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Grit Breather
Cannonfodder PMC
995
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Posted - 2014.01.22 12:32:00 -
[31] - Quote
hgghyujh wrote:and here I thought I found an interesting post in a sea of.........
if we are gonna do kdr right that means isk lost to isk destroyed stats, and isk lost to wp earned. I could care less about blending assists into kills. KDR needs to be turned into Battle Contribution with a weighted 'kill' factor as I stated above. In addition to that, I agree there should be ISK Efficiency metrics too. Thing is, that's a different metric. That is why I suggested it be discussed in a different thread so we don't lose direction.
I'm not against more metrics. I'm just trying to not get lost here.
hgghyujh wrote:also if we are talking about WP system revisions how about we get WP for damage done back. About that, I believe the CPM are pushing CCP towards that. There seem to be no real barriers around putting that back in as the previous exploits were plugged long ago.
"Why, sometimes I've believed as many as six impossible things before breakfast."
GÇò Lewis Carroll, Alice in Wonderland
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Cross Atu
OSG Planetary Operations Covert Intervention
1868
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Posted - 2014.01.23 06:56:00 -
[32] - Quote
Taken from another such thread
Cross Atu wrote:There are some very useful and valid things within KDR but the stat itself is so vague as to be nearly functionally useless. Break it apart into more effective stats and present those instead. Examples include but are not limited to;
- Tracking average TTK in the match.
- ISK lost per death
- ISK/AUR destroyed (in hostile assets) per death
- WP per death
- Friendly armor repped per death
- Revives per death
- Deaths per minute (match total)
Other solid examples would be tracking clones lost per death (since a "death" is when you drop not when you bleed out) or an ISK efficency ratio i.e. ISK lost per ISK destroyed. At minimum KDR needs to be more sophisiticated and start to include factors like assists and clone loss so it is not purely an arbitrary "final shot = kill" and "drop = death even if you don't lose a single clone or fit". As it stands that stat is not only vague but also deceptive and for those who want to "game" the mechanics it's not that hard to pad a total either. 0.02 ISK Cross EDIT: if for some reason KDR must remain in game then it could at least be removed from the post match leader boards so as to minimize it's distorting/misleading effects on in game priories and play choices. After all what are new players to think, that there's simply a stat they should ignore (which, honestly they should) being presented clearly after every single match? Improving the UI, what information it presents and how it presents it is another key aspect of the NPE, which is in turn key to game growth and player retention.
I agree that more information is better than less, but no information can sometimes be better than misleading information and KDR is one of those cases. It should be subdivided into smaller more specific metrics that no longer confuse and distort the meaning of the numbers they present.
0.02 ISK Cross
SupportSP Rollover & an improved Recruting System
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xp3ll3d dust
The Southern Legion The Umbra Combine
121
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Posted - 2014.01.30 13:27:00 -
[33] - Quote
While what is awarded for a kill/death is being rebalanced, the ISK payout may also need to be looked at the same time.
I play in a full squad as the dedicated logi. I usually get 0 kills, but keep my squad mates up. I end up at the top of the leaderboard for doing my job well. But the ISK payout of my squad mates is 3-4x more than me, even though I'm losing expensive suits. Apparently it is because it is calculated on how much ISK I destroyed on the battlefield, but being a real logi I'm supporting not killing. |
Dravok Silverblood
Tight Crew
0
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Posted - 2014.02.07 18:24:00 -
[34] - Quote
Heinz Doofenshertz wrote:Where to being. let's start with deaths.
Deaths are only deaths if you die. right now in Dust if you down someone, you get credit for a kill, even if he is latter revived. and even if he is revived, it still counts as a death for him, even though he did not expend a clone. this should be corrected.
To correct the death issue, a Kill should only be awarded after clone death. insta kill, bleed out, or respawn. If the clone is revived no kill is awarded, and no death is recorded.
Kills. a Kill is the ending on a clone, not wounding, not hurting, not downing, A kill, as stated above only when a clone destroyed, should a kill be awarded. the kill goes to the person who killed him, last blow. all others get as current a kill assist. as they helped, if you want to stop other people stealing your kills, Make sure the guy dies when you're shooting him.
to the Ratio. If you are going to call it a Kill Death ratio, that is waht it is Kills divided by Deaths Kills/Deaths.
