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Grit Breather
Cannonfodder PMC
972
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Posted - 2014.01.21 09:08:00 -
[1] - Quote
{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}
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 contributd 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.
"Why, sometimes I've believed as many as six impossible things before breakfast."
GÇò Lewis Carroll, Alice in Wonderland
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Heinz Doofenshertz
BetaMax.
623
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Posted - 2014.01.21 09:45:00 -
[2] - Quote
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.
Dust514 Stats, Have you updated today?
I do maths, and sit in a corner.
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Grit Breather
Cannonfodder PMC
974
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Posted - 2014.01.21 10:01:00 -
[3] - 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. Correct, this should be corrected. But don't forget that incapacitating a player, even if his clone was eventually revived, should still be rewarded. A squad took him on and took him down. They did their job of pushing the assault. Actual death is only a cherry on top.
Heinz Doofenshertz wrote: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. I disagree somewhat (not entirely). See above.
Heinz Doofenshertz wrote: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. I fully agree with your use of the current terminology. A Kill is a kill and a Kill Assist isn't. My suggestion of removing both Kills and Kill Assists, and then replacing them with Kill Contribution solves this by giving you an ongoing ratio relating to your overall battle effectiveness. Moreover, DUST should not be about the finishing shot. DUST should be about squad vs. squad and team vs. team. Terms like 'finishing shot' should only be used in games that revolve around solo play.
Heinz Doofenshertz wrote: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. I have no issues with renaming KDR to something else that better reflects what this idea demonstrates. We could call it Battle Effectiveness (BE) for example. As for KDR vs. KADR, I don't thing either of them should be in DUST as we have them now.
"Why, sometimes I've believed as many as six impossible things before breakfast."
GÇò Lewis Carroll, Alice in Wonderland
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virgindestroyer7
Onslaught Inc RISE of LEGION
459
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Posted - 2014.01.21 10:57:00 -
[4] - Quote
you are one of many to make a post like this!!
+1 this needs to change.
You can't try to set this game apart and have such a thorough and in depth reason as to how and why clones are then not have them affect the stats of the whole concept of what they actually DO.
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
78
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Posted - 2014.01.21 12:17:00 -
[5] - Quote
Taking down a player should count as a kill. But there should be a separate statistic of how many killed opponents actually died.
Your own deaths, meanwhile, should only count on when a clone is wasted. This is about overall team performance after all, right? Your going down should be tracked, though, because it's still an inconvenience for the team. |
Grit Breather
Cannonfodder PMC
977
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Posted - 2014.01.21 12:38:00 -
[6] - Quote
Sole Fenychs wrote:Taking down a player should count as a kill. But there should be a separate statistic of how many killed opponents actually died.
Your own deaths, meanwhile, should only count on when a clone is wasted. This is about overall team performance after all, right? Your going down should be tracked, though, because it's still an inconvenience for the team. Partially agree. That is why I suggested this fractioned rewards system. Keep in mind that while deaths shouldn't always count as they do today, take downs should ALWAYS return some sort of a reward.
Sole Fenychs wrote:Edit: For the total WP amount, I'd suggest having a pool of 100 or maybe even more, but capped at 50 per player. This prevents lone wolfs from being even stronger loners and makes snipers more likely to actually soften enemies.
And keep in mind that WP rewards should be instant gratification. They need to be applied on kill, not on death. Otherwise the delayed feedback will make combat less satisfying. I like that idea of a 100 pool but capping at 50. Should make things more interesting and better balanced. I'd make the pool lower though, somewhere around 90 so you don't get 2 people with a full 50 WP reward if they split the damage 50/50.
As for instant gratification, I agree with your point in general but have been struggling with this notion myself. I think if we got a clearer kill notification, the actual WP reward could be delayed until revive/bleed out.
"Why, sometimes I've believed as many as six impossible things before breakfast."
GÇò Lewis Carroll, Alice in Wonderland
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Musta Tornius
Black Phoenix Mercenaries Legacy Rising
981
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Posted - 2014.01.21 12:43:00 -
[7] - Quote
I really like this Grit. let's keep the ball rolling on this one til ccp acts on it!
DUST514 Weapon Range & Information
Team Fairy DUST
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
78
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Posted - 2014.01.21 13:12:00 -
[8] - Quote
Grit Breather wrote:I like that idea of a 100 pool but capping at 50. Should make things more interesting and better balanced. I'd make the pool lower though, somewhere around 90 so you don't get 2 people with a full 50 WP reward if they split the damage 50/50.
