|
Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
14
|
Posted - 2014.08.18 22:40:00 -
[1] - Quote
People often discuss kill/death ratio and some consider it to be a measure of success in Dust514. Others feel that some playstyles cannot break away from poor K/D ratios and hence, that they are not a valid measure of how good anyone is or how useful.
In Eve, the only thing that matters is ISK. A persistent world where everyone is immortal and all you have to lose is your time and isk. Dust is not any different from this.
I propose that Dust514 use "ISK Destroyed / ISK Earned" or D/E as an additional player stat. I'm thinking of Eve Online factional warfare or war decs where losing 10 T1 frigates in order to kill a battleship is a winning tactic. The side that loses more money loses the war, not the side that loses clones.
I realize Dust514 is at a point where it cannot receive any changes in mechanics or UI. However, please consider this idea seriously. |
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
14
|
Posted - 2014.08.19 00:01:00 -
[2] - Quote
I agree that different roles destroy isk more or less than others. But this is a whole lot better than kills and death. The idea does not directly counter poor ratios for pilots and pure logistics, however it does help considerably in the field of equipment tier. |
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
14
|
Posted - 2014.08.19 17:45:00 -
[3] - Quote
Symbioticforks wrote:Warpoints are just as bad as KDR.
You can purposely farm them with equipment spam and the like.
Often times, it's vehicles destroying turrets and other vehicles.
I have to agree with this. It's why I think ISK is a much better metric, though not perfect. Having played Eve for a short time made me think this way.
The system does help logis a little bit because at least prototype equipment costs significantly less than prototype weapons. There's a huge difference there. A slayer using prototype gear is putting a lot more at risk and loses a lot more when he dies compared to a support. I realize it doesn't help a logisitics role in destroying isk, however.
Other support roles benefit greatly from this system, though. A sniper for example can help pick off expensive targets, and anti-vehicle users will get few kills but destroy large amounts of isk at a time, few and far between.
More then anything, I'd like to see people field advanced or even basic gear, even though they have more then enough isk to burn on prototype. |
|
|
|