If you want to take other things into account, say a Kill Assist ratio, an assist death ratio. that's fine those are easy to do.
I think the main issue here is that you are upset with the determination of kills or death and not the maths of the ratio itself.
LOL Stick to black boards you would never do well in a real war. ^^^^^^
I agree with the thread OP. As being a soldier in real life. FPS is trying to simulate that. If i get 1 kills 19 kill assists and 5 deaths it looks bad for my K/D at the end of battle. but lets say damage wise i took down 90% of the persons health on all the 19 assists and with out me each of my team mates that got the kill wouldn't have. instead they would have died, to the enemy's DPS that's a team swing of 19 kills to 19 deaths which is a change of 38 clones that can make or break a match. "but i don't need to tell you for ("hassy dumber then shitz" is good at math.. as he puts in his bio to make him self an elitist) so another question? A guy shoots a man 4 times on the battle field the 4 bullet hits his heart. guy dies but is still standing body hasn't dropped. man can't live no move pulse has stopped american medical science says he is dead. second shoot hits him in head knocking him on ground. third person shots him again and his visual cortex still records the image on his brain as the last thing he saw. Who killed him? according to you its the last bullet. well in that case, since in dust the person could still come back to life with a needle. The kill should go to the person that comes along and prevents the clone from being revived. no longer able to come back to existence and last bullet. fits all of you above logic "stop trying to act cool by conforming to the current system of thought, you bore me with your bland bandwagon logic -hanz"
My suggestion would be that every clone killed threw assistance in a match by the player be added to a pool then at the end of the match the total effective hit points of the kill assists be added together divide by number of kills to find avarge of dropsuite hit points. then compared to damage you dealt. standard median. and your given the hypocritical kills added to your K/D. still keep current kills and deaths, but rename it confirmed kills and deaths. so lets say using example above that they all had 100 hp. thats 1900 hp totall i did 90% thats 90*19=1710 hp damage to those 19 so i get 17 hypothetical kills rounding down. my match K/d instead of being 1/5 is now 18/5 with 1 confirmed kill and 5 deaths. you could even do it for deaths say all 5 times i died i got killed by 2 people if there k/d got boosted inflated by killing me i could acquire neg hypocritical deaths like 18/7 possibly if both were 1 higher. i know its not perfect but its would be an improvement and keep everyone happy.
if that's to much every 5 assists equals 1 kill for k/d.
I don't care about K/D tankers and snipers rarely hack objectives. And heavies don't run from objective to objective. thank god dust has a max team vehicle quota or else ever fat boy (heavy) would be in a wheel chair van (LAV) and that's all you see in game. Sure K/D win's close matches, but i don't want it to ever be close. corps that have K/D requirements are dumb. you get a better K/D by running with a good squad unless a solo sniper. if you never let a blue berry in your corp because of K/D your missing possible potential. imagine trying to run as a logi for random heavies in public contracts fighting against PC squads that play together day and night. how could you ever have a negative k/d doing that? thus is why i love the goonswarm story of eve. rookie ship death fleet. |
bogeyman m
Learning Coalition College
65
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Posted - 2014.02.08 03:31:00 -
[35] - Quote
Thank you Grit for the OP. There seems to be a lot of good ideas on this topic.
I agree that a K/D Ratio does not seem to fit Dust514 game play as it is not a true FPS. Dust is about winning the battles and making ISK - and haven't we all been in matches were the winning side had less clones? The emphasis should be on "battle contribution", as someone else said. With so many different contributing roles, how does a K/D Ratio even relate to an intell-guy, a medic, a hacker, etc. It doesn't. It only applies to an assault-type player (regardless of suit worn). I think that War Points should better reflect the "battle contributions" of ALL players in a match and that an alternative to the KDR should be a contributing factor (along with damage done, support functions, etc) toward those WPs.
I had thought a bit about this issue before the OP, but borrowing from some of the great ideas in this thread, I've updated my concept: instead of a Kill/Death Ratio, why not a Kill/Assist/Death RANKING? The KADR could look something like this:
5 pts - for a clone that you fully killed (OHK, bleed out, double-tap, etc) 4 pts - for a clone knockout (one that was revived) 3 pts - for any assist of a kill or knockout 2 pts - for being clone that was knocked out but then revived* 1 pt - for being a clone that fully dies* (*rewards for those who actually participate and die, as opposed to those who log in and AFK)
Now take the player's 'Raw KADR' and multiply it by a weighting factor based on their role to better represent and balance their respective contribution. As one example (only):
Adv Infantry > Adv Infantry = x3 Mlt Infantry > Proto Infantry = x4 Proto Infantry > Mlt Infantry = x2 Any Tank > Any Infantry = x1 etc...