Actually, thinking about it, two people should always get a full reward if they have about equal contributions. So a 120 pool would make more sense. With that, two players will almost always get their full 50 WP without feeling that someone killstealed them, while groups bigger than that start getting dimishing returns. This also means that people would be more likely to buddy up and maybe drag a logi along. That would be a half-squad and fit into an LAV. It would be an incentive to work in groups without half the team bunching up around a single objective. |
Grit Breather
Cannonfodder PMC
977
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Posted - 2014.01.21 13:16:00 -
[9] - Quote
Sole Fenychs wrote:Grit Breather wrote:I like that idea of a 100 pool but capping at 50. Should make things more interesting and better balanced. I'd make the pool lower though, somewhere around 90 so you don't get 2 people with a full 50 WP reward if they split the damage 50/50.
Actually, thinking about it, two people should always get a full reward if they have about equal contributions. So a 120 pool would make more sense. With that, two players will almost always get their full 50 WP without feeling that someone killstealed them, while groups bigger than that start getting dimishing returns. This also means that people would be more likely to buddy up and maybe drag a logi along. That would be a half-squad and fit into an LAV. It would be an incentive to work in groups without half the team bunching up around a single objective. I don't know if I agree with you on that. Giving 2 killers a full 50 WP reward for doing half the damage for a kill seems wrong to me. Getting to 50 WP should be a special occasion where you feel you did good by doing most of the damage yourself. With your 120 pool, a single kill could give 2 people 50 WP and a third person 20 WP. That is too much reward for a single kill IMO.
"Why, sometimes I've believed as many as six impossible things before breakfast."
GÇò Lewis Carroll, Alice in Wonderland
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
80
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Posted - 2014.01.21 13:39:00 -
[10] - Quote
Grit Breather wrote: I don't know if I agree with you on that. Giving 2 killers a full 50 WP reward for doing half the damage for a kill seems wrong to me. Getting to 50 WP should be a special occasion where you feel you did good by doing most of the damage yourself. With your 120 pool, a single kill could give 2 people 50 WP and a third person 20 WP. That is too much reward for a single kill IMO.
I'm running on the assumption that WP should reward good playing. Rewarding players for double-teaming enemies without bunching up too much is a good thing in a tactical shooter, imo.
Also, the payout will almost never be 50/50/20. It's more likely to be 50/50/10 or something. Three people will never contributed evenly. Even two people might very well get 50/35 or something, if one does much more work than the other. The 120 pool is to even it out slightly to prevent people from hating their buddy for doing one shot more or something. Imagine a 100 pool and you get 45 or something, which means that you did 45% damage. You KNOW that your buddy got 50. You feel cheated, because you contributed only slightly less than him. |
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Grit Breather
Cannonfodder PMC
977
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Posted - 2014.01.21 13:44:00 -
[11] - Quote
Sole Fenychs wrote:Grit Breather wrote: I don't know if I agree with you on that. Giving 2 killers a full 50 WP reward for doing half the damage for a kill seems wrong to me. Getting to 50 WP should be a special occasion where you feel you did good by doing most of the damage yourself. With your 120 pool, a single kill could give 2 people 50 WP and a third person 20 WP. That is too much reward for a single kill IMO.
I'm running on the assumption that WP should reward good playing. Rewarding players for double-teaming enemies without bunching up too much is a good thing in a tactical shooter, imo. Also, the payout will almost never be 50/50/20. It's more likely to be 50/50/10 or something. Three people will never contributed evenly. Even two people might very well get 50/35 or something, if one does much more work than the other. The 120 pool is to even it out slightly to prevent people from hating their buddy for doing one shot more or something. Imagine a 100 pool and you get 45 or something, which means that you did 45% damage. You KNOW that your buddy got 50. You feel cheated, because you contributed only slightly less than him. Maybe... I agree with you about reward. I just think a 50/50/10 or 50/50/20 split is too high.
On this we'll have to disagree I suppose. :)
"Why, sometimes I've believed as many as six impossible things before breakfast."
GÇò Lewis Carroll, Alice in Wonderland
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
80
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Posted - 2014.01.21 13:45:00 -
[12] - Quote
Grit Breather wrote:Maybe... I agree with you about reward. I just think a 50/50/10 or 50/50/20 split is too high.
On this we'll have to disagree I suppose. :) I would also be okay with 30/30 or something, as long as it's equal. But if it's so low, people will get sidetracked with hacks or something.
