Adapt, git gud

  • @Munqaxus said:

    1. Here's how to fix the ranking system.
    2. Get rid of the emblem system
    3. Killers
      1. 0 Kills = -2 Pips
      2. 1 Kill = -1 Pip
      3. 2 Kills = Safety Pip
      4. 3 Kills = 1 Pip
      5. 4 Kills = 2 Pips
    4. Survivors (Survivors All get the Same Pips at the end of the game)
      1. 4 Escapes = 2 Pips
      2. 2 Escapes = Safety Pip
      3. 3 Escapes = 1 Pip
      4. 1 Escape = -1 Pip
      5. 0 Escapes = -2 Pips
    • This is literally the only way you will fix the ranking system because EVERYTHING in the game is based on Escapes and Kills. Right now the "Emblem" system is trying to simulate these stats and failing and has always failed. Survivors are ranking up just playing the game a lot and they're dying over and over again in just a few minutes of game play. It's no fun for survivors to die every game and still rank up, to only die quicker next game. (There are obviously survivors in the red ranks that deserve to be there, but there's a lot of survivors that are being forced into red ranks and get slaughtered over and over again also)
    • Why are you taking the most round-about way to simulate what a good survivor does to escape or a killer does to get a kill, when the answer is literally right in your face at the end of the game.
    • Again, the emblem system is a failure and has always been a failure. The emblem system is a sunk-cost fallacy for the Devs, they refuse to let go of this system they have sunk so much time into, when they can easily fix the ENTIRE RANKING SYSTEM by pretty much going back to what they had before.
    • You can't balance this game with the Emblem System. It doesn't work.

    I understand you are frustrated with the current emblem system, but simplifying it too much leads to its own set of issues. For one, on the Survivor side, does the first person to die have to wait for the match to end in order for the results to be tallied? Or is that person's rank in "limbo" until the match concludes, and can requeue without taking those results into account? For killer, only taking kills into account leads very quickly down the path of exploitation by 2 hooking everyone and letting all 4 escape; de-piping basically at will. (Certainly, there are other ways of purposefully down ranking, but this method allows you to noob-stomp low rank players for 90% of the match and then throw the end game).


    My personal feeling towards the emblem system is that it desperately needs an in-game, live notification when the next emblem quality has been achieved; immersion be damned. The guessing game that we have to play for something like # of chases won, or how how much healing/unhooking we've done and what that equates to for emblem quality is often super ambiguous, despite there being a rote formula to calculate it. If the game added pop-ups, even just a symbol next to the BP score event that showed the color and category, that would give us some idea of how we are doing mid-trial and not be surprised so much when the score screen hits. The only emblem that this kind of system wouldn't really work for is Unbroken (Survival) category, but that is because of the way it is calculated, and is mostly based on the event of you actually leaving the trial alive, so it's pretty self explanatory. Yes, some Emblems can go up and down in quality as the match progresses, causing more than just a few emblem changes, but, to me, that just gives the player more information, and that is a good thing, imo. Heck, maybe if done right, it might discourage hard camping if killers could see their Chaser emblem quality go down right before their eyes.


    EDIT: Forgot to mention, the fact that the emblem system has not been adjusted to compensate for each killer's power is perhaps the biggest oversight the devs have made to date. I am truly baffled why the emblems for a killer like Hillbilly have the same requirements as a killer like Trapper or Hag. Why do insta-down perks/killer power not grant double the chaser emblem quality? Why do set-up based killers have the same gatekeeper time requirements as everyone else? Each killer should have unique emblem score values to reach based on their powers.

  • kills isn't the same as skill, dont you know?

  • LOL no it didn't.

    You can pip on the current emblem system with a 0k if you stall the game long enough, get at least 1 hook on everyone, and get a lot of chases and hits. Legion is especially good at this because it's so easy to max Chaser/Malicious with them.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1230442#Comment_1230442

    LOL no it didn't.

    You can pip on the current emblem system with a 0k if you stall the game long enough, get at least 1 hook on everyone, and get a lot of chases and hits. Legion is especially good at this because it's so easy to max Chaser/Malicious with them.

    As a killer, you should never pip with a 0k. The emblem system can get you to a point where you keep getting 0k and pipping. It's no fun when that happens.

    The old system kept you at a level where you could actually get kills. It still had it's flaws, because the Devs weren't using the same system on the survivors which cause killers to be put against extremely good or extremely bad survivors. But over all, for killer, it worked.