PC Stat Site is now LIVE!


(aviynw) #81

Seems like I’m not the only one having trouble logging in.


(BomBaKlaK) #82

need K/D Ratio … at least in the stats


(.FROST.) #83

Yeah would be nice. Since mantles and vaults are tracked as well(little bit of nonsense info imho).
K/d is the most basic and interesting info, even though Brink isn’t all about k/d. But you kann see if you are improving on a shooter level. And Brink is an objective based game but its also a shooter. And my opinion is, for what do I need the info of my kills at all if I don’t see my deaths. Since two people can have the same kill count in a match, but one of them has to respawn 3 times as often as the other to achieve that.


(kilL_888) #84

it was a design decision to not support k/d ingame. it would be counterproductive and result in you trying to obtain a good k/d ratio.

whether this stat is ingame or on a homepage, doesnt matter at all. if it would be on a homepage, it would still encourage you to get a better k/d ratio. but, this was left out, on purpose.

you just gave an answer to the question yourself. its an objective based game. on top of that there are the classes. sometimes i go suicidal to protect an objective. medics concentrate on reviving others than killing. so, in realitiy the k/d ratio really doesnt reflect if you improve “on a shooter level”. brink has other priorities.


(h0UNd..) #85

Like getting the job done.


(.FROST.) #86

[QUOTE=kilL_888;359760]it was a design decision to not support k/d ingame. it would be counterproductive and result in you trying to obtain a good k/d ratio.

whether this stat is ingame or on a homepage, doesnt matter at all. if it would be on a homepage, it would still encourage you to get a better k/d ratio. but, this was left out, on purpose.

you just gave an answer to the question yourself. its an objective based game. on top of that there are the classes. sometimes i go suicidal to protect an objective. medics concentrate on reviving others than killing. so, in realitiy the k/d ratio really doesnt reflect if you improve “on a shooter level”. brink has other priorities.[/QUOTE]

People, people, you don’t get what I mean. Its not about focusing on the big “K” in k/d, but on the little “d” that makes all the difference and it is directly connected to the objective part of the game. It doesn’t matter if one kills 25 people a match when he needs to respawn 25 times to do so, since this guy won’t ever reach the objective and accomplish something objectiv related. Surely he can plant some stuff as engi, but I don’t think that’s enough. Staying alive and be a dynamic threat to the enemy, something mines and turrets aren’t, is more important. Plus, as medic and soldier you can’t heal others or restock their ammo. And if you are a medic with bad k/d means you need all the pips for yourself in order to stay alive. Not so good either. So k/d is important to see if you are supporting your team or if you just occupying a player slot whilst not contributing to your team.

If one has a k/d of 1/1 its quite hard to make a difference, because there is no gain in ground.

You kill someone and someone, or even this one kills you too. Both dead, both respawn, everything set to start. Thats good enough when you are defense, but if you are ofense you are probably bound to loose. I think everyone understands the point I’m trying to make, don’t ya?

You need a k/d of more than 1/1, maybe 1,5/1 to progressively gain ground. It don’t has to be, but if everyone in both, the defense and the ofense has a k/d of 1/1, defense will certainly win, don’t you think?


(aviynw) #87

[QUOTE=kilL_888;359760]it was a design decision to not support k/d ingame. it would be counterproductive and result in you trying to obtain a good k/d ratio.

whether this stat is ingame or on a homepage, doesnt matter at all. if it would be on a homepage, it would still encourage you to get a better k/d ratio. but, this was left out, on purpose.

you just gave an answer to the question yourself. its an objective based game. on top of that there are the classes. sometimes i go suicidal to protect an objective. medics concentrate on reviving others than killing. so, in realitiy the k/d ratio really doesnt reflect if you improve “on a shooter level”. brink has other priorities.[/QUOTE]

Well, in the absence of a good “team-play” statistic, I want something to look at. XP doesn’t say much about team-play. The more frequently I die the more xp I get because I respawn with a full supply meter. Also, medics always get the most xp because of their high supply meter and the high demand for health (too bad there is no prostitute class).

I totally understand why they don’t want there to be k/d statistic, but I’d still like one. I guess the xp system could be a useful measure if they improved it significantly, but even then total xp and xp per game are useless. XP per minute would be a good one.

But honestly, if you want to get an approximate idea of how good a player is, kdr is a good one, perhaps kills per minute even better. It doesn’t tell the whole story, but nothing else does either.


(aviynw) #88

[QUOTE=.FROST.;359763]People, people, you don’t get what I mean. Its not about focusing on the big “K” in k/d, but on the little “d” that makes all the difference and it is directly connected to the objective part of the game. It doesn’t matter if one kills 25 people a match when he needs to respawn 25 times to do so, since this guy won’t ever reach the objective and accomplish something objectiv related. Surely he can plant some stuff as engi, but I don’t think that’s enough. Staying alive and be a dynamic threat to the enemy, something mines and turrets aren’t, is more important. Plus, as medic and soldier you can’t heal others or restock their ammo. And if you are a medic with bad k/d means you need all the pips for yourself in order to stay alive. Not so good either. So k/d is important to see if you are supporting your team or if you just occupying a player slot whilst not contributing to your team.

If one has a k/d of 1/1 its quite hard to make a difference, because there is no gain in ground.

