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dabest2evadoit7
Cyberdyne Systems and Technology The Revenant Order
35
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Posted - 2013.02.09 04:03:00 -
[31] - Quote
Prangstar RND wrote:dabest2evadoit7 wrote:Prangstar RND wrote:it counts as a death because you died, if it weren't like that kdr's would be skewed. Again aren't you lying there calling for help? Does the term bleeding out mean your already dead? Funny, I never heard a dead man call for help. You get injected with zombie juice. Lmao, still doesn't explain how a dead man can talk. |
Prangstar RND
Ahrendee Mercenaries Legacy Rising
63
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Posted - 2013.02.09 04:14:00 -
[32] - Quote
he doesnt talk, he only sends a text message. When you die dropsuits send out a message. |
Zero Harpuia
Maverick Conflict Solutions
422
|
Posted - 2013.02.09 04:17:00 -
[33] - Quote
You collapse when you can no longer support the weight of your body. You die when you are no longer capable of supporting your own life force. A clone is lost when you spawn back in. |
dabest2evadoit7
Cyberdyne Systems and Technology The Revenant Order
35
|
Posted - 2013.02.09 04:25:00 -
[34] - Quote
Prangstar RND wrote:he doesnt talk, he only sends a text message. When you die dropsuits send out a message. Your given the option to fight to live or give up and die. Can't fight to live if your already dead. That is why your not given the option when hit by a grenade or shot by a railgun. You disintegrate. No life, instant death. |
Altina McAlterson
TRUE TEA BAGGERS
363
|
Posted - 2013.02.09 04:42:00 -
[35] - Quote
Ok, stop thinking about this in terms of what we currently think of as "dying". When you are lying on the ground you are not dead yet. When you "bleed out" I'm assuming the suit injects you with a neurotoxin before it disintegrates and transmitting your mind to a new clone. The "deaths" listed on your KDR is just a term used for becoming incapacitated and either spawning in to a new clone or getting hit with the needle. They are events that occur and therefor are discrete and cannot be "undone". You get put down, revived and put down again that's 2 deaths. Because it happened twice. Every kill has to have a death attached.
Otherwise it would become meaningless within a day. Got some corpmates on the other team? You and 2 red corpies run out to the middle of nowhere and you kill one of them, the other revives them, you kill them again, rinse and repeat. You get hundreds of kills they get 1 death. Every kill means someone gets a death.
Also, everyone's "true" KDR wouldn't exist because none of us have or will ever actually die. |
dabest2evadoit7
Cyberdyne Systems and Technology The Revenant Order
35
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Posted - 2013.02.09 04:58:00 -
[36] - Quote
Altina McAlterson wrote:Ok, stop thinking about this in terms of what we currently think of as "dying". When you are lying on the ground you are not dead yet. When you "bleed out" I'm assuming the suit injects you with a neurotoxin before it disintegrates and transmitting your mind to a new clone. The "deaths" listed on your KDR is just a term used for becoming incapacitated and either spawning in to a new clone or getting hit with the needle. They are events that occur and therefor are discrete and cannot be "undone". You get put down, revived and put down again that's 2 deaths. Because it happened twice. Every kill has to have a death attached.
Otherwise it would become meaningless within a day. Got some corpmates on the other team? You and 2 red corpies run out to the middle of nowhere and you kill one of them, the other revives them, you kill them again, rinse and repeat. You get hundreds of kills they get 1 death. Every kill means someone gets a death.
