Patrick is wrong, in a polite way there are better ways

2K 2E will never be a good and balanced match especially in my eyes, it shows an outcome but nothing that happened to get there.

I understand hooks dont paint a full picture but they paint a better one. Hooks will always show more than kills, someone who can do many many chases (downs, mindgames, outplays) etc.. show more skill over the other players

Patrick's one and only arguments that had some standing was the "is it a win, or a loss" well how about a tie/draw?

This game is a 4v1, it will never be perfectly balanced and that's just how it is but holding an asymmetric game to a similar view to the 4v4 equal games is a mistake.

My idea, balance on hooks (mostly) individual hooks =1point and a kill=2points. This way someone who can 3 hook someone and get a kill gets far more than someone just face camping.

You can decide what is a win, draw and lose. In Patrick's example 8hooks can be a draw, anything more will increase your rank (the more hooks the more you go up) and anything less would be a loss (lesser hooks mean a bigger loss)

In an unbalanced game having a draw is acceptable, both sides can play incredibly well.

In this game 3hooks on 1 person is a kill, in hockey you dont score 3 times to get 1 point. Your "shots" are downs, none are rewarded, killers arent rewarded for getting a down. Yes you're downing (taking a shot in hockey) but it doesnt mean you'll score, however hooking someone should be a score, and a kill should be a bonus like in other sports that provide more points for a better "play"

Edit: dont ban me for a discussion, no disrespect here at all just a better view or at least in my eyes.

Comments

  • MMR was just a terrible, terrible mistake.

    The Emblem System and its old, bloodpoints-based predecessor were not perfect, but replacing them with this...thing, was one of BHVR's worst decisions.

    And BHVR is the master of awful decisions, as proved countless times.

  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/308043/patrick-is-wrong-in-a-polite-way-there-are-better-ways

    Patrick mentioned in the QA that they considered using hooks, but that it made it difficult to decide whether a player won or not for certain scenarios. And regardless of the actual implementation, this potentially led to situations where all involved players would get a "win", which would totally screw the math of the MMR ratings.

    I'm thinking that's the core issue of the MMR considerations, keeping the MMR ratings stable over all players. If you have scenarios where more / all players jump up in rating than players that go down, the overall MMR will eventually climb up, so you would have to adjust, introduce some inflation to the ratings etc.

    With basing the rating on just kills, you just do not have this issue. For every survivor losing MMR (bc they got killed), the killer rises in MMR. For every surivor that escapes, their MMR rises and the killers goes down. This simple system is very efficient in keeping the overall MMR stable.

    Last but not least, we should always keep in mind that the MMR is an average rating over of multiple trials. The predictive power for a single game is very limited. MMR does not measure skill, but your oddds of escaping / killing survivors.

    Well that's because there is no draw, you win or lose its that simple. However like most games with SBMM it's a 4v4 and everything is equal not to mention alot of them have seasons.

    But you say this SBMM keeps things equal but in reality thats not the case, within 1 game you can have both a killer and survivor increase in MMR same as you can have a killer and survivor decrease.

    This SBMM doesn't work as well as youd think especially if you're in the higher bracket, I'm not even talking about balance issues but just the fact there is a soft cap on mmr so even if you win hundreds after the soft cap it wont matter, you'll simply be marked at that soft cap rating.

    So in theory you could get survivors with 5000mmr versing a killer at 1999mmr just because the soft cap is 2000mmr (this means those 5000 ones are counted as 2000) obviously this is just an example bit this happens, not to mention backfill and the game forcing fast matches over SBMM in the first place.

    Saying hooks dont work is a lie, very similar to the lie they said about kills/escapes being bad and they wont use it. Hooks would naturally have a better balance point as they show each stage (6hooks is 6hooks, unlike 1 kill which is 0-9hooks).

    Issue is using things like hooks and other actual skillful actions as a ranking system would be more effort and more challenging. When it took the devs so long to put a kill/escapes SBMM I'm not surprised they didnt go for a more complex system, in there eyes it would be too time consuming and would prefer focusing on other things

  • The problem is people not really understanding what a matchmaking tool is

    First off people are hyperfocussing on skill. Mmr isn't and was never meant to be a skill calculator. There is more to matchmaking then just estimate skill

    At the end of the match mmr doesn't ask "how skilled was this person?" It asks "should this person face stronger or weaker opponents?"