Now you have a 'Weighted KADR' that can be added to a player's Damage Contribution (other topic) and Support Contribution (other topic) to get a more representative Battle Contribution that would better reflect War Points, Skill Points, ISK and, indeed, bragging rights. |
deepfried salad gilliam
Sanguine Knights
430
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Posted - 2014.02.08 07:55:00 -
[36] - Quote
on deaths, shouldnt be recorded if you die but get revived but if i down an enemy it should be atleast half what id get, then the rest when he dies
Proud Christian
add p2p already!
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Omega Black Zero
L.O.T.I.S. D.E.F.I.A.N.C.E
0
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Posted - 2014.02.08 09:28:00 -
[37] - Quote
I like the current system the way it is, however, I think it should be rephrased as kill to down ratio. Also, would it be too much to ask for points for "executing" downed clones, just a point or two? |
Heinz Doofenshertz
BetaMax.
663
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Posted - 2014.02.08 09:36:00 -
[38] - Quote
Dravok Silverblood wrote:
LOL Stick to black boards you would never do well in a real war. ^^^^^^
I agree with the thread OP. As being a soldier in real life. FPS is trying to simulate that. If i get 1 kills 19 kill assists and 5 deaths it looks bad for my K/D at the end of battle. but lets say damage wise i took down 90% of the persons health on all the 19 assists and with out me each of my team mates that got the kill wouldn't have. instead they would have died, to the enemy's DPS that's a team swing of 19 kills to 19 deaths which is a change of 38 clones that can make or break a match. "but i don't need to tell you for ("hassy dumber then shitz" is good at math.. as he puts in his bio to make him self an elitist) so another question? A guy shoots a man 4 times on the battle field the 4 bullet hits his heart. guy is dead but not fully he is still standing body hasn't dropped. the man can't live anymore physically with no pulse no heart. according too american medical science they say he is dead. second shoot hits him in head knocking him on ground. third person shoots him again and his visual cortex still records the image on his brain as the last thing he saw. Who killed him? remember time doesn't exist according to science. so according to you its the last bullet. well in that case, since in dust the person could still come back to life with a needle. The kill should go to the person that comes along and prevents the clone from being revived. no longer able to come back to existence and last bullet. fits all of you above logic right? "stop trying to act cool by conforming to the current system of thought, you bore me with your bland bandwagon logic -hanz" done toying with narrow mindedness
My suggestion to the idea would be that every clone killed threw assistance in a match by the player be added to a pool then at the end of the match the total effective hit points of the kill assists be added together divide by number of kills to find avarge of drop-suite hit points. then compared to damage you dealt. standard median. and your given the hypocritical kills added to your K/D. still keep current kills and deaths, but rename it confirmed kills and deaths. so lets say using example above that they all had 100 hp. that's 1900 hp total i did 90% that's 90*19=1710 hp damage to those 19 so i get 17 hypothetical kills rounding down. my match K/d instead of being 1/5 is now 18/5 with 1 confirmed kill and 5 deaths. you could even do it for deaths say all 5 times i died i got killed by 2 people if there k/d got boosted inflated by killing me i could acquire neg hypocritical deaths like 18/7 possibly if both were 1 higher. i know its not perfect but its would be an improvement and keep everyone happy.
if that's to much every 5 assists equals 1 kill for k/d.
I don't care about K/D tankers and snipers rarely hack objectives. And heavies don't run from objective to objective. thank god dust has a max team vehicle quota or else ever fat boy (heavy) would be in a wheel chair van (LAV) and that's all you see in game. Sure K/D win's close matches, but i don't want it to ever be close. corps that have K/D requirements are dumb. you get a better K/D by running with a good squad unless a solo sniper. if you never let a blue berry in your corp because of K/D your missing possible potential. imagine trying to run as a logi for random heavies in public contracts fighting against PC squads that play together day and night. how could you ever have a negative k/d doing that? thus is why i love the goonswarm story of eve. rookie ship death fleet.
