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JasonisLife

JasonisLife

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JasonisLife
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  • @LemeTheMeme said:

    Ditch the whole emblem thing and focus on surviving and killing. How it is now is super unreliable and you can still pip if you don't escape and you can sometimes not even pip if you 4k. Even if they add certain scoring based on individual killers, it will still be a flawed mess. It really doesn't need to be more complex than that.

    If a killer 0-1k's he de-pips. If a killer 2-3k's he pips. If a killer 4k's he double pips. No pity pips.

    If a survivor dies, they de-pip. If a survivor escapes they pip. They can't double pip anymore.

    Not only will this help with making people stay in their rank, but will help with keeping survivors more than likely in their respective ranks and decrease the flow of red rank survivors. Not only that, but it creates and ACTUAL win condition for both sides! Which is something that has never been addressed, and quite frankly, as of now, it's subjective to how the individual views winning as. Personally, I view winning as getting more than 25k points as killer, and more than 20k points as survivor.

    while I agree that this can work for killer, its a different story for survivors. killers are the only one on their team so their score should be how they perform individually, so in this case how many kills they get. But for survivor you are part of a team. And in most cases the work isn't split equally. most games some survivors are doing more to help everyone escape than others, even if they end up not escaping themselves. But I consider them to be the better player because they did more of the duties a survivor should do and did them better therefore they deserve the pip more than the person who hid all game and escaped the first chance they got.

  • "Devs might try to account for all possible situations, e.g. reward survivors for long chases according to how they were downed (NOED, chainsaw, M1, etc.), how many pallets there were on the map during the chase, how many gens got completed,"

    this is kinda what I had envisioned but as you said it difficult to do right. but add in some other situations like if you did a gen while a teammate was slugged/hooked or if you let a teammate go to struggle phase on first hook and you've got a decent system imo. obviously it would be much more complicated that the current system but it needs to be more complicated in order to be more accurate.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1023764#Comment_1023764

    None of these things can be calculated except for the bloodpoint thing, although those parameters WOULD reflect skill.

    The system can't know that you got the teammate out of a sticky situation, all it knows is a safe unhook was made. Healing isn't as important as doing gens in a specific situation can't really be calculated either. What can be measured to determine if the gen is more important than the heal? The system can't be logical about it. It can only see the stats and award you for getting points because you did that action is some shape or form.

    you make the point I knew was gonna be mentioned but didn't add into my response lol. Im aware that very little of what I said is detectable by a matchmaking system but I do think those aspects best display skill. But some could be like the bloodpoint per minute as you said. I think it would be a step in the right direction along with BHVR coming up with something themselves. All I really want to see is some effort being put in by them to be honest.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1023717#Comment_1023717

    What would they do though? Any ideas on how to more accurately depict a Survivor's skill?

    I think productivity/efficiency is a good way to go. Obviously the more skilled players can run killers better but that isn't the only aspect of the game. knowing what your priorities are during every part of the trial and knowing what to do to give all your teammates the best chance to escape during the trial are most important. Like knowing that getting your teammates off hooks is more important than doing gens, how to take up as much of the killer's time during a chase given the resources you have, knowing that doing gens is more efficient than self-caring. then knowing some of the more specific scenarios like when healing is needed or not needed, whether or not you need to cleanse NOED if your teammates are fine without it cleansed and it would waste time to cleanse it, How to get a teammate out of a sticky situation (being tunneled/camped). Making or adjusting emblems around this would make it more skill based. maybe giving people worse emblems if they go a long period of time without earning bloodpoints or if they are earing less bloodpoints per minute then you know they are being less efficient?

  • well I believe killer is fine, however adjusting the survivor emblems to better display your productivity and skill would be a start. whether that's just making the thresholds higher or reworking or adding different emblems is up to them to decide.

  • I mentioned it above as well, but getting a perfectly accurate matchmaking system is never going to be possible in any game. However the matchmaking system currently in dbd can be improved on greatly and to a noticeable degree.