Better, simple idea for alternate SBMM system:

Short answer: Calculate emblems and kills/escapes instead of just kills.

Long answer: Add emblems into the equation to account for getting tunneled, games where you outplay the Killer via long chases but can't do gens or get saves. Emblems will help account for many situations in DBD.

System wise, track emblems and kills throughout the match. When a Survivor dies, take their emblems into account and their match result, then change their MMR accordingly so they can leave. If a Survivor escapes, do the same thing.

For Killer, add up their emblems and kills/escapes. If the Killer won a huge amount of chases and got a huge amount of hooks but didn't get many kills, raise their MMR despite the low kills because they are clearly deserving of it.

It's pretty simple, would take a huge amount of programming but this would definitely be the final fix for SBMM. It can address every single problem that happens in DBD, rewarding skill in almost every possible scenario.

(I also had an idea to adjust the hook counter for this new system so that it only counts actual successful hooks ((or cages)) and not hook states altogether, so it would be easy for Killer players to keep track of this mid match.)

What are everyone's thoughts on this?

Comments

  • Can't let this die, this is too good of a idea to just give up on without considering it imo.

  • I think for killer it doesn't work that bad, but perhaps they could consider the number of hooks prior the endgame. It's for survivor the current systems fails to succesfully evaluate the player strength. They could do gens, unhooks, protection hits, flashlight/pallet saves and none of that matters, and it should, because they helped their team towards victory. Perhaps when there is more than one escape through the gates, the survivors that helped a lot in the match sould win some mmr. One other thing that could help would be to have a multiplier per map based on the kill rate of that map.