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2012-03-07, 06:51 PM | [Ignore Me] #136 | |||
Major General
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basicly yea, us stat whores would go for a high amount of daily/weekly/monthly, kills or outfit points...and you can track outfit the same, with avg kills/points per member per week or something. Some people also payed attention to kills per hack, since there was no time frame to how long a player played per day. WOT is a game where there are alot of stat whores, deaths while they're tracked. there is no leader board for it, because really...its kinda meaningless in determining a players worth. when there are better stats like avg damage per match or avg XP per match. |
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2012-03-07, 06:59 PM | [Ignore Me] #138 | ||
First Sergeant
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But what if my team mates are filthy stat whores too?!
The horror... I completely agree with Malorn. K/D ratio should NOT be the primary stat that sits on the front page of your profile, score should be. Please be aware that he's not saying that K/D ratio should be completely removed from the game and something you cannot look at, just that it should be an ancillary stat, instead of a prioritised one, seeing as this is a teambased game. Also, killstreaks make me sick... And the GUI stinks of BF3. Other than that I'm quite amazed by the potential of what we have here. |
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2012-03-07, 07:11 PM | [Ignore Me] #139 | ||||
First Sergeant
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Clearly he doesn't care about HIS k/d ratio. He cares about the negative impact that prioritising a self-serving stat like K/D ratio will have on the playstyles of everyone else playing the game.
Uhm.... Yes? What's wrong with that? Nothing is as important as the capturing of territory in this game. If you 'got it done' then you're doing it right. Last edited by JHendy; 2012-03-07 at 07:28 PM. |
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2012-03-07, 07:25 PM | [Ignore Me] #141 | ||
Contributor PlanetSide 2
Game Designer |
The "timeout" caused by death is its own discouragement. Even if not a tracked stat, people still want to avoid it. You aren't earning points if you're dead or returning from a spawn point.
Death has another effect - it weakens the fighting force of those around you. If you're dead, that's more guns turning on fewer allies. Lose too many and you get overwhelmed and pushed back. So too much death leads to less success. It's natural, you don't need to explicitly punish death or try to discourage it through stats. It discourages itself. |
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2012-03-07, 07:29 PM | [Ignore Me] #142 | |||
Contributor Major
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Getting rid of K/D wouldn't impact it much if you had the above things still. But if you don't then a K/D isn't bad to have. Having none would discourage zerg play. |
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2012-03-07, 08:08 PM | [Ignore Me] #145 | ||
First Sergeant
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Just to highlight:
Most people aren't advocating the complete removal of K/D as a stat, rather that it be replaced with a stat that is more meaningful and relevant in a team game like Planetside. Switch out the emboldened K/D with something like Score/D on the most viewed stat pages. Relegate K/D to a sub-window (or something), so that it sits in line with other general stats like accuracy-per-weapon etc. Everybody wins. Right? |
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2012-03-07, 08:10 PM | [Ignore Me] #146 | |||
Major General
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2012-03-07, 08:41 PM | [Ignore Me] #147 | ||
Contributor PlanetSide 2
Game Designer |
Ya I think deaths just needs to go as a stat. It serves no useful purpose other than to sate a few people's curiosity. Negative stats are just bad. Hiding the stat/burying it is better than prominently featuring it, but still think its best to simply not have it.
Measurements of time are more useful. Like Score/Min and Kills/min. That way whether you play for 10 hours or 2 hours, your contribution/productivity is accurately captured. Overall score, overall kills, kills/day are also useful to highlight super active people. It goes back to the kills/hack thing that Sky mentioned some people looked at because it was an attempt to measure score per unit time played and that was the closest thing there was. Kills / Time is way better than Kills / Death. |
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2012-03-07, 08:43 PM | [Ignore Me] #149 | |||
First Sergeant
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Avoiding getting stuck in will be counter-productive for anyone who wants a good ratio if the dangerous situations you put yourself in are the ones that benefit your Score/D the most. You're going to have to put yourself in harms way to improve that stat, (unless you're performing non combat roles such as transportation.) The same is not necessarily true of K/D, which improves the most when you avoid high risk situations. There's a big difference. One encourages people to get stuck in, and rewards them for doing so, the other does not. Last edited by JHendy; 2012-03-07 at 08:46 PM. |
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