What is the point of SBMM if we can't see our MMR rank, and can't ever compare it to other players?
So, the new grades are the same as the previous rank bands, with a fresh coat of paint and the same pip-based system. Except now, you can never drop to a lower rank, and everybody earns BP rewards based on where they end up, then everyone gets reset to Ash IV on the 13th of each month.
But now our actual game rank -- our MMR -- is an entirely separate score, it is kept hidden from us at all times, and we do not know what in-game actions influence it. Basically, Behaviour is saying "just trust us," with no transparency into how the system works. So what is even the point of it? It may as well not be there, if we can't see it and don't know what influences it, or whether we have gotten better or worse at the game over time. All we can do is guess.
Why is it like this? How exactly is this an improvement, from the player's perspective? You guys said in your recent SBMM update post that your data is all very positive, and it's working great, and resulting in fairer matches. But on our end, it's completely opaque and we have no numerical rank to help us discern whether we are improving at the game. So why would you not just show this number to us? Why is our only visible number now just purely "how much you've played" instead of "how well you've played"?
(EDIT: Also, just to get out in front of it -- I know the previous system was not perfect. But this new system seems like some real Office Space-caliber engineer logic, just layering another system on top of an already confusing system to make it even more wonky, while also taking away information that we previously had, and not bothering to account for the possibility that it is not very friendly to the player at all.)
Comments
1. By complex, I do not mean something a layman cannot fathom, but there is too much information that cannot be displayed neatly enough. So no "no, just no" :D. It's possible that it would display as more than a single number or pretty emblem.
2. You miss the point though. Depipping isn't how it once was. Before, people would control depipping because they knew which rank they would go to. If the SBMM works differently, then how many times do you depip? How many others will be in the same area, depipping as you, who you'll end up facing? Has the system got capacity to tecognise people who stay still vs people who try but don't do well?How do you know it's as simple as a win/loss? What is a win/loss classed as anyway? It may not be as easy as you think it is.
Ultimately, a big error that may be being made by people is that there is a ranking system, or you need to define win/loss. If it's SBMM, there is no need to rank people or put winners against losers - it's match-making based on skill. A killer may get 1k every match, but if they are scoring well in each category they will face tougher opponents than those who get 2-3k with the camping lifestyle. That flies against ranking in terms of win/losses, and how the system might be working.
I doubt it's as complex as that, but if you want examples, I'd say these have potential.
Yea it would be neat to have at least something.
Reminds on old loading screen there was only the dbd logo refreshing. You never knew...is it still loading? it it bugged? And they added a little progress bar.
I would like to have sth like the ping indicator. It's grey when the SBMM tried to match you with low skilled or it's red, saying "you get matched with higher level people"
Nothing exact, just something.
Terrible teammates make the game fun for both sides, albeit there was frustrating aspects to it as well.
If you don't find dominating potato survivors as killer fun, or seeing megheads or baby dwights do the weirdest cute stuff, you're too sweaty.
Hiw exactly is the game fun if you have terrible teammates? I don't particularly enjoy matches where I get hooked to find my entire team sitting around doing nothing. Or as a killer it's not much fun to play against survivors who get chased for all of 0 seconds and do no gens becuase they are constantly explodinh the gens.
If you enjoy that why dont you just play just play a custom match one Killer on survivor and set them to just walk forward constantly if you just want an easy win to feel good about yourself? Stay away from matchmaking all together?
Oh sorry your talking nit about doing nothing but playing to win in such a way that the rank stays low. All the more reason to make it visible then so that the devs can tweak it to prevent that sort of thing.
There is that, or see if the devs are doing anything behind the scenes to adapt.
Although, this then feeds more into your concern of hiding it because then we'd have no true way of knowing if a tweak happens, or even if it does at all. That part of the debate I do concede to you currently. So maybe there is ...
... you know what? ######### it, why not show an average emblemic score for each category. Share those 4 categories in terms of an average colour, so at least you know you've played with equal benevolent or chaser players. Again, may be hard with killer, but I think most will be able to compare their survival emblem with the killers sacrifice emblem, etc..