Also, everyone's "true" KDR wouldn't exist because none of us have or will ever actually die. You would die when you die, not when you have been revived. If you die then come back to life your not dead. Rinse and repeat see where the coin lands if your lucky it will be on life and you kdr should reflect that. However its cool to keep my deaths down I will just take my first death and keep it moving. No point in racking up on unnecessary deaths. |
Altina McAlterson
TRUE TEA BAGGERS
363
|
Posted - 2013.02.09 05:44:00 -
[37] - Quote
dabest2evadoit7 wrote:You would die when you die, not when you have been revived. If you die then come back to life your not dead. Rinse and repeat see where the coin lands if your lucky it will be on life and you kdr should reflect that. However its cool to keep my deaths down I will just take my first death and keep it moving. No point in racking up on unnecessary deaths. What? |
Canaan Knute
Conspiratus Immortalis
14
|
Posted - 2013.02.09 05:56:00 -
[38] - Quote
There is a logical solution for this: If you are killed by anything other than headshots, grenades, forge guns, mass drivers, railguns or missile launchers, it should count as a knockdown instead of a death, so that incapacitating and being incapacitated still affects your stats, with kills only being awarded when a player bleeds out or is killed instantly. |
Zero Harpuia
Maverick Conflict Solutions
422
|
Posted - 2013.02.09 06:11:00 -
[39] - Quote
Altina McAlterson wrote:dabest2evadoit7 wrote:You would die when you die, not when you have been revived. If you die then come back to life your not dead. Rinse and repeat see where the coin lands if your lucky it will be on life and you kdr should reflect that. However its cool to keep my deaths down I will just take my first death and keep it moving. No point in racking up on unnecessary deaths. What?
Why exactly do you care that you got a death on your numbers? There was no lost clone or lost fitting, so it's just you bitching about padding your stats. When you get filled full of boolet and hit the ground, but are still bleeding out, you are going to die, NO QUESTIONS ASKED, unless a Logi decides you are worth saving. YOU DIED AS IN YOU FAILED. You can do NOTHING to come back from your current state, and are at the mercy of Logis if you want back up. You don;t lose anything for it, but that FAILURE TO SURVIVE gets added to your stats and nowhere else.
So basically, you dun goofed, and it keeps track of that. |
Zero Harpuia
Maverick Conflict Solutions
422
|
Posted - 2013.02.09 06:21:00 -
[40] - Quote
dabest2evadoit7 wrote:Prangstar RND wrote:he doesnt talk, he only sends a text message. When you die dropsuits send out a message. Your given the option to fight to live or give up and die. Can't fight to live if your already dead. That is why your not given the option when hit by a grenade or shot by a railgun. You disintegrate. No life, instant death.
When you are on the ground, you are already medically dead. The suit sends out a distress beacon automatically. Hitting call and respawn are just so the player isn't locked there until it is too late. People can be revived from death, even IRL, if it happened soon enough and the body is still capably of supporting life. The Nanoinjector injects nanobots to repair damage, but it kinda needs but so much body to work with, hence insta-bleed-out on being 'gibbed'. |
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Altina McAlterson
TRUE TEA BAGGERS
363
|
Posted - 2013.02.09 06:49:00 -
[41] - Quote
Zero Harpuia wrote:dabest2evadoit7 wrote:Prangstar RND wrote:he doesnt talk, he only sends a text message. When you die dropsuits send out a message. Your given the option to fight to live or give up and die. Can't fight to live if your already dead. That is why your not given the option when hit by a grenade or shot by a railgun. You disintegrate. No life, instant death. When you are on the ground, you are already medically dead. The suit sends out a distress beacon automatically. Hitting call and respawn are just so the player isn't locked there until it is too late. People can be revived from death, even IRL, if it happened soon enough and the body is still capably of supporting life. The Nanoinjector injects nanobots to repair damage, but it kinda needs but so much body to work with, hence insta-bleed-out on being 'gibbed'. No, you are not already "dead". The transfer of your consciousness has to happen at the instant of brain death or you risk degradation that could lead to loss of memories and abilities or possibly physical handicap or even insanity. And also possibly wet graving, but not sure of that's a concern for the mercs or only capsuleers.
Anything that pierces the skull triggers an automatic transfer as does the concussive force of an explosion. This is done as a failsafe to ensure the transfer completes. If the body were to survive the head wound or explosion it would still automatically be destroyed.
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Lunch Bag
Emerald Empire Fatal Ascension
1
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Posted - 2013.02.09 06:49:00 -
[42] - Quote
I started off thinking that, yes, we should not have a death if we are revived!
But then I got to really thinking about it... we are the immortals. We don't die. We get revived into another clone body; whether we are revived by nanites or a download - it is still technically a revive.