I guess this is a point where other people will have to give input. |
Oxskull Duncarino
Tickle My Null-Sac
358
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Posted - 2014.01.21 14:07:00 -
[13] - Quote
+1 Good stuff Grit.
I'm in total agreement with your view that the present KDR is not something that should be part of Dust. Too many posers playing the game afraid to push an objective etc. not because of potential ISK loss, but because of their precious KDR I'd prefer to see it removed altogether and only have a stat that reflects WPs and W/L stats. This new stat would depend on all actions getting proper WP rewards though, an issue that still needs addressing.
If some kind of KDR stat is going to be left in the game though, I really like your suggestions. As an expansion to your ideas, I'll add mine. Since Dust is based on ISK loss and gain for both the individual merc and his team through equipment loss and clone loss, kills and deaths as we think of them ingame presently should have no place. Clones destroyed and lost should be the only stat applicable.
As you suggested, WPs and stat counts should be withheld till the clone is fully terminated with no possibility of revival. Only then should they be given to the participating players, with the splitting up of warpoints between players that you have suggested being excellent.
If stats and warpoints depend on the clone actually being fully eliminated rather than just dropped to the ground in a bleedout, I think gameplay would massively improve. More players in an organised team would be happy to push an objective with their squad even if there's a good chance of them getting dropped to the ground as their squad can roll in behind them, clear it out, and hopefully pick them back up, with no ISK or epeen loss if no headshot, grenade etc removed the option of a bleedout
A proper skilled triage Logi would become a highly sort after squad member. I already think this since I'm a HMG heavy that likes to Rambo but alot of people don't Since the WP and stats would depend on a full clone termination before allocation/change, I'd say that all of a sudden, players in bleedout that actually wait for a player with a needle to pick them up would increase a hundred fold, giving all players with needles alot to do At present people just exit bleedout early way to often.
People would stop giving out about being picked up in the middle of a gunfight. With the change they would want to be picked up as it would give them a chance to save their suit, and of course their epeen could stay shiny. A coup de grace will be a big thing
But, to keep things in balance I would still like to see a small amount of warpoints being given for putting a merc on the ground, with the main amount only being given on full termination.
It all needs to be fully fleshed out but bring on the change |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
81
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Posted - 2014.01.21 14:22:00 -
[14] - Quote
Guys, removing the reward for knockout and shifting it to termination just means that everyone will double-tap everything forever. That is *not* good for the gameplay, because you then have to develop OCD to get your kill WP, and makes the nanite injector system pointless, because there will be no one left to revive. |
Grit Breather
Cannonfodder PMC
977
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Posted - 2014.01.21 14:27:00 -
[15] - Quote
Sole Fenychs wrote:Guys, removing the reward for knockout and shifting it to termination just means that everyone will double-tap everything forever. That is *not* good for the gameplay, because you then have to develop OCD to get your kill WP, and makes the nanite injector system pointless, because there will be no one left to revive. The idea is to give full rewards for clone death but only diminished rewards (I seriously do not know how diminished) for a knock down which was revived.
As for double tapping, that is a good thing for attackers to start doing. It's not always possible though so still plenty of opportunities for revives. Remember a corpse has 200 HP. That's a lot to double tap if you're under fire.
"Why, sometimes I've believed as many as six impossible things before breakfast."
GÇò Lewis Carroll, Alice in Wonderland
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Oxskull Duncarino
Tickle My Null-Sac
360
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Posted - 2014.01.21 14:58:00 -
[16] - Quote
Sole Fenychs wrote:Guys, removing the reward for knockout and shifting it to termination just means that everyone will double-tap everything forever. That is *not* good for the gameplay, because you then have to develop OCD to get your kill WP, and makes the nanite injector system pointless, because there will be no one left to revive. Sorry but you're wrong. At present anyone playing this game with a brain has always been making sure to fully terminate an enemy after putting them down if the battle allows them. The ability to do a coup de grace was removed for a while and I hated it being gone. Doing it has always been the thing to do after a fight as having that person picked up behind you because you didn't rarely works out well
This game is about teamwork and should reward good teamwork. Players that just play loanwolf and safe with sniping, hit and run, etc. would just have to make sure to do the final damage with a headshot, or shot the bleedout clone, or use a grenade etc. to guarantee WPs. A good squad moving together won't have that issue.
And what do ya mean by double tap? There are very few weapons in Dust that doing a double tap would do the right damage to terminate a clone in bleedout. Either a single shot or more than 2 shots are needed.