    For example a legion who can kill everyone and have 12 hooks? Should they face stronger or weaker opponents? Well obviously stronger they crushed them.

    A bubba who one hooks everyone by facecamping them and get 4 kills. Nobody is going to deny that this didn't take a lot of skill. Still though, Should they face stronger or weaker opponents? Well stronger obviously, they need to face survivors that know what to do against a camper and rush gens as best as possible.

    A claudette hiding all match doing nothing and escaping of their teammates sweat. You can't go lower in skill then that. But again. Should they face weaker or stronger killers? Cause for me it sounds that they need to face a killer that doesn't lose a 3v1 and will punish her if she doesn't pull her weight.

    Nurse with 9 hooks and 1 kill. Should they face stronger or weaker opponents? Well they obviously crushed at chases but dbd isn't just chases. And with 9 hooks having only 1 kill means they did a horrible job with their hook distribution. They exceled at the micro but couldn't be worse at the macro so honestly they should face weaker ones untill they learn or care to target better

    Second people are focussing to much on single match results. Classic example of the 5 gen chase into facecamp. In that one instance mmr is wrong. It thinks you should face a weaker killer when you obviously should face a stronger one.

    Thing is that mmr doesn't work on single instances. It works on avarages. And in my experience and i think most peoples if i can believe the forums a survivor that runs for 5 gens most often then not is the survivor that runs out of the gate with bt, ds, 2 people bodyblocking and a person waiting to open the gate at a moments notice. Not to mention that only 1/4 survivors can be the 5 gen chase person.

    On avarage that 5 gen chase person should escape way more often then they lose. So while in that one instance mmr isn't correct. It evens out.

    And third people are getting angry at the wrong thing. Matches have become more difficult and they blame mmr for it. Thing is that that matchup would have been equally difficult without mmr.

    Mmr just made those matchups more common for competant people. If you want mmr gone then what you are saying is that you want your difficult match to be given to a weaker killer and take their easy matchup. Or that you are okay beating an opponent cause their teammates were outclasses. You can't call that very skillfull too. Or does skill suddenly not matter anymore at that point?

    Mmr is doing an adequate job at what it's suppose to. Not perfect mind you but pretty well. It just highlighted the balance problems at high level again and everyone is shooting the messenger while they should be focussing their complaints on that imbalance. Not the matchmaking

  • @knell said:

    https://forum.deadbydaylight.com/en/discussion/comment/2783934#Comment_2783934

    *Because hiding and doing some skill checks with no care in the world doesn’t take skill. Looping the killer the whole game does, regardless of whether or not you escape. 

    See, again, you are not answering the question. You are basically saying, "it is not skillful because it does not take skill" and "it is skillful because it takes skill" without being able to actually define what skill means. As I stated in my first post, I defined skill in a game as having the knowledge/ability to fulfill the win condition of said game. Now, your turn: define the term "skill" in the context of games without giving examples or circular definitions.

    *Also, why did you not escape? Were you left to die on hook? 

    If I did not escape, then it's because my skill wasn't enough to allow me to escape, no matter what the reason.

    *Leaving a teammate to die doesn’t sound very skilful. Sure you escaped, but you didn’t play well. 

    Why would you assume that I didn't play well if I escaped while leaving others to die? If the whole purpose of playing as a survivor is to escape, and I escaped, what exactly makes you think that I didn't play well? You keep making certain assumptions, without explaining why you believe it to be so. Didn't play well? Ok, tell me why.

    *If you ignore sub objectives in favour of the main objective on the assumption that it encompasses said sub objectives, you have a very poorly designed matchmaking system.

    Again, why do you believe that to be so? The only reason why these "sub objectives" even exist is in order to fulfill the main objective. If it can be ignored or replaced by something else to do the same task of fulfilling the main objective, then why shouldn't it be ignored or replaced? Why does it matter?

    *Will it work? Sure, it can function and self correct over time, but it’s not accurate nor is it efficient. 