So there are really two statistics at play --- and anyone familiar with EVE knows that you can't have enough statistics.
1) Currently in-game we are given a statistic that represents kills per revival (no matter how we are revived) 2) Some people think it is more important to show the statistic for kills per lost clone (only when we actually use up a clone; by this statistic the in-battle revives would not count against us)
I think I actually see a place for both numbers. As JohnDS Wolf pointed out (top of page 2), allowing people to revive you is being almost as much of a team player as performing the actual injection --- not enough to warrant WP, but maybe enough to warrant a favorable statistic for corps to view. |
Altina McAlterson
TRUE TEA BAGGERS
363
|
Posted - 2013.02.09 06:56:00 -
[43] - Quote
Lunch Bag wrote:I started off thinking that, yes, we should not have a death if we are revived!
But then I got to really thinking about it... we are the immortals. We don't die. We get revived into another clone body; whether we are revived by nanites or a download - it is still technically a revive.
So there are really two statistics at play --- and anyone familiar with EVE knows that you can't have enough statistics.
1) Currently in-game we are given a statistic that represents kills per revival (no matter how we are revived) 2) Some people think it is more important to show the statistic for kills per lost clone (only when we actually use up a clone; by this statistic the in-battle revives would not count against us)
I think I actually see a place for both numbers. As JohnDS Wolf pointed out (top of page 2), allowing people to revive you is being almost as much of a team player as performing the actual injection --- not enough to warrant WP, but maybe enough to warrant a favorable statistic for corps to view. Every kill has to have a resulting death for the KDR to work. Otherwise it would be far to easy to manipulate insane KDR's and render the statistic meaningless. When a person is looking at a Merc's stats the KDR is a very good factor for evaluation of the merc's usefulness.
It's already possible to manipulate but not counting every time you hit the ground as a death would make it much worse. |
Zero Harpuia
Maverick Conflict Solutions
422
|
Posted - 2013.02.09 07:03:00 -
[44] - Quote
Altina McAlterson wrote:Zero Harpuia wrote:dabest2evadoit7 wrote:Prangstar RND wrote:he doesnt talk, he only sends a text message. When you die dropsuits send out a message. Your given the option to fight to live or give up and die. Can't fight to live if your already dead. That is why your not given the option when hit by a grenade or shot by a railgun. You disintegrate. No life, instant death. When you are on the ground, you are already medically dead. The suit sends out a distress beacon automatically. Hitting call and respawn are just so the player isn't locked there until it is too late. People can be revived from death, even IRL, if it happened soon enough and the body is still capably of supporting life. The Nanoinjector injects nanobots to repair damage, but it kinda needs but so much body to work with, hence insta-bleed-out on being 'gibbed'. No, you are not already "dead". The transfer of your consciousness has to happen at the instant of brain death or you risk degradation that could lead to loss of memories and abilities or possibly physical handicap or even insanity. And also possibly wet graving, but not sure of that's a concern for the mercs or only capsuleers. Anything that pierces the skull triggers an automatic transfer as does the concussive force of an explosion. This is done as a failsafe to ensure the transfer completes. If the body were to survive the head wound or explosion it would still automatically be destroyed.