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
81
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Posted - 2014.01.21 17:51:00 -
[17] - Quote
Oxskull Duncarino wrote:And what do ya mean by double tap? There are very few weapons in Dust that doing a double tap would do the right damage to terminate a clone in bleedout. Either a single shot or more than 2 shots are needed.
Imagine this: You only get WP if the enemy actually dies/bleeds out. You downed an enemy. You are in a firefight. You are a blueberry.
What do you do? Shot at the other guy or continue shooting at the guy who is bleeding out? Remember, blueberries are the people that assault HAVs with ARs, hack installations just because of the 50WP and revive you in a firefight because it's 60WP. |
Oxskull Duncarino
Tickle My Null-Sac
360
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Posted - 2014.01.21 18:16:00 -
[18] - Quote
Sole Fenychs wrote:Oxskull Duncarino wrote:And what do ya mean by double tap? There are very few weapons in Dust that doing a double tap would do the right damage to terminate a clone in bleedout. Either a single shot or more than 2 shots are needed.
Imagine this: You only get WP if the enemy actually dies/bleeds out. You downed an enemy. You are in a firefight. You are a blueberry. What do you do? Shot at the other guy or continue shooting at the guy who is bleeding out? Remember, blueberries are the people that assault HAVs with ARs, hack installations just because of the 50WP and revive you in a firefight because it's 60WP. I'm really not getting your point here, but I'll try. Why would you turn around in the middle of a fight and and try to shoot the dude on the ground when there are other upright redberries to shoot. It takes another redberry to revive the one on the ground so if you make sure there are non you don't have to even waste bullets on the downed one. It's rare that I have a chance in the middle of a fight to finish downed mercs and they mostly bleed out or I've got them with headshots or grenades so my warpoints wouldn't change much with my suggested change. Any shooting of mercs on the ground I do is when it's just one or two I've to deal with and it's always after they've all hit the ground.
Yes, some blueberries will just go for finishing the downed clone but they'll get put down themselves then for ignoring the redberries mates. They'll get their WP and there will be one less clone for both sides. There will always be idiots around, but once the new mechanic is there for a bit then people will need to change. |
Marc Rime
227
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Posted - 2014.01.21 19:09:00 -
[19] - Quote
Those changes would, would they not, result in something that isn't really KDR any more?
Why not leave kills and deaths as they are, and simply request more statistics. Then we could compare players based on any ratio or rating imaginable. Also people like graphs and pie charts for some reason, this could yield *tons* of pretty graphs and charts. |
Dustbunny Durrr
ReD or DeaD
62
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Posted - 2014.01.21 21:09:00 -
[20] - Quote
Marc Rime wrote:Those changes would, would they not, result in something that isn't really KDR any more?
Why not leave kills and deaths as they are, and simply request more statistics. Then we could compare players based on any ratio or rating imaginable. Also people like graphs and pie charts for some reason, this could yield *tons* of pretty graphs and charts.
Yes, moar stats = better. |
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Grit Breather
Cannonfodder PMC
987
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Posted - 2014.01.22 00:29:00 -
[21] - Quote
Marc Rime wrote:Those changes would, would they not, result in something that isn't really KDR any more?
Why not leave kills and deaths as they are, and simply request more statistics. Then we could compare players based on any ratio or rating imaginable. Also people like graphs and pie charts for some reason, this could yield *tons* of pretty graphs and charts. On the one hand, yes. More metrics = better.
On the other, I'm a bit worried DUST has all the "bad" metrics and none of the "good" ones. While DUST is presented as a team based game, all we get are solo performance metrics.
I think we should skew metrics in the direction of team based play before adding more or giving back the solo performance ones. Even now when battle results are sorted by WP gained, people still care about their precious KDR more than anything else. That mentality just has to go away... Best way of doing it, just take away the metric for a while.
Just my honest opinion. Obviously there are others.
"Why, sometimes I've believed as many as six impossible things before breakfast."
GÇò Lewis Carroll, Alice in Wonderland
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SponkSponkSponk
The Southern Legion The Umbra Combine
628
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Posted - 2014.01.22 02:23:00 -
[22] - Quote
Screw KDR, I want isk destroyed/isk loss ratio.
"Pulvis et umbra sumus. (We are but dust and shadow.)"
GÇò Horace, The Odes of Horace
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Grit Breather
Cannonfodder PMC
990
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Posted - 2014.01.22 09:37:00 -
[23] - Quote
SponkSponkSponk wrote:Screw KDR, I want isk destroyed/isk loss ratio. Why not make another post about that? :)
"Why, sometimes I've believed as many as six impossible things before breakfast."