I wouldn't do well in a real war, because in a real war you can only die once, sir. This is not a realistic fps, this sin't battlefield or call of duty, this is a futuristic combat game. you have a defined number of hp, when you run out you're dead, and you get to respawn, because we are immortal and clone and get to have fun that way.
A kill Death ratio should be exactly that. I'm not against new stats, I run a stats site, I've written new ratios, support death ratio for instance. I am not against a kill assist over death ratio. but a kill is a kill, you shooting a guy a few times then another guy killing him, again he's the one who took him to zero and ended that clone. if you want a new statistic fine, but rename it, otherwise you will alienate any new player saying kills, but they are not kills they are kills and this other thing, but not this other thing.
also if you are gonna try correct people, please try and get their name right, it's right there in the quote tag, and not that hard.
I not an elitist, I do math, I sit in a corner I play dust, I'm bad at dust, seriously, look at my stats on the site. I have never claimed to be great at this game, I just play it.
Dust514 Stats, Have you updated today?
I do maths, and sit in a corner.
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CCP Saberwing
C C P C C P Alliance
1458
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Posted - 2014.02.08 10:01:00 -
[39] - Quote
Okay, okay Grit, I'll reply :)
As I think I mentioned previously, it's definitely an interesting idea. While I'm not sure I personally agree with simply consolidating Kills + Assists, I think a way of pushing Assists as a valuable statistic is still a good idea.
I spoke with CCP Thunder about this and it's something we'll try to think up something nifty around. Ultimately though, no real work has been done on this yet and it won't be implemented by 1.8.
CCP Saberwing // DUST 514 Community Manager // @kanafchian
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Heinz Doofenshertz
BetaMax.
663
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Posted - 2014.02.08 10:03:00 -
[40] - Quote
CCP Thunder, hmm, not a Dev I have met. Will have to track him down if he's working on statistics. MWAHAHAHAHAHA
Dust514 Stats, Have you updated today?
I do maths, and sit in a corner.
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Azri Sarum
BurgezzE.T.F
292
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Posted - 2014.02.09 04:40:00 -
[41] - Quote
KDR, oh such a pointless stat. Everything about it is just wrong for DUST. I think the reason for it being so wrong is in its name since Its focused completely on KILLS, and DEATHS.
Think about that for a second. Kills and deaths.... Why in the world would IMMORTAL mercenaries care about either? We are not actually killing anyone, they just swap into a fresh body. We certainly are not dying. Looks around the room, yep, were all still alive. Because of who and what we are, our outlook on life and death is vastly different from mortals.
Because of that outlook, we need to replace KDR with a stat that a DUST merc would actually care about. We still want to measure effectiveness in combat, so lets think about what happens in combat. Lets say i 'kill' an enemy, what happens? Well for starters, absolutely nothing until the clone is terminated. They are just a needle prick away from being back in the fight. But lets assume i followed up with a few headshots, terminating the close. The opposing team loses a clone (asset), and that player loses all equipment and gear he was wearing. My victory 'COST' the enemy a clone and some gear.
That COST is what mattered. If instead of tracking kills, you tracked the value of all items you destroyed, what would happen? What would that look like?
For starters those who are excellent shots would still be at the top of the leader board, but instead of showing 35 kills, they would have listed 750k isk destroyed. What this does, beyond what the current KDR is capable of, is that it differentiates between players in milita gear, and those in full proto. You are rewarded more for killing that high threat target, and less for the 1 week old noob. An interesting concept in its own right.
Now we can apply that same logic to your 'deaths'. Every time one of your clones is terminated, your losses are tracked. What is really interesting is you are able to see the truth behind the battle. If you would have gone 30 / 4 before, you would have said that was a good match. Lets assume the average fit of a players is say, 15k isk. Your 30 kills did 450k in isk damage to the opposing team. However, you were wearing full proto. At 125k a pop you're crushing victory starts to feel hollow when you realize you lost 500k isk in that battle.
That isk is what really matters. We never kill anyone, we never die. The only things that matter to us is did we win or lose, and how isk efficient were we?
I don't think we need to completely remove kdr, but move it to a secondary level, making room for the stats we should care about.