    I'd argue the opposite - adding unnecessary sets of measurements in which its significance may change after every update would actually make the matchmaking less and less accurate over time and overall bloated. The win conditions never change, but the importance and value of the games' chase mechanics, generator mechanics, hiding mechanics, altruism mechanics, etc all could change with every update, as well as have different values depending on addition of maps and perks (or add-ons), etc.

    *You could say, well if they escaped, were they truly not playing well? Escaping is the main objective after all. 

    And I could say, no, they didn’t play well, they simply avoided any skilful play for a free escape, which is the opposite of playing well, regardless of what the end objective is. 

    See, to me, there is no such thing as "free escape." If I was engaged with the killer majority of the time, and they escaped - then they did EXACTLY what they were supposed to do in order to fulfill the main objective - they understood their roles and was able to complete it, utilizing me correctly in the process, and thereby earning their victory, regardless of what happens to me.

    *Just escaping is not necessarily indicative of skill. Looping the killer for 5 gens is, every time, regardless of escaping. 

    I would only consider "looping the killer for 5 gens" a skill if they have constant positive outcomes to show for it - otherwise I wouldn't. Here's the thing - in most circumstances, I actually do think that players who are constantly able to hold chase for 5 generators are skilled - but (and that's a big but) that's because those same players often show results - as in, they're able to escape those same matches. If they didn't, and they were constantly dying at the end, I would think differently. Ultimately, it's about whether they were able to produce the result they needed to win.

    *We all know that if you put our looper into a higher ranked match, they’ll fare much better than their teammate who hid all game but still escaped. But guess what? Our looper actually de-ranked, and the other survivor ranked up. It’s the wrong way around! That’s the issue I’m getting at. 

    Again, if the player who is constantly hiding is also constantly winning, why shouldn't that player have a harder match against players who are able to cope with that type of strategy? If the player who is constantly trying to loop the player is also constantly losing, why shouldn't that player face other players who are also losing?

    *This sounds nice and paper but in reality things are not so black and white. Our looper is the one who put everyone on the path to victory. It’s his victory, gifted to the team at his expense. 

    But the fact of that matter is he didn't earn any victory - and therefore there is no victory for him/her to gift. The player's goal in the game isn't to help other players to achieve their goals - it's to achieve their own. If you end up helping other survivors or the killer win at the expense of your own, well - that's your choice, but the game isn't obligated to give you a "win" for being "nice" or pat you on the head and tell you that you are "skilled." If for some reason, you think you deserve a "win" for sacrificing yourself, then that's a personal problem with the player, not the game. Game's win condition is clear - what you do with that information becomes the players' problem.

    *It’s circular logic. This is a team game yet survivors have to be ranked individually. If your teammates escape off the back of your hard work, their victory is technically your victory; in this scenario they escaped because of your actions, not because of their own. 

    *The matchmaking will rank you down, and it will rank them up, even though they contributed the bare minimum to the actual victory.

    But this isn't solely a team game. If it were, the win condition of this game would be indicated as, "Survivors win if 2 (or some other #) or more survivors escape." But it's not. It's been shown to only be about the player's own personal escape. On DBD's official webpage (under game objectives - how to win): "As a Survivor, your main objective is to escape the map and live another day." Pretty much the same thing under their game tutorial. Hell, during an interview, Mathieu Cote is quoted as saying, "It is an asymmetrical multiplayer game where you can live in the world of these 70s and 80s horror movies. It’s anti-social multiplayer where survivors have to collaborate and cooperate up to a certain point. The old saying is that you don’t need to be fast than the killer, you just need to be faster than your friends. Whereas the people playing as the killer, they just need to straight up murder everyone." So, sure, survivors are obligated to cooperate with each other to a certain degree for their own survival, but they are certainly not responsible for each others' victories.

    I’ve responded to most these points multiple times now and you’re either ignoring it or misunderstanding what I’m saying.

    I do appreciate the constructive debate and I think it’s valuable to see both sides, but I honestly see no reason to keep going around in circles; this topic sort of bores me and I had no intention of getting into a big debate in the first place.

    In simple terms, achieving the main objective does not accurately measure the necessary sub objectives, therefore it’s a poor measure of player skill and results in a poor matchmaking system which ignores highly important information.

    I see this as such a no brainer that I’m surprised there’s such a large discussion about it in the first place.