Tell that to the headshot-sniped people I've rezzed. Remember, the Merc technology is completely separate from the Capsuleer consciousness migration tech. People have been revived from headshots, low level explosives, and even LAVs to the brainpan. Once the body is too far gone to be revived however, then and only then do the incendiary packs go off. |
Altina McAlterson
TRUE TEA BAGGERS
363
|
Posted - 2013.02.09 07:15:00 -
[45] - Quote
Zero Harpuia wrote:Altina McAlterson wrote:Zero Harpuia wrote:dabest2evadoit7 wrote:Prangstar RND wrote:he doesnt talk, he only sends a text message. When you die dropsuits send out a message. Your given the option to fight to live or give up and die. Can't fight to live if your already dead. That is why your not given the option when hit by a grenade or shot by a railgun. You disintegrate. No life, instant death. When you are on the ground, you are already medically dead. The suit sends out a distress beacon automatically. Hitting call and respawn are just so the player isn't locked there until it is too late. People can be revived from death, even IRL, if it happened soon enough and the body is still capably of supporting life. The Nanoinjector injects nanobots to repair damage, but it kinda needs but so much body to work with, hence insta-bleed-out on being 'gibbed'. No, you are not already "dead". The transfer of your consciousness has to happen at the instant of brain death or you risk degradation that could lead to loss of memories and abilities or possibly physical handicap or even insanity. And also possibly wet graving, but not sure of that's a concern for the mercs or only capsuleers. Anything that pierces the skull triggers an automatic transfer as does the concussive force of an explosion. This is done as a failsafe to ensure the transfer completes. If the body were to survive the head wound or explosion it would still automatically be destroyed. Tell that to the headshot-sniped people I've rezzed. Remember, the Merc technology is completely separate from the Capsuleer consciousness migration tech. People have been revived from headshots, low level explosives, and even LAVs to the brainpan. Once the body is too far gone to be revived however, then and only then do the incendiary packs go off. Well there you go. I was under the impression that a headshot was a sure thing but I guess not.
And as far as the tech being separate I thought the core tech was the same (albeit more primitive) it only lacked the entangled particles that enable a capsuleer to be instantly revived at the designated station regardless of distance. Our system is limited by causality and therefor is short range only.
I might be completely off, though. I'm tired and probably really confused. Although I thought the pounding heartbeat was a pretty good indication that you were still alive while on the ground. |
Mithridates VI
New Eden Research Foundation
169
|
Posted - 2013.02.09 07:20:00 -
[46] - Quote
The terms "kill" and "death" have context-specific definitions which most of the arguments here are ignoring.
For the purposes of KDR statistics a "death" is recorded every time your clone falls in combat. In this same context a "kill" is recorded every time you deal the final damage required to bring another clone's HP to/below zero.
The discussion of the mechanics of clone death, while interesting, doesn't seem relevant to me. We can spend all day gazing into our navels and asking "what is death, anyway?" but this would be ignoring the purpose of the stats we are collecting, which is to show individual combat achievement.
If you don't think "death" is an appropriate label for the variable we're tracking, the discussion should be focused on what a better name would be, rather than whether we should track a different variable entirely. |
Canaan Knute
Conspiratus Immortalis
14
|
Posted - 2013.02.09 07:52:00 -
[47] - Quote
Bringing a player's health to zero and killing him outright are two very different things, since the former allows the player to be revived, so yes, both variables should be tracked. K/D doesn't tell us how often a player has scored instant kills or prevented enemies from being revived. This would be an even more important statistic if we were given the ability to shoot downed players. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2013.02.09 08:02:00 -
[48] - Quote
Canaan Knute wrote:Bringing a player's health to zero and killing him outright are two very different things, since the former allows the player to be revived, so yes, both variables should be tracked. K/D doesn't tell us how often a player has scored instant kills or prevented enemies from being revived. This would be an even more important statistic if we were given the ability to shoot downed players.
Agreed, this also relates to ISK values and clone loss. Tracking such things would provide a better indicator of the value both slayers and medics are providing on the field. |
Panther Alpha
Kirkinen Risk Control Caldari State
44
|
Posted - 2013.02.09 09:02:00 -
[49] - Quote
JohnDS Wolf wrote:Panther Alpha wrote:To be honest i didn't realize that a "revive" counts as a death, to i saw this topic. Now i know this, i don't going to be waiting for a medic any more. As soon as i die, i going to re-spawn as quick as possible, and get a right NEW, fully restock dropsuite. What you guys has done in the Close Beta ? it seems that CCP have some horrible advice from some of you guys. congrats, you just cost the team a clone that could have been used for some unfortunate sap that ran into a Tank. Being revive is still EXTREAMLY helpful. the fact you said that makes you only care about your self instead of your Team. all in all, Revives shouldn't count as a death sence it dosn't count as a death acourding to the CC.
Nooo, I just re-spawned in a "Save" area, with full armor and shields, and became a productive member of my team again. The only reason why i will wait for the medic, is if it makes sense.