EVE - Victor Maximus
DUST - Azri Sarum
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General12912
Gallente Marine Corps
53
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Posted - 2014.02.09 04:51:00 -
[42] - Quote
lol at kdr even mattering in this game.
but i do think a death should only count if your clone has been terminated, your foe should still gain credit as a kill for incapacitating you. reason being: it would be very costly in ammo to terminate every clone you incapacitate. especially in guns where every shot of ammo counts like snipers. and imagine you are in the frontlines killing tons of people with your teamates. after the exchange of gunfire, people on the winning side of the confrontation would be fighting to terminate clones. and think of all the dead bodies you would need to terminate. aint nobody got time fo dat. you still have other objectives to assault with your team. |
Grit Breather
Cannonfodder PMC
1029
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Posted - 2014.02.09 14:02:00 -
[43] - Quote
CCP Saberwing wrote:Okay, okay Grit, I'll reply :)
As I think I mentioned previously, it's definitely an interesting idea. While I'm not sure I personally agree with simply consolidating Kills + Assists, I think a way of pushing Assists as a valuable statistic is still a good idea.
I spoke with CCP Thunder about this and it's something we'll try to think up something nifty around. Ultimately though, no real work has been done on this yet and it won't be implemented by 1.8. It is wonderful to have a reply from you on this!
As for "simple", my idea may be that, but it is far from being over simplified. I believe it's an elegant solution to a statistic that is really both useless and counter productive to what DUST is trying to be. Counting kills in DUST basically accomplishes the following:
- Nullifies the team effort that goes into a kill.
- Puts personal achievements (and questionable ones at that) before squad/team achievements.
- Caters to the wrong type of play style for DUST.
If I fire a single bullet and take the final 1 HP from a mostly defeated enemy, I gain a kill. The other 2 guys who were chasing him around corners and pushing him away from an objective for the previous 50 seconds gain, well, nothing. They get 25 WP each and an "assist". But was it really that? Or was I just assisting them while they actually earned a kill? My proposes system solves that by providing a weighted "kill contribution" factor as well as weighted WP based on effort put into that kill.
"Why, sometimes I've believed as many as six impossible things before breakfast."
GÇò Lewis Carroll, Alice in Wonderland
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maka rax
Space Road Truckers.
12
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Posted - 2014.02.18 14:32:00 -
[44] - Quote
Seems to me, the mechanic of "killing blows" are a little off. From what I can see, head shots and large explosions are the only instances where you're Downed & Killed. (if I'm wrong I retract this post!)
I know it may be hard to implement, as the hit box system seems tough to hash out. But if you get shot 10 times in the chest you should be DOA (to the dirt). However, if you've been shot down from the legs or arms then it's not a kill.
Either way, downed or killed, the attacker should get the WP awarded...but the end of match KD/R should only reflect actual kills and not incapacitations - provided that killing shots actually count. A 3" hole in the chest is just as much a kill as a 3" hole in the head. On the other end, the victim should not be considered "dead" until actual clone death.
If this could be implemented, some sort of animation of "downed" vs "kill" should happen - to give a visual queue (if really paying attention) weather or not the guy is dead or dead dead. |
maka rax
Space Road Truckers.
12
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Posted - 2014.02.18 14:40:00 -
[45] - Quote
General12912 wrote:lol at kdr even mattering in this game.
but i do think a death should only count if your clone has been terminated, your foe should still gain credit as a kill for incapacitating you. reason being: it would be very costly in ammo to terminate every clone you incapacitate. especially in guns where every shot of ammo counts like snipers. and imagine you are in the frontlines killing tons of people with your teamates. after the exchange of gunfire, people on the winning side of the confrontation would be fighting to terminate clones. and think of all the dead bodies you would need to terminate. aint nobody got time fo dat. you still have other objectives to assault with your team.
Mass Driver on isle 7, Mass Driver - isle 7. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1711
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Posted - 2014.02.18 16:56:00 -
[46] - Quote
This is probably something that has already been brought up in this thread, though I'd like to mention it without reading through the entire thread since I remember bringing this up in Closed Beta and being shouted down by the KDR monkeys.
Calculate KD the same as it is in Eve. There should be no such thing as an Assist aside from Intel Kill Assists. Anyone who contributed damage to the kill gets credited with the kill (though only if the killed is sent back to respawn which is the only way that the death is counted as well).
