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(tokamak) #101

A buffing noob will still score lower than someone who buffs and kills and does objectives and scavenges and takes forward spawns.

Xp/min is the single most useful statistic in this game, if you don’t think it’s indicative enough then the problem lies with the xp distribution itself, which you can make a case for, but it doesn’t lie with the ‘per minute’ part.

If xp/min isn’t the best, then what is? Do tell.


(FireWorks) #102

I dont have a solution for this and the discussion is very old :slight_smile:

All I know is that death is nothing that should be punished, that enforces “bad” playing.

“win/loss” enforced teamstacking:/ most wouldnt switch teams anymore to balance them and it punishes players that have a sense for fair play.

Single numbers really suck in this matter… like in most statistics… you have to make more figures that paint a picture.

XP/min, kills/min together are a nice indicator but then you leave out the objective classes a little.

EDIT: Somehow attacking and defending teams have to be accounted too. Much easier to rack up kills and XP as defender.


(tokamak) #103

‘The best’ doesn’t mean it’s perfect, it simply means from all the options, it is preferable. Xp/min also gets better as the xp distribution is improved.

Right now xp does not reflect the worth of a player, agreed, SD said so themselves. They use xp to reward a certain behaviour and actions that players tend to do by themselves, IE killing, aren’t rewarded as much. This means that killing is being undervalued

It’s a bit like how the economy’s supply and demand can attach low currency worth to really valuable jobs (like first-responders, development and social workers, teachers etc). Luckily it doesn’t reward bad play either (unlike real life, where short sellers, mortgage pushers and bonus jockeys messed up big time).

Let’s be honest here, kills matter a lot in the outcome of the game, especially once the kills are tied to context, something that SD definitely did right (just the overall value is too low).

In any case, once again, if there’s nothing better, my case for xp/min remains unchallenged and I still wonder why, after all my pleading it hasn’t been taken up in the statistics page, it won’t take effort, there aren’t any perverse incentives tied to it either. I don’t see any good reason not to it,


(Crytiqal) #104

XP / min
Kills / min
Deaths / min
K/D ratio

Class specific playtime
Class specific objectives
Class specific handed out buffs

Class specific:

  • Medic:
    Number of revives
    Number of healthbuffs
    Command post upgrades

  • Engineer:
    Weapon buffs
    Kevlar vest
    Number of turret deployments
    Number of turret repairs
    Mine deployments
    Mine disarms
    Explosive disarms
    Command post upgrade

  • Covert Ops:
    Number of disguises
    Command post upgrades

  • Soldier:
    Ammo handout
    Ammo buffs

Weapon stats:
Accuracy per weapon
Time weapon used
Kills per weapon (include: turret/cortextbomb/stckybomb etc)
Kills per weapon per minute
Deaths per weapon
Deaths per weapon per minute
Melee finishes

Parkour movements:
Mantles (per min)
Vault (per min)
Highest drop
Slide knockdowns
Biggest parkour track

Misc:
XP gained from staying on the objective
Highest killstreak
Highest deathstreak
etc.

Now thats what I would have liked to see.


(.FROST.) #105

Exactly. If they would at least buff at the right time. Right when you are in the crossfire. I mean boost everything they can on you while you repair, hack or plant some stuff. But that would put them in the cross-hairs as well, so they rather throw their stuff away at the spawn and start sniping with their SMGs. Of course not even killing anyone of.


(FireWorks) #106

@toka
I agree that XP/min should be there and even replace XP/match.
You got some good points and I think at the end of the day only one 1 stat cant give you a good picure of a player.

@crytical
Did you check the stats page thoroughly, most if not about everything you ask for is there in collapsed menues. Except those death stats…


(.FROST.) #107

Also right, but I don’t think that ppl would focus that hard on k/d since its only in the stats and not visible on the scoreboard while playing. And having a low win/loss rate is also quite unsatisfying. And I know, that there isn’t such a thing as a w/l stat, but you can see the losses at least and do the math yourself.

And I allways switch teams if they are unbalanced. I even switch them when I’m defense and its just to easy for my team even though it seems balanced according to the number of players on each side. CC e.g.