You kill someone and someone, or even this one kills you too. Both dead, both respawn, everything set to start. Thats good enough when you are defense, but if you are ofense you are probably bound to loose. I think everyone understands the point I’m trying to make, don’t ya?

You need a k/d of more than 1/1, maybe 1,5/1 to progressively gain ground. It don’t has to be, but if everyone in both, the defense and the ofense has a k/d of 1/1, defense will certainly win, don’t you think?[/QUOTE]

Oh, I was thinking the exact opposite. That in a non-deathmatch game the D is less important. I didn’t see it that you hurt you’re team much by dying, other than you’re inability to get more kills, which will show itself in your kill number. I understand your point about not being around to help you’re team with revives and stuff but why not look at another statistic for that? Don’t look at the D in the K/D to tell you how much you buff you’re team and whatnot, look at the theoretical revives per minute, or bufs per minute statistic, etc. And in terms of “being a threat to the other team while you’re alive” that’s basically already measured in you’re kill number.

I know that when I’m on offense I run hard and die quickly getting as many kills as I can and that helps my team much more then playing defensively and getting a good kdr. At the very least, emphasizing the D in that situation is a big mistake.


(kilL_888) #89

[QUOTE=aviynw;359764]
But honestly, if you want to get an approximate idea of how good a player is, kdr is a good one, perhaps kills per minute even better. [/QUOTE]

i think accuracy is a far better appoximation of how “good” a player is from a generel shooter perspective. though, as mentioned above, “good” in brink is something different than a good k/d ratio. .frost., you didnt seem to understand this in your paragraph.

k/d just isnt the purpose of the gameplay in brink and therefore there is no k/d stat on the stats site and never will.

what i would find way more important and interesting are global stats. what are the favorite weapons, how is there global accuracy, damage and so on…


(aviynw) #90

Comparing accuracy between two people is pointless unless those people are using the same gun.


(.FROST.) #91

[QUOTE=kilL_888;359768].frost., you didnt seem to understand this in your paragraph.
.[/QUOTE]

K/d isn’t all, totally agree, but its a huge chunk in a shooter game. You just can’t deny that. It would be idealistic and plain wrong. I’m not talking bout bunny-hoping, sniping or spawn-camping in order to achieve a nice k/d, but doing your job and kill others before they kill you. If its the other way around you loose every progress on your obj. And who would you choose for your team, someone with a negative k/d or someone with a positve k/d. It doesn’t matter, right? So you would choose anyone.

Please dont tell me that the devs wanted to avoid exactly this kind of choosing. I know that. I only wanted to make my point that k/d’s do count and you know it quite well even though you write the opposite. I only want to say; I’d like k/d in the stats to see my k/d. But I also understand the point of the devs. But I definitely don’t believe your point of view. Sorry, its silly to say a k/d isn’t a strong indicator for the propable outcome of a match.


(.FROST.) #92

Wrong. It would be fair if both use the gun wich they feel most comfortable with. Otherwise it would only show who handles a certain weapon better than the other.


(aviynw) #93

…A powerful inaccurate gun is going to do as much damage as a non powerful accurate gun…


(zenstar) #94

If they’re correctly balanced.
A gun that kills in 1 shot but only hits with 1/100 shots will do worse than a gun that kills in 7 shots but hits with 1/5.

Although I still think “accuracy”, “# of buffs” and “average life time” are better indicators of how well you are doing in Brink than k/d.

If you’re buffing your team, accurate and stick around for a long time then you’re probably doing your job. Maybe add in #of objectives per map or something to round it off.

You can pad a k/d and still never win a single round. It’s unlikely you can pad accuracy + buff # + objective # + lifespan all at the same time without winning a decent amount.

tl;dr: k/d is too simplistic.


(badman) #95

Have you tried contacting brinkstats@bethsoft.com about this issue?


(FireWorks) #96

life span… oh dear.

thats even worse then K/D. I could punch those hesitating idiots right in the face… “mimimi i have to stay alive mimimi” instead of pushing the frontline back at the enemy.

I personly die quite often in a match, and guess therefore spend some time on the ground. But I do a fair share of raping in this time very often ending in winning a map.

I know you didnt mean it as single parameter, but padding your acc on a turret, buffing every noob around, just playing in defense while standing around useless doesnt make a good brink player at all.

tl;dr
aggressive pushing is the key


(tokamak) #97

Experience, per, minute. How hard can it be? It’s the only real useful indicator in such a game.


(FireWorks) #98

Same, too simplistic. A buffing noob in the back will score relativly high but is not as useful as he might think he is.


(dazman76) #99

I’ve got it!

How about… XP per minute per kill per death? Amirite?


(zenstar) #100

[QUOTE=FireWorks;359804]life span… oh dear.

thats even worse then K/D. I could punch those hesitating idiots right in the face… “mimimi i have to stay alive mimimi” instead of pushing the frontline back at the enemy.

I personly die quite often in a match, and guess therefore spend some time on the ground. But I do a fair share of raping in this time very often ending in winning a map.

I know you didnt mean it as single parameter, but padding your acc on a turret, buffing every noob around, just playing in defense while standing around useless doesnt make a good brink player at all.

tl;dr
aggressive pushing is the key[/QUOTE]

Agreed. You make very good points.

How about Win/Lose ratio?