Cross Atu
OSG Planetary Operations Covert Intervention
4660
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Posted - 2015.05.09 23:24:00 -
[1] - Quote
Genral69 death wrote:In my recent months playing I've noticed that a large majority don't care about there KD at all but why? I can understand logis, there relying on someone else as they are weak (meaning less hp as assault and heavys). This game is mainly about performance getting your sp up as fast as you can, to acquire better items (which is great) but however not many care about kd and I like to know why .
I get that most people including myself weren't great when we first started this game but surly you've improved over time playing I enjoy it when my KD goes up, its shows that I'm slowing improving . Went from 1.89 to 2.08 in maybe a month =ƒÿÅ Please leave Postive feedback why you think it doesn't matter to most people Working towards improving within the game is fun and rewarding no doubt That being said KDR isn't the clearest metric for tracking personal improvement within Dust, and it's even less valuable for tracking comparative skill/team contribution.
- ISK destroyed vs ISK lost per death.
- War Points earned per death.
- Revives and total HP repaired per death.
- Vehicle damage points/destruction's per death.
- Hacks per death.
- Objective counter hacks per death.
- W/L ratio.
All of these are more useful direct indicators than simple KDR, sadly most of them are not directly tracked and presented to the player and KD in the right contexts can imply a certain degree of these in a very rough way.
Then there's the question of "death" as recorded by KDR. Every time a merc drops to the downed status KDR records it as a "death" thus encouraging some players to sacrifice good tactics (getting picked up) in favor of good stats (higher KDR). Now not every pick up is created equally and there are times when even outright suicide holds the best tactical value, but on balance a team is helped towards the win by its players taking a risky revive as opposed to 'zerging' to respawn. Yet the current accounting system for KDR punishes that valuable tactical risk with a higher potential stat loss and players respond accordingly.
And all of that is without even touching on active stat padding, or instilling highly risk averse activities into players. (A player can get a very high KDR in a match, and repeat this as a match to match average, while engaging in behaviors that contribute minimally to either keeping your teammates alive and active or securing the match victory.)
Leaving the questions of good tactics and specific metric reporting aside there's the "boredom factor" also distorts the value KD can hold as a stat for many players. If you become more reckless, in any of a vast array of possible ways, when there isn't a lot happening in a match, you become more likely to die as a result of hostile action or your own and that of course impacts your KD. If you have semi-frequent matches that devolve into a less than active state you're KD is then reflecting not your personal talent curve so much as your personal response to matchmaking et al.
So while striving to be a positive factor in winning the match, and trying to minimize clone loss for your team, is totally worth while. And tracking your stats for self-improvement can be useful and fun. There are many reasons why KDR in Dust 514 isn't a highly viable or useful stat most of the time.
0.02 ISK Cross
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