GÇò Lewis Carroll, Alice in Wonderland
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RuckingFetard
Better Hide R Die
674
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Posted - 2014.01.22 09:43:00 -
[24] - Quote
We need an ISK efficiency indicator ratio , I,e, ISK destroyed to ISK lost.
Running pure shield tanked Caldari 'cuz me a hippy
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Grit Breather
Cannonfodder PMC
991
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Posted - 2014.01.22 09:54:00 -
[25] - Quote
RuckingFetard wrote:We need an ISK efficiency indicator ratio , I,e, ISK destroyed to ISK lost. My main problem with that specific metric is the upcoming Player Market. I don't know how much you know EVE economics but prices are anything but fixed. EVE can be every bit as complicated as a RL stock exchange. All that richness will eventually come to DUST too.
Because of the above, estimating item costs may well be an impossible task.
"Why, sometimes I've believed as many as six impossible things before breakfast."
GÇò Lewis Carroll, Alice in Wonderland
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GRIM GEAR
The Enclave Syndicate Dark Taboo
180
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Posted - 2014.01.22 09:59:00 -
[26] - Quote
This is a great thread Grit Breather. You're idea is really ingenious if implemented it will in-courage teamwork and create a healthier environment via people not yelling over the coms about kill stealers and getting revived and killed simultaneously.
Overall awesome idea it will also put an end to KDR whoring.
It's a bird!
No it's a plane!
Never mind it's just my shotgun in your face!
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Grit Breather
Cannonfodder PMC
992
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Posted - 2014.01.22 10:00:00 -
[27] - Quote
GRIM GEAR wrote:This is a great thread Grit Breather. You're idea is really ingenious if implemented it will in-courage teamwork and create a healthier environment via people not yelling over the coms about kill stealers and getting revived and killed simultaneously. Overall awesome idea it will also put an end to KDR whoring. Good to hear my ideas are liked! :)
"Why, sometimes I've believed as many as six impossible things before breakfast."
GÇò Lewis Carroll, Alice in Wonderland
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SponkSponkSponk
The Southern Legion The Umbra Combine
629
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Posted - 2014.01.22 10:45:00 -
[28] - Quote
Grit Breather wrote:RuckingFetard wrote:We need an ISK efficiency indicator ratio , I,e, ISK destroyed to ISK lost. My main problem with that specific metric is the upcoming Player Market. I don't know how much you know EVE economics but prices are anything but fixed. EVE can be every bit as complicated as a RL stock exchange. All that richness will eventually come to DUST too. Because of the above, estimating item costs may well be an impossible task.
All items in Eve have reference prices that are calculated based on some sort of weighted average of the last few months. If you select a bunch of items in your hangar, it will tell you "15 items selected, estimated cost 157000 ISK" so it's obviously pre-calculated.
All that needs to be done is to expand that to Dust items. Heck, it probably happens automatically already.
"Pulvis et umbra sumus. (We are but dust and shadow.)"
GÇò Horace, The Odes of Horace
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Grit Breather
Cannonfodder PMC
994
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Posted - 2014.01.22 10:51:00 -
[29] - Quote
SponkSponkSponk wrote:Grit Breather wrote:RuckingFetard wrote:We need an ISK efficiency indicator ratio , I,e, ISK destroyed to ISK lost. My main problem with that specific metric is the upcoming Player Market. I don't know how much you know EVE economics but prices are anything but fixed. EVE can be every bit as complicated as a RL stock exchange. All that richness will eventually come to DUST too. Because of the above, estimating item costs may well be an impossible task. All items in Eve have reference prices that are calculated based on some sort of weighted average of the last few months. If you select a bunch of items in your hangar, it will tell you "15 items selected, estimated cost 157000 ISK" so it's obviously pre-calculated. All that needs to be done is to expand that to Dust items. Heck, it probably happens automatically already. Ok, that makes sense. Now go get your own thread about this new interesting metric. Stop taking over mine. :)
"Why, sometimes I've believed as many as six impossible things before breakfast."
GÇò Lewis Carroll, Alice in Wonderland
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hgghyujh
Expert Intervention Caldari State
235
|
Posted - 2014.01.22 12:15:00 -
[30] - Quote
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.
also if we are talking about WP system revisions how about we get WP for damage done back. |
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Grit Breather
Cannonfodder PMC
995
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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