Each person who contributed to the kill should get a % of the WP for the kill proportional to the amount of damage they inflicted on the killed. Add bonuses for "Final Blow" and "Top Damage".
@General12912 We do have melee as an option for bleeding out downed opponents.
I wonder how people would feel about or how hard it would be to implement some form of hostile "Press O to revive teammate", something like a "Press O to finish enemy". It would only pop up if you were standing next to a downed opponent and instead of leaning down and stabbing them with an injector, you'd simply stomp on the back of their neck.
I think it'd be cool and economical.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
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Mikey The Bandaid
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
176
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Posted - 2014.02.18 19:06:00 -
[47] - Quote
CCP Saberwing wrote:Okay, okay Grit, I'll reply :)
As I think I mentioned previously, it's definitely an interesting idea. While I'm not sure I personally agree with simply consolidating Kills Assists, I think a way of pushing Assists as a valuable statistic is still a good idea.
I spoke with CCP Thunder about this and it's something we'll try to think up something nifty around. Ultimately though, no real work has been done on this yet and it won't be implemented by 1.8. What do you think of deaths only counting as deaths if your clone is actually terminated, and not counting as a death if you are revived? Battlefield and other fps games do this, and it's a great idea. Also, consider adding an "accept revive" option instead of just being insta revived in the line of fire. |
Grit Breather
Cannonfodder PMC
1045
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Posted - 2014.02.20 09:41:00 -
[48] - Quote
Alaika Arbosa wrote:This is probably something that has already been brought up in this thread, though I'd like to mention it without reading through the entire thread since I remember bringing this up in Closed Beta and being shouted down by the KDR monkeys.
Calculate KD the same as it is in Eve. There should be no such thing as an Assist aside from Intel Kill Assists. Anyone who contributed damage to the kill gets credited with the kill (though only if the killed is sent back to respawn which is the only way that the death is counted as well).
Each person who contributed to the kill should get a % of the WP for the kill proportional to the amount of damage they inflicted on the killed. Add bonuses for "Final Blow" and "Top Damage". Read my original post at the start of this thread. I think you'll like it. :)
"Why, sometimes I've believed as many as six impossible things before breakfast."
GÇò Lewis Carroll, Alice in Wonderland
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Kevall Longstride
DUST University Ivy League
1009
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Posted - 2014.02.20 12:17:00 -
[49] - Quote
Never been a fan of KDR for precisely the reason that someone has mentioned.
We're immortal in Dust.
KDR is irrelevant in such a situation. I've always pushed for ISK efficiency as the true yard stick as competency in the game. How much ISK you burn against how much you destroy.
But with market fluctuation once the player market arrives that could be difficult. I propose that it could be kept simple. The game can track the value of each fit already (so it can deduct the correct ISK to take from your wallet to pay for it). So simply deduct the total ISK figure of suits used from the amount you win in the match and display it as an average percentage in the character sheet.
That way those that use the cheaper suits are rewarded if they can do the job against superior equipped Mercs. If your rushing around in a full proto kit and die just 4 or 5 times, its likely that your ISK efficiency will take a major hit. Making you consider the value of it. And once the game reachs null sec, it'll be a contractors market, with contracts going to the lowest bidder. At that point ISK efficiency will matter a great deal.
That said, I'd keep KDR because in conjuction with the ISK efficiency gives an even clearer indication as to the skill of a player. High KDR but an ISK efficiency in the red tells me that player is only good when equipped well and has little room for improvement. Positive KDR with a positive ISK percentage, that player is already a bad ass or can only get better.
I've already been told that is doable to have an ISK based stat, I can't understand why it hasn't been done.
I also understand that quite a few proto stompers wouldn't like it either. High KDR in proto against noobs is easy. Doing it in cheaper gear is hard.
Mercenary Clone of Dennie Fleetfoot
CEO of DUST University
CPM1 candidate
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KEROSIINI-TERO
The Rainbow Effect
1018
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Posted - 2014.02.20 12:57:00 -
[50] - Quote
CCP Saberwing wrote:Okay, okay Grit, I'll reply :)
As I think I mentioned previously, it's definitely an interesting idea. While I'm not sure I personally agree with simply consolidating Kills + Assists, I think a way of pushing Assists as a valuable statistic is still a good idea.