    It is absolutely possible to consistently escape whilst contributing the bare minimum, just as it is possible to contribute significantly more than the rest of your team, whilst failing to actually escape.

    This is a big issue because matchmaking is pushing the wrong people in the wrong direction based off some arbitrary rule which ignores the reality of how the actual game functions.

    It’s easy to look at everything in a vacuum and to deduce that “the objective is to escape therefore escaping is the only thing that matters when it comes to matchmaking,” but this is faulty, circular logic which - while sounding nice on paper - means very little in actual reality.

    We are going to have to agree to disagree because we aren’t going to get anywhere.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2783862#Comment_2783862

    100% with you, many of us are.

    It makes no sense too, because the game -already tracks these stats-.... such as time being chased (looping), etc... but somehow they can't use all of those stats into an overall grade score to better measure each player's contributions to the result..?

    Yeah I don’t get it mate. I can see why some people think escapes alone are good enough for matchmaking and at a cursory glance it can sound reasonable, but when you start to deconstruct it, you find a whole host of issues.

    Even BHVR have said they’d like to take more things into account, but they aren’t confident enough in their ability to do it well I suppose.

  • @El_Gingero said:

    https://forum.deadbydaylight.com/en/discussion/comment/2784021#Comment_2784021

    I’ve responded to most these points multiple times now and you’re either ignoring it or misunderstanding what I’m saying.

    I do appreciate the constructive debate and I think it’s valuable to see both sides, but I honestly see no reason to keep going around in circles; this topic sort of bores me and I had no intention of getting into a big debate in the first place.

    In simple terms, achieving the main objective does not accurately measure the necessary sub objectives, therefore it’s a poor measure of player skill and results in a poor matchmaking system which ignores highly important information.

    I see this as such a no brainer that I’m surprised there’s such a large discussion about it in the first place.

    It is absolutely possible to consistently escape whilst contributing the bare minimum, just as it is possible to contribute significantly more than the rest of your team, whilst failing to actually escape.

    This is a big issue because matchmaking is pushing the wrong people in the wrong direction based off some arbitrary rule which ignores the reality of how the actual game functions.

    It’s easy to look at everything in a vacuum and to deduce that “the objective is to escape therefore escaping is the only thing that matters when it comes to matchmaking,” but this is faulty, circular logic which - while sounding nice on paper - means very little in actual reality.

    We are going to have to agree to disagree because we aren’t going to get anywhere.

    *I’ve responded to most these points multiple times now and you’re either ignoring it or misunderstanding what I’m saying.

    No, you have not answered my questions - you have repeatedly failed to respond to my request to define exactly what you mean by "skill" in the context of this game without using examples or circular definitions. This is the third time.

    *In simple terms, achieving the main objective does not accurately measure the necessary sub objectives, therefore it’s a poor measure of player skill and results in a poor matchmaking system which ignores highly important information.

    Like I have already shown, this is simply your assertion, and nothing more. AGAIN, you have failed to answer WHY you believe measuring "sub objectives" are necessary or even important, when the whole purpose of their existence are to simply fulfill the main objective. If their main objective ended in failure, then it means that whatever progress they were making in "sub objectives" simply weren't enough, and therefore absolutely meaningless in the end. Don't agree? Prove it.

    *It is absolutely possible to consistently escape whilst contributing the bare minimum, just as it is possible to contribute significantly more than the rest of your team, whilst failing to actually escape.

    If certain players are consistently winning the game while doing the bare minimum, why shouldn't they face stronger players? After all, if they are always winning with such little effort, imagine what they can do when they actually try. It's important that they are faced with stronger opponents who will challenge them to do more. On the other hand, if you are consistently losing despite believing that you are doing more than others, perhaps you need weaker opponents to reflect on why you are producing so little results - as I stated before, perhaps you are wasting too much effort in learning to do a 50m butterfly in 25 sec during a chess game. Efforts are meaningless unless they can provide consistent results.

    *This is a big issue because matchmaking is pushing the wrong people in the wrong direction based off some arbitrary rule which ignores the reality of how the actual game functions.

