how mmr should work to account for skill
SURVIVOR SIDE:
survivor-killer interactions:
in chases the amount of time is added up in seconds at a 1:1 ratio to points with act of throwing down a pallet being worth negative 10 seconds/points and stunning a killer by throwing down a pallet being worth -5 points and getting a pallet stun that causes the killer to drop a survivor being worth 5 points.
sabotage: the killer missing an attack with you within 8 meters awards an additional 5 points. a flashlight blind is worth 3 points a flashlight save is worth 8 points.A sabotage is 2 points and a sabotage in which a killer drops or is forced to drop a survivor while the sabotage is active awards an additional 8 points
survivor-objective interactions:
every second spent on a generator is worth 1/4 of a point which doubles to 1/2 a point if the generator you spent the time on is completed(40 points for soloing a gen 19.9 points for a 99% that was never completed.) 5 points are awarded per totem break. 10 points for opening an exit gate. escaping is 50 points (through hatch or exit doors). searching a chest is 2 points.
survivor-survivor interactions:
safe unhook is 15 points. healing is 8 points. mending is 4 points. healing from dying is 10 points.
speed modifiers keep original time to point values eg. if you could do a gen at double speed for the full 80 seconds to cut it down to 40 seconds you would get the full 40 points( a generator's max point value is 40)
example: a meg brings a good tool box as her item she solos a generator in 60 secs with it instead of the 80 seconds (80*.5=40 points) she loops the killer for a total of 60 seconds and uses 3 pallets(60-15=45) she safe unhooks twice(15*2=30) heals 3 survivors including herself (8*3=24) and then escapes (50)
40+45+30+24+50=189
lets say double pip is 200 single is 130 and safety is 80
what do you think? should i make one for killer? comment below
Comments
MMR should take into account scoring, emblems, not kills or escapes.
having long chases without throwing a pallet every couple seconds needs to be rewarded and short chases that burn through pallets for no reason need to be penalized i standby negative penalty for using pallets. but maybe -5 points is too harsh for a stun i put that down to encourage using pallets effectively. do you think it should be 0 and the extra chase time points is enough? what value would you give a pallet stun?
kills are an indication of skill if its not an offering mori and same for escapes provided they arent too heavily weighted
i thought i made it clear that was how it would work.
a survivor being chased the whole game how long you think that would take? 5 minutes? 5*60=300secs/ points how many pallets do you think they would throw down? 10? 10*10=100 and the end screen would be 200 because 300-100=200 the survivor double pips. sounds good. you dont think so?
Nope.
You can kill, and still be bad.
You can escape, and still be bad.
Emblems are the real display of skill, because they count all you can do in-game. If you perform all the tasks fine, with a neat performance, that means you are good.
the fundamentals of the emblem system arent bad the execution is just flawed i made this to polish it not reinvent the wheel
sounds like a mismatch with a wraith that refuses to lose a chase
ideally the wraith would depip and all survivors except maybe the looper should single pip (the looper could double pip)
in regards to rng thats what the pip system is for right? so 1or 2 bad games cant derank you massively. also that sounds like map awareness and map awareness is part of skill dont lead the chase into a dead zone.
kill and escapes arent perfect indications of who is good or bad but they can help as long as they are not weighted too heavily.
the current emblem system treat absolute blowouts without a chance of the other side winning as near ties because when its all time based it all looks the same its not a preformance of skill when a chase takes 10 minutes killers should be getting any iridecenats for stuff like that and they should be saftey pipping or even 1 pipping for downing and hooking everyone in 1 minute but this is how it works now its not a "real display of skill" its a collection of task that dont line up to how killers and survivors match up
by chance the killer will find the bad survivor once as they climb the leaderboard and more skilled killers will try all the survivors to probe for weak spots in the team. even so if the survivor in question still learns some skills like not missing skill checks and staying hidden. some of what your taling about is just the nature of the beast if the killer never interacts with that survivor its just better to give the survivor the benefit of the doubt and derank the wraith and pip the survivor.
it shouldn't favor drawn out matches it should actually look at skill which is what i tried to do here.
I doubt something like this will ever come, because its onesided and very singleminded.
You just take into account things you like/think should be done, ignoring other playstyles.
Cleansing totems, even hex totems, are obviously nothing that contributes to the team, since you dont award points for that.
Keeping the killer occupied for minutes trough juking (therefore you are not constantly in a chase with him) him or playing hide-and-seek at the gen you are working at seems worthless too, no matter how long you occupie the killer.
But why do i get more points if i run to the hook with killer in tow than when i go there unseen?`Why are protection hits or taking over a chase for an already injured survivor not contribuiting to skill? What about the guy who disctracts and lures the camping killer away? Not contribuiting enough?
No, don´t waste your time doing one for killer, because this isn´t even partly thought through.
i did say i would award points for totem break check again.
i did award points for juking
i wasnt sure how to account for stealth so i left it blank for now
you make some good points there at the end even if you are pretty rude
Throwing the pallet early, though, is often the right move. Especially against certain killers. Like Doctor and Clown.
and if this gets you an extra 5 seconds of chase time its canels out and if more than you get extra free score
why would you think you would get get more points if you think you brought the killer to a hooked survivor? i didnt say that and it sounds like you're just farming your teammates and that should result in less points
because i play mostly solo survivor, and i often see this: Someone runs to the hook, get spotted by the killer, and still runs to the hook to unhook. Then it depends on the killer if he tunnels or not. But if not, its a save unhook, and he gets the points for the chase in addition for that, even though its a dumb move, while the player undetected by the killer gets less points overall.
I am sorry if i came of rude, but in this forum, a lot of survivors think there is only one way to play the game, and would like for force others to play just like that, and i am very tired of that.
that sounds like a good cost/benefit decision for the survivor(unhooker) and i think we way i have it set up for unhooks is fine and allows the survive top make the choice between attempting to lead the killer away for another survivor to take the unhook or gamble with trying for the unhook yourself.
i am willing to account or other play-styles to help refine this layout
it was big of you to apologize. thank you.