Devs need to SCRAP K/D Ratios

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Valiant_Rebel

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#51 Valiant_Rebel
Member since 2009 • 4197 Posts

Unless you have negative kills that's pretty difficult. :lol:

SgtKevali

I actually meant positive this time around since you cannot have a negative K/D ratio.

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Leejjohno

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#52 Leejjohno
Member since 2005 • 13897 Posts

They do need to shift the balance over a more broad spectrum of statistics rather than just kills imo.

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AndyAlfredo

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#53 AndyAlfredo
Member since 2009 • 1402 Posts

Hmm, so K/D is Kill/Deaths, so there's either negative kills or negative deaths.

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110million

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#54 110million
Member since 2008 • 14910 Posts

This is why I don't play a lot of competitive games, in FPS theres campers, in fighting games there are turtlers, in RTS there are people who rush. In each game, it seems the more likely way to get a win, but its played in such a specific way, that it takes away everything I find fun with the game, though rushing in an RTS is the opposite of turtling in a way, they are both things I consider to make each genre more boring.

For example, I like base building in RTS, but some people (depending on the RTS) just build like 30 barracks and maybe a couple unit upgrade structures, and do non-stop rushing, using all resources just to make units. Turtlers sit in a corner waiting, there are a ton of ways to punish them, but when you end up having to use the same ones over and over it gets boring, I fought about 10 turtlers in a row once on SFIV, around the time I stopped playing.

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LongZhiZi

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#55 LongZhiZi
Member since 2009 • 2453 Posts

This is why I don't play a lot of competitive games, in FPS theres campers, in fighting games there are turtlers, in RTS there are people who rush. In each game, it seems the more likely way to get a win, but its played in such a specific way, that it takes away everything I find fun with the game, though rushing in an RTS is the opposite of turtling in a way, they are both things I consider to make each genre more boring.

For example, I like base building in RTS, but some people (depending on the RTS) just build like 30 barracks and maybe a couple unit upgrade structures, and do non-stop rushing, using all resources just to make units. Turtlers sit in a corner waiting, there are a ton of ways to punish them, but when you end up having to use the same ones over and over it gets boring, I fought about 10 turtlers in a row once on SFIV, around the time I stopped playing.

110million
This. I kind of gave up playing Warhawk because in CTF, there are always tons of players taking the opportunity to up their K/D ratio and not even bother with the flag (especially those jerks who just throw proximity mines EVERYWHERE...but that's an issue that Incognito made broken themselves). I think one way to help solve this problem with K/D ratios is to not completely stop them, but make two K/D ratios- one for DM/TDM games and one that's overall. That way you can see which is the punk kid who has a 12 K/D overall but a .4 K/D in games where people are attempting to kill him (as opposed to achieving some other goal). Also, as others have mentioned, reward players for doing class-based tasks such as healing players or repairing structures. Also, in relation to the killstreak idea, maybe teams should be broken up into squads of 3 or 4 and the killstreak is a squad-reward. However, if any member of the squad is killed, it resets it back to 0.
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Mystic-G

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#56 Mystic-G
Member since 2006 • 6462 Posts

As long as you earn points mainly through kills, K/D ratio will always matter.

Hence why I like Project Reality where 'teamwork' puts you at the top of the leaderboard.

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88mphSlayer

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#57 88mphSlayer
Member since 2010 • 3201 Posts

if they ditched K/D and soley tracked your win/lose ratio that'd probably have better results for everybody