    There's nothing "arbitrary" about the win conditions - they've always been the same - what's "arbitrary" is what you assert as being "skills" without proving it, and then wanting these random elements of the game to raise or lower the players' MMR when they may not have anything to do with their ability to win the game.

    *It’s easy to look at everything in a vacuum and to deduce that “the objective is to escape therefore escaping is the only thing that matters when it comes to matchmaking,” but this is faulty, circular logic which - while sounding nice on paper - means very little in actual reality.

    Again, an assertion - nothing more than a baseless claim. No? Then you are more than welcome to prove your case if you want.

    *We are going to have to agree to disagree because we aren’t going to get anywhere.

    That's probably because you can't seem to answer simple questions.

  • It doesn't matter how MMR is calculated if the matching based on that MMR doesn't work. As killer main, during certain hours of day, I get survivors with 10 times less hours than me, who don't have any understanding of what looping is or capability to look behind and then the match is over with 1 or 2 gens done. Boring to me, frustrating to them. But time to match obviously takes precedence over proper SBMM.

  • @knell said:

    https://forum.deadbydaylight.com/en/discussion/comment/2785287#Comment_2785287

    *I’ve responded to most these points multiple times now and you’re either ignoring it or misunderstanding what I’m saying.

    No, you have not answered my questions - you have repeatedly failed to respond to my request to define exactly what you mean by "skill" in the context of this game without using examples or circular definitions. This is the third time.

    *In simple terms, achieving the main objective does not accurately measure the necessary sub objectives, therefore it’s a poor measure of player skill and results in a poor matchmaking system which ignores highly important information.

    Like I have already shown, this is simply your assertion, and nothing more. AGAIN, you have failed to answer WHY you believe measuring "sub objectives" are necessary or even important, when the whole purpose of their existence are to simply fulfill the main objective. If their main objective ended in failure, then it means that whatever progress they were making in "sub objectives" simply weren't enough, and therefore absolutely meaningless in the end. Don't agree? Prove it.

    *It is absolutely possible to consistently escape whilst contributing the bare minimum, just as it is possible to contribute significantly more than the rest of your team, whilst failing to actually escape.

    If certain players are consistently winning the game while doing the bare minimum, why shouldn't they face stronger players? After all, if they are always winning with such little effort, imagine what they can do when they actually try. It's important that they are faced with stronger opponents who will challenge them to do more. On the other hand, if you are consistently losing despite believing that you are doing more than others, perhaps you need weaker opponents to reflect on why you are producing so little results - as I stated before, perhaps you are wasting too much effort in learning to do a 50m butterfly in 25 sec during a chess game. Efforts are meaningless unless they can provide consistent results.

    *This is a big issue because matchmaking is pushing the wrong people in the wrong direction based off some arbitrary rule which ignores the reality of how the actual game functions.

    There's nothing "arbitrary" about the win conditions - they've always been the same - what's "arbitrary" is what you assert as being "skills" without proving it, and then wanting these random elements of the game to raise or lower the players' MMR when they may not have anything to do with their ability to win the game.

    *It’s easy to look at everything in a vacuum and to deduce that “the objective is to escape therefore escaping is the only thing that matters when it comes to matchmaking,” but this is faulty, circular logic which - while sounding nice on paper - means very little in actual reality.

    Again, an assertion - nothing more than a baseless claim. No? Then you are more than welcome to prove your case if you want.

    *We are going to have to agree to disagree because we aren’t going to get anywhere.

    That's probably because you can't seem to answer simple questions.

    Whatever you need to tell yourself.

  •  This will be the fourth time. Define "skill" in the context of this game without using examples or circular definitions. We'll start there.

  • @knell said:

    https://forum.deadbydaylight.com/en/discussion/comment/2785577#Comment_2785577

     This will be the fourth time. Define "skill" in the context of this game without using examples or circular definitions. We'll start there.

    Been there, done that. As I said, I appreciate the debate however I’m just not into the discussion enough to keep re-hashing the same stuff, or to even get into a big back and forth about it in the first place lol.

    Also when people start finger wagging it just makes me less interested if I’m already disinterested, but at least you’re constructive.

    I think we’ve both made our cases clearly and we should just leave it at that. There’s plenty for people to read and mull over.