Sometimes its nice to totally demoralize your opponents, but mostly its getting quite boring after a short period of time. And I usually play fps for the exitement. And theres nothing like spawning on the side of a losing team and totally turning the tide in the last minutes. And you know it was mostly your pushing and doing the right stuff. While everyone runs around like crazy chicken and tries to win an objective with sniping the defense.


(FireWorks) #108

[QUOTE=.FROST.;359822]Also right, but I don’t think that ppl would focus that hard on k/d since its only in the stats and not visible on the scoreboard while playing. And having a low win/loss rate is also quite unsatisfying. And I know, that there isn’t such a thing as a w/l stat, but you can see the losses at least and do the math your self.

And I allways switch teams if they are unbalanced. I even switch when I’m defense and its just to easy for my team even though it seems balanced according to the number of players on each side. CC e.g.

Sometimes its nice to totally demoralize your opponents, but mostly its getting quite boring after a short period of time. And I usually play fps for the exitement. And theres nothing like spawning on the side of a losing team and totally turning the tide in the last minutes. And you know it was mostly your pushing and doing the right stuff. While everyone runs around like crazy chicken and tries to win an objective with sniping the defense.[/QUOTE]

Yep switching is sexy if you make the difference, but I see it too rarely and still believe with experience of ETQW in my back that everything should be done to enforce switching and stuff working in the other direction should be cut.

On a sidenote, flashbangs on a CC base rape really turn the tide!:slight_smile:


(h0UNd..) #109

Counting deaths discourages corageous, but often futile acts which, when taken into consideration of the context of objective-based shooter actually create the drama/intensity - especially when determination in the face of futility wins over - why else is there OT.

The game is designed to emphasise (hence the caricatured visual styles) and encourage emotional involvement/attatchment in the plight of the factions - unlike the dirty business of military shooters. Anything that detracts/distances from the emotional impact of the moment conflicts with tthe games concept, thus it’s removed.

To a degree I agree with tokamak XP/min, kills/min is close to the mark, maybe with ‘weighted’ objective bonuses, the highest going to the first obj. scored (often the hardest) and last (as defenders reflexively fall back to set up a last stand).

FireWorks- “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.”

We’ve all spent our fair share of time on our backs. It’s a great opportunity to relay setup info back to the team. Do kills from Downed Fire count on the stats?

" A buffing noob in the back will score relativly high but is not as useful as he might think he is."

And they don’t expose themselves to risk, nor learn anything about oppositions movements that anyone else doesn’t already know (value=zip). This is something that affects Ops too, although they have tools (disguise etc) to balance the risk.

One thing I’d like to see is XP penalties (percentage of mission completed?) for leavers/swappers mid-match - but that might be taking things a bit far, also penalises casuals and those w/ bad connections.


(dlux) #110

Does it matter? Nobody still plays the game, I just checked: 4 servers with some players on it, the rest was empty or had 1 player in it.


(zenstar) #111

It’s the middle of a work day. What do you expect?
Pretty much the entire of EU are at work / at school.
Likewise, Most of the USA are either still asleep or are just waking up to friday morning.

I don’t know about you but work gets pretty uppity when I start playing Brink at 14h00. Something about “against the employment contract” and “not actually working” and “will be fired”. :rolleyes: stupid work.


(.FROST.) #112

Naturally it matters for the people writing in this thread since they are the ones still playing and enjoying the game. Should we just shut up because so many others left this game prematurely?

It would lead to the impression that even more ppl left. Does this make any sense? And only because it doesnt happen very often its not impossible that Brink gain itself more players and a good reputation over time. Maybe some of the rage quitters come back after their anger settled and they are open enough to give Brink a second chance. This time without some trailer sparked Ueber-expectations.

Many things in the entertainment industry have an official or inofficial second release. The first time everyone buys them on assumptions wich may be wrong and only based on “Ueber-PR”. CGI trailer I’m nodding at you.
But the second, mostly inofficial, releases/coming outs are more helmed by back alley chatter and mouth-to-mouth propaganda. Ask the music industry.


(h0UNd..) #113

“Nobody still plays the game, I just checked”

Way to go on contributing to the engrish language.

It amazes me that if you stick your head over into the dedicated server portion of the forums, you’ll find that ther are some people who have been working to get the servers back on line for the past 12 hrs (almost 80% were down yesterday/today). If you want to understand the lack of players - ask the right questions.