To be revive, just to immediately been kill, and then revive again, and kill ... some times in the space of 10 seconds, is not productive for me, or my team. I will be allot more useful spawning fully operational and quickly, than wasting 2 minutes just dying, and been revive again, in the same spot. |
Canaan Knute
Conspiratus Immortalis
14
|
Posted - 2013.02.09 18:08:00 -
[50] - Quote
Cross Atu wrote:Agreed, this also relates to ISK values and clone loss. Tracking such things would provide a better indicator of the value both slayers and medics are providing on the field. This would also be valuable information for recruiters. Although W/L and K/D can give them some idea of a player's skill, they need more information to evaluate potential recruits. |
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Cross Atu
Conspiratus Immortalis
775
|
Posted - 2013.02.10 16:53:00 -
[51] - Quote
Canaan Knute wrote:Cross Atu wrote:Agreed, this also relates to ISK values and clone loss. Tracking such things would provide a better indicator of the value both slayers and medics are providing on the field. This would also be valuable information for recruiters. Although W/L and K/D can give them some idea of a player's skill, they need more information to evaluate potential recruits.
Exactly. Furthermore detailed information would allow for a recruiter (or Corp trainer) to focus on the stats most relevant to the role of the player in question. Using the current stats as an example KDR matters a whole lot more for a Sniper than it does for a Logi.
The point being that Dust is all about specialization and thus having specialized data made available to us would be invaluable.
0.02 ISK Cross |
sir ravenwing
stone wolves
5
|
Posted - 2013.02.10 17:26:00 -
[52] - Quote
ok i'm a heavy with a machine gun and a pilot i normally and purposely crash into large amounts of enemies my gunners are medics and the guy just standing inside are also heavys well i always am the last one out killing me but not beyond the point of revival so technically i'm dying on the ground not dead when the medics revive me with heavys covering them i get kill by sniper than revived again and i get out of there but it says 34/2 on kdr really pisses me out because people think there better because they didn't die(or kill anyone) this is not a bug tho it's just messed up CCP YOU NEED TO CHANGE THIS |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2013.02.10 17:54:00 -
[53] - Quote
The KDR is already a pretty narrow view of the ability of a player. To alter it to KCR (Kill to Clone Ratio) would further dilute its usefulness.
KDR represents one view of the ability of a player to hamper the opposing team, that is the number of times they force the other team to spawn in or take time to revive the downed player.
KCR confounds the player's ability to harass the enemy team with his own team's ability to take care of him when he goes down. His revive requires another team member to stop killing or performing other useful actions to attend to him. He is thus a drag on his team each time he goes down.
KCR is a much better measure of team efficiency because it rewards teams that can kill the best with the least amount of logistical support. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2013.02.10 19:11:00 -
[54] - Quote
Skihids wrote:The KDR is already a pretty narrow view of the ability of a player. To alter it to KCR (Kill to Clone Ratio) would further dilute its usefulness.
KDR represents one view of the ability of a player to hamper the opposing team, that is the number of times they force the other team to spawn in or take time to revive the downed player.
KCR confounds the player's ability to harass the enemy team with his own team's ability to take care of him when he goes down. His revive requires another team member to stop killing or performing other useful actions to attend to him. He is thus a drag on his team each time he goes down.
KCR is a much better measure of team efficiency because it rewards teams that can kill the best with the least amount of logistical support.
I'd tend to disagree with some aspects of this. Players who go off and "Rambo" can get very high KDR (not always will but certainly can) however such behavior is not efficient as it ignores key aspects such as teamwork, squad orders, focus fire etc. Snipers are the class most accurately assessed by KDR and even there KDR fails to be an accurate measurement of contribution. A sniper who goes 7/2 but camps two panels and prevents seven hacks is contributing far more than a sniper who goes 14/0 hiding in the hills and picking off randoms. There are also questions of target priority which KDR does not address at all. A sniper who takes out the Logi supporting the Heavy in a fire fight has done far more to effect that fight than a sniper who takes down the Assault running wing to the Logi/Heavy, and yet the effect on KDR of both actions is equal.