  • @EntitySpawn

    "But you say this SBMM keeps things equal but in reality thats not the case, within 1 game you can have both a killer and survivor increase in MMR same as you can have a killer and survivor decrease."

    Sure, but then the other three survivors should lose / win to even it out, at least in theory.

    "Saying hooks dont work is a lie, very similar to the lie they said about kills/escapes being bad and they wont use it. Hooks would naturally have a better balance point as they show each stage (6hooks is 6hooks, unlike 1 kill which is 0-9hooks)."

    And like I wrote, considering hooks creates awkward situations where every player can win, which screws over the math in the long run. That's exactly what Patrick mentioned in the QA. And he's perfectly right with it. When you have instances where all players rise up in rating, that means you create a rating inflation in the long run. The devs don't want that, so they choose a strategy where that issue should not happen.

    "Issue is using things like hooks and other actual skillful actions as a ranking system would be more effort and more challenging. When it took the devs so long to put a kill/escapes SBMM I'm not surprised they didnt go for a more complex system, in there eyes it would be too time consuming and would prefer focusing on other things"

    Yes, counting skillful actions would likely make a better system, but with the mentioned drawbacks. And the devs deemed the kill-based system to be good enough. Also, implying that the devs took all the time for just implementing the kill-based solution is not really fair. We had multiple MMR tests, and you can expect that different metrics where used in the different test runs. And the easiest, kill-based solution likely turned out best. Nobody of us knows which strategies were actually tested besides the one we finally got.

  • @El_Gingero said:

    https://forum.deadbydaylight.com/en/discussion/comment/2783780#Comment_2783780

    I’m referring to the previous post in which I addressed your arguments before you made them, not my first post. My bad!

    You have not refuted anything at all lol. Your arguments are very easily dismantled, and I will again demonstrate:

    Yes, escaping is the objective.

    To achieve the objective you must do other stuff.

    Thus, your objective consists of multiple gameplay loops/activities, aka other objectives. These objectives require varying levels of skill.

    Walking through the exit gate is the easiest activity within your main objective.

    Looping the killer for a long time is the hardest activity within your main objective.

    “But Mr. Gingeroo! Escaping IS the main objective!”

    Yes, it is indeed! However, as we have already established, and as you have admitted yourself, in order to achieve said objective, you have to do other stuff. Therefore, your objective actually consists of far more than simply running through an exit gate. There are….several objectives!

    Here’s the kicker though: The end result - actually running through that loading screen, is the easiest part of it all. The other stuff you do beforehand takes more skill. Running the killer for a long time takes the most, regardless of whether or not you run through a loading screen afterwards.

    “But Mr. Gingeroo! Are you saying that survivor skill is not based solely on escapes, and to judge it that way ignores the full-picture? And…and that some of the activities you must engage with in order to escape in the first place actually take more skill than the actual escaping itself?”

    Yes! That’s what I’m saying! I’m glad we are finally getting somewhere :D

    (This topic sort of bores me and I’ve got to have some fun with it)

    Racing a car needs you to step in it first :D So yes.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2781862#Comment_2781862

    I just wanted to chime in and say this man, THIS MAN, he understands the self-iterative loop of a true gamer.

    I'll take it a step further. I don't blame anyone for my loss unless I play perfectly.

    You don't get better if you can't critically evaluate yourself.

    Auto-what?

  • Hey they were looking for an easy measure and they got a nice binary metric die/escape.

    Is it representative of skill though? Probably not as players define it because the emblem system took into account contribution which is probably a better descriptor of skill overall than just die/escape.

    The great irony is the old rank system was probably a better measure of ‘skill’ than the new SBMM.

  • @EntitySpawn said:

    2K 2E will never be a good and balanced match especially in my eyes, it shows an outcome but nothing that happened to get there.

    I understand hooks dont paint a full picture but they paint a better one. Hooks will always show more than kills, someone who can do many many chases (downs, mindgames, outplays) etc.. show more skill over the other players

    Patrick's one and only arguments that had some standing was the "is it a win, or a loss" well how about a tie/draw?

    This game is a 4v1, it will never be perfectly balanced and that's just how it is but holding an asymmetric game to a similar view to the 4v4 equal games is a mistake.

