A Rank Suggestion

Instead of having numerical values indicative of rank, there are instead emblems that determine "rank" instead. This style is similar to League of Legends with Iridescent being the highest rank. Example, Bronze, Silver, Gold, and Iridescent.

This way it also gives a sense of players general skill with sections instead of numbers.

The current emblem system for the end screen would have to be tweaked a bit to match the new emblem ranking system.

Ranking up to the higher emblem status involves a certain win/loss ratio. "Win" being categorized as a win condition on the end result screen.

Winning more than losing for every X amount of games will further your emblem status.

Also, punishments for Dc'ing will then be timed bans. 

And "Deranking" will be more difficult because of the supposed ratio and the player not knowing how many matches to throw.

Comments

  • Any thoughts on this?
  • @Gardenia said:
    Any thoughts on this?

    I have a lot of thoughts on this: https://forum.deadbydaylight.com/en/discussion/41674/why-everything-you-believe-about-rank-in-dbd-is-wrong/p1

    You are right that the Ranking system needs a rework.
    Instead of using the Emblems the way we currently do, we can indeed use them as Rank-Domain icons, similar to LOL.

    In order to do that however we to create an opposite win-condition, where either the killer or the survivors win. (Survivors could still win individually).

    If we'd have such a system in place then we'd still not be finished.

    Ranking up to the higher emblem status involves a certain win/loss ratio. "Win" being categorized as a win condition on the end result screen.

    This is of course very unfair in an asymmetrical game. That is why we need to have the match have true opposite win-conditions for the killer and survivor, BUT we need to RANK the killers among killers and only survivors among other survivors.

    Simply saying that you rank up based on you winning would be unfair in an asymmetrical horror game; What if we expect survivors to win 60%? Then you shouldn't be able to climb if you score anything below that at such a rank, thus such a factor needs to be taken into consideration in the form of:

    In order to climb in rank, you must achieve ABOVE AVERAGE results in that faction and rank in order to climb, which means that the game no longer has to be balanced between killers and survivors, because our rank system would function regardless.

    We'd also need a more dynamic measurement other than; x amount of people died/lives, while not screwing up the way the Devs did with the current Emblem system.

  • @Gardenia said:
    Any thoughts on this?

    I have a lot of thoughts on this: https://forum.deadbydaylight.com/en/discussion/41674/why-everything-you-believe-about-rank-in-dbd-is-wrong/p1

    You are right that the Ranking system needs a rework.
    Instead of using the Emblems the way we currently do, we can indeed use them as Rank-Domain icons, similar to LOL.

    In order to do that however we to create an opposite win-condition, where either the killer or the survivors win. (Survivors could still win individually).

    If we'd have such a system in place then we'd still not be finished.

    Ranking up to the higher emblem status involves a certain win/loss ratio. "Win" being categorized as a win condition on the end result screen.

    This is of course very unfair in an asymmetrical game. That is why we need to have the match have true opposite win-conditions for the killer and survivor, BUT we need to RANK the killers among killers and only survivors among other survivors.

    Simply saying that you rank up based on you winning would be unfair in an asymmetrical horror game; What if we expect survivors to win 60%? Then you shouldn't be able to climb if you score anything below that at such a rank, thus such a factor needs to be taken into consideration in the form of:

    In order to climb in rank, you must achieve ABOVE AVERAGE results in that faction and rank in order to climb, which means that the game no longer has to be balanced between killers and survivors, because our rank system would function regardless.

    We'd also need a more dynamic measurement other than; x amount of people died/lives, while not screwing up the way the Devs did with the current Emblem system.

    I certainly agree with your concluding comments. There does need to be a much more dynamic way of measuring what a "win" is considered. And I would love each survivors ranking individually. The conditions of win/lose need to have a second look. But on the whole I agree with everything you've said, hopefully they read this constructive post and elaborate this suggestion.