KCR is less vague and thus more actionable, it may not encompass as much but that enhances it's utility. It helps answer questions such as "did this Merc stay in proper cohesion with his squad", "did this merc on balance make a positive or negative contribution to the state of the match as a whole", etc. It's still a rather limited stat, but at least it's a more useful one.
Further I don't think it represents how effective a squad/team is at killing without logistical support. A squad who's kept supplied with ammo and reps will be much more effective on the battlefield, but KCR does not reflect either of those elements.
Honestly I wouldn't replace KDR with KCR, I'd say have both recorded, and IDR as well (ISK Death Ratio, as a measure of how the value of targets destroyed relates to the value of resources lost).
Regardless of the above KDR in its current form is an essentially useless stat within D514 as it ignores too many relevant aspects and is also too easily manipulated.
0.02 ISK Cross
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Doc Jones
Mannar Focused Warfare Gallente Federation
0
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Posted - 2013.02.10 23:34:00 -
[55] - Quote
A 'death/kill' is when HP (both armor and shields in this case) drops to zero there's no workaround for that, you are dead. It has been the rule since role-playing games have been in existence. To 'revive' someone is to bringing someone from the brink of death just before the conscienceness is transfered back to the clone vat.
So to recap... if you HP goes to zero that means you have been defeated in battle which is a death for you and a kill for the recipient regardless if you've been revived. Just be glad that you don't have to respawn from one of your captured checkpoints, use a clone out of the reserve and run back to the battle.
Now if you're being penalized for being revived by a teammate with an additional death then this post should be posted in the bugs forum to be tested and fixed. |
Panther Alpha
Kirkinen Risk Control Caldari State
44
|
Posted - 2013.02.10 23:57:00 -
[56] - Quote
Doc Jones wrote:Now if you're being penalized for being revived by a teammate with an additional death then this post should be posted in the bugs forum to be tested and fixed.
You see, that is the problem. I was in a match the other day, where i got revived by a medic. Because you can back "alive" with nearly half shields and a 1/4 of your armor, i got kill instantly by a guy, that was waiting for me to be revive. That happen 4 times in a row, in the space of 5 seconds. That guy was "completely" ignoring the medic, because that is 4 easy kills in lest then 5 seconds.
Can you guys see, that this system is broken ? and makes medics pointless and unnecessary. And don't give the "Helping you team" rubbish, because wasting time waiting for medics. Only helps the other team score, and WP gain. |
Canaan Knute
Conspiratus Immortalis
14
|
Posted - 2013.02.11 21:11:00 -
[57] - Quote
Doc Jones wrote:A 'death/kill' is when HP (both armor and shields in this case) drops to zero there's no workaround for that, you are dead. It has been the rule since role-playing games have been in existence. To 'revive' someone is to bringing someone from the brink of death just before the conscienceness is transfered back to the clone vat.
So to recap... if you HP goes to zero that means you have been defeated in battle which is a death for you and a kill for the recipient regardless if you've been revived. Just be glad that you don't have to respawn from one of your captured checkpoints, use a clone out of the reserve and run back to the battle.
Now if you're being penalized for being revived by a teammate with an additional death then this post should be posted in the bugs forum to be tested and fixed. I believe it has already been pointed out several times now that you are not, in fact, dead. Your shields and armor are gone, and you have been mortally wounded, but you are not dead. |
Altina McAlterson
TRUE TEA BAGGERS
363
|
Posted - 2013.02.11 21:29:00 -
[58] - Quote
Just so we're on the same page, everybody who does not want it to count as a death if you are revived would be fine with it also not counting a kill? |
Canaan Knute
Conspiratus Immortalis
14
|
Posted - 2013.02.11 21:35:00 -
[59] - Quote
I would not have a problem with that. |
Panther Alpha
Kirkinen Risk Control Caldari State
44
|
Posted - 2013.02.11 21:54:00 -
[60] - Quote
Altina McAlterson wrote:Just so we're on the same page, everybody who does not want it to count as a death if you are revived would be fine with it also not counting a kill?
Very simple really. If the person you wounded to near death bleeds out, you get the kill. If a medic does his job, and stops the bleeding before it dies, you don't get the kill, and obviously doesn't counts as a death.
I will support that 100%. |
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