    My idea, balance on hooks (mostly) individual hooks =1point and a kill=2points. This way someone who can 3 hook someone and get a kill gets far more than someone just face camping.

    You can decide what is a win, draw and lose. In Patrick's example 8hooks can be a draw, anything more will increase your rank (the more hooks the more you go up) and anything less would be a loss (lesser hooks mean a bigger loss)

    In an unbalanced game having a draw is acceptable, both sides can play incredibly well.

    In this game 3hooks on 1 person is a kill, in hockey you dont score 3 times to get 1 point. Your "shots" are downs, none are rewarded, killers arent rewarded for getting a down. Yes you're downing (taking a shot in hockey) but it doesnt mean you'll score, however hooking someone should be a score, and a kill should be a bonus like in other sports that provide more points for a better "play"

    Edit: dont ban me for a discussion, no disrespect here at all just a better view or at least in my eyes.

    You state Patrick is wrong, and there are better ways... this is an assertion of an objective fact from your POV, i.e. not an opinion.

    Yet you failed to provide any basis to say why he's wrong, or what the better ways are? You posited scoring based on hook count, but you gave literally zero mathematical proof as to how this would work over a series of matches with survivors of varying ability, or even various scenarios.

    By your metric, a killer who manages to down everyone quickly and hook/kill them all together (i.e. a strong player) would be ranked lower than someone who struggles to keep anyone on hook and has to go after survivors multiple times (i.e. a weaker player that couldn't achieve their objection quickly enough and risked the survivors escaping).

    Therefore, the stronger player would then be matched against weaker survivors, whereby presumably they could keep repeating the exact same process, whilst the weaker player would go against stronger survivors, and thus encounter even more difficult games.

    And when you extrapolate this, it leads to absurdities.

    So please, explain with proofs, etc, how exactly your proposed solution is better and how you know more about this than the professionals who do this for a living, and have the data at their disposal to test their theories. I'm dying to learn from your fountain of knowledge.

  • @EntitySpawn said:

    2K 2E will never be a good and balanced match especially in my eyes, it shows an outcome but nothing that happened to get there.

    I understand hooks dont paint a full picture but they paint a better one. Hooks will always show more than kills, someone who can do many many chases (downs, mindgames, outplays) etc.. show more skill over the other players

    Patrick's one and only arguments that had some standing was the "is it a win, or a loss" well how about a tie/draw?

    This game is a 4v1, it will never be perfectly balanced and that's just how it is but holding an asymmetric game to a similar view to the 4v4 equal games is a mistake.

    My idea, balance on hooks (mostly) individual hooks =1point and a kill=2points. This way someone who can 3 hook someone and get a kill gets far more than someone just face camping.

    You can decide what is a win, draw and lose. In Patrick's example 8hooks can be a draw, anything more will increase your rank (the more hooks the more you go up) and anything less would be a loss (lesser hooks mean a bigger loss)

    In an unbalanced game having a draw is acceptable, both sides can play incredibly well.

    In this game 3hooks on 1 person is a kill, in hockey you dont score 3 times to get 1 point. Your "shots" are downs, none are rewarded, killers arent rewarded for getting a down. Yes you're downing (taking a shot in hockey) but it doesnt mean you'll score, however hooking someone should be a score, and a kill should be a bonus like in other sports that provide more points for a better "play"

    Edit: dont ban me for a discussion, no disrespect here at all just a better view or at least in my eyes.


  • @Sepex said:

    I always thought the older rank system was way better, just had to make it a tad harder to pip as survivor. Problem solved...at least I think? It worked for many years.

    They should also make it harder to depip so i don't lose as much mmr as i do whenever i get hit by a barrage of Nurse and blight all hacing the same Meta build and add ons, I just want to play this game without thinking of winning sometimes.

  • @El_Gingero said:

    https://forum.deadbydaylight.com/en/discussion/comment/2783728#Comment_2783728

    I addressed these points in my initial post.

    Of course you have to actually do stuff to consistently run through the exit gate, and some of that stuff takes skill, the most skill intensive of which is looping the killer for a long time. The least skilful part is the actual escaping. You literally just run towards a loading screen.

    don't feed the trolls, they won't contribute to the discussion either way, they just want to argue.

1 2 ›