I spoke with CCP Thunder about this and it's something we'll try to think up something nifty around. Ultimately though, no real work has been done on this yet and it won't be implemented by 1.8.
Even adding Assists to final score tally would help to bring value of 'em forward.
Sad and AFK from Dust for unforeseen time.
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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1726
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Posted - 2014.02.20 14:01:00 -
[51] - Quote
Grit Breather wrote:{TL;DR} KDR in DUST means the same thing as other FPS games, it's the quantity of your deaths vs. the quantity of your kills. This classic meaning doesn't quite match up with what DUST is. I suggest death quantity should remain the same, but kills are merged with kill assists to basically give a running tally of a player's ongoing "contribution to kills". {/TL;DR} *** Update 1 *** An idea brought on by Sole Fenychs. Instead of having all Kill Contributions take from a pool of 60 WP for each downed player, there should be a pool of 90 WP per kill, but each contributing player will be capped at 50 WP max so nobody can get a full 90 for a kill. *** Original *** I'll start by declaring this: I do not believe the classic meaning of KDR (as in CoD or BF) has very much in common with the type of game DUST is trying to become. On the other hand, DUST is a FPS game so we can't just remove KDR because of the types of players DUST attracts. So what is KDR (Kill to Death Ratio) in DUST today? KDR is a number representing the ratio of your total kills divided by your total deaths. Simple enough, but what does that mean? Let's start with deaths. A death is when you die. Pretty easy to grasp and not much complications there. If I die, my death toll goes up by 1. Makes sense. But what about kills? Well, first we need to look at what a kill is in DUST. Kills in DUST aren't all the straightforward. They are usually not performed by a single player but rather by multiple players at the same time. Once someone dies, the majority of these contributing players gain a Kill Assist and the one lucky (bastard) who deals the last blow gains a Kill. This is the case even if one player stripped away 99% of an enemy's HP and then another player steps in and finishes him off with 1 bullet. I'd hardly call the above rewards and ranking contributions fair. They don't even make sense. So what am I suggesting for kills? First off, we should remove the entire notion of Kill Assists. Why? Because we'll be merging them with Kills in a better way. Now we only have Kills (and Deaths which have not changed). So does every player who shot at an enemy gain a Kill? Yes and no. First the 'yes' part. Every player who shot at a downed enemy should gain a Kill Contribution ranking for his death. How does Kill differ from Kill Contribution? Well, that's the fun part. In my new system, every player gains a fraction of a kill corresponding to the percent of total damage he or she contributed to that kill. For example, let's say 3 players shot at an enemy and eventually took him down. He's dead. The first player stripped away 50% of the enemy's HP while the remaining 2 started shooting a bit later and both contributed an additional 25%. Between the 3 of them they all earned 1 kill. By the numbers in the example above, I suggest the following Kill Contribution be rewarded to each of the 3 players:
- First - 0.50
- Second - 0.25
- Third - 0.25
Why do I want this change? Classic KDR is all about being a long wolf, a solo player. The most important thing you do is farm kills and try to stay alive more than the people you kill. But that's not DUST. DUST is about team play. DUST is about one team farming another team as a whole. DUST is about tight knit squads supporting each other. Classic KDR just can't provide the type of metric DUST needs. And what about War Points for kills? I suggest the total kill WP go up from 50 to 60-70. That new score should be split between all the kill contributors according to their contribution percentage. *** Optional Extra *** This is something I'm not sure about so didn't want to fit it into my main piece. What about deaths and revives? Should a person being revived only contribute 0.5 Kill Contribution points to whomever shot at him? My gut feeling says yes (but maybe a slightly higher number like 0.8) but I am really not sure about this. Now go ahead. Rip through my idea and shred it to bits so I can correct it. My only question is why did CCP listen to the KDR monkeys in the beginning and not go with a model such as this which more closely resembles the Eve model.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
712
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Posted - 2014.02.20 15:19:00 -
[52] - Quote
better idea- add a war point per death ratio as well
Kills- Archduke Ferdinand
Balance!
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Draco Cerberus
BurgezzE.T.F General Tso's Alliance
763
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Posted - 2014.02.24 00:08:00 -
[53] - Quote
Gavr1lo Pr1nc1p wrote:better idea- add a war point per death ratio as well This +100
LogiGod earns his pips
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