No, I am actually not. What does stats mean to you ? I can tell you how I see it. First of all lets say xp stats. Usually many players mistake playtime or xp with skill. But those stats/achievements/rewards just tell you that this player played the game a lot. A player that played for 1000 hours isn’t necessarily better than a guy with 1 hour. W/L is not even up to yourself. K/D is very dependent on your playstyle. If you want a good k/d you can play so that you can have one. Who is better, the Sniper with 10:1 or the medic that revived alll ppl around him with 40:30 ? I can’t say that there is a single stat that is of some importance to me. For me the most fun thing in fps is fragging but I don’t check my k/d if the round was good. I look at my 1on1s vs good players and check if I sucked as usual 
/r/gaming K:D vs W:L
Its funny that k/d gives campers especially a great rating, but they don’t necessarily help the objective.
You can have a very high k/d ratio, and never do objective at all, not even get near it. Which is a great thing especially with the EV.
Yeah, true, that’s actually the most effective way to check ones own skill, but I don’t feel as if the average k/d is completely useless data. Sure, the k/d changes from match to match quite a bit, but you can tell if you are generally getting better or not.
Not very long ago I was happy to ocassionaly get my 1/1 k/d ratio, now that has become pretty normal and even 2/1 k/ds aren’t that seldom anymore. That definitely tells me, I’m not totally wasting my time and that I’m actually getting better. I don’t know, I find that satisfying.
PS: “…sucked as usual…”, mhm right; no false modesty here:wink:
Therefore xp/min.
A player with a high xp/min and a low k/d ratio is way more valuable than a player with a low xp/min and a high k/d ratio. The added benefit is that there’s even more incentive for the devs to get the score distribution absolutely accurate this time because the right score is a tenfold more important in an F2P than in a retail game.
[QUOTE=tokamak;458534]Therefore xp/min.
A player with a high xp/min and a low k/d ratio is way more valuable than a player with a low xp/min and a high k/d ratio. The added benefit is that there’s even more incentive for the devs to get the score distribution absolutely accurate this time because the right score is a tenfold more important in an F2P than in a retail game.[/QUOTE]
Yet I don’t see why those two numbers can’t co-exists side by side; you know, like ebony and ivory on my frickin piano.
PS: Be grateful for k/d crazies, so they keep your butt enemy free and you can get your delicious junks of XP per min. Otherwise you’d have to kill all those baddies yourself. And who’d like to do that…I mean in a fps game, helloooo, you out of your mind?

Because XP/min already encompasses K/D. They’re not exclusive, the one is simply a subset of the other. Kill/Death IS the ivory on your fricking piano. K/D is already one of the most efficient ways to boost your score so people with high k/ds will most of the time have high Score/min. But the highest score/min guys are the ones who fight hard, support hard and do the actual objectives.
K/D and S/min aren’t Mcarthy and Stevie.
K/D and S/Min are Mcarthy and the Beatles.
I’d still like to have a seperate k/d column. Hours also encompass mins and seconds, yet I still like to see mins and secs seperately.
But seconds are a quantitative measurement, k/d is merely a nominal qualitative measurement, there’s no reason why it should take precedence over other stuff players can do in the game let alone be singled out as a separate stat.
It’s importance should be reflected in the score players receive from a kill and that score is in turn already taken into account for score/min. This also accurately depicts assist kills which go completely unnoticed in k/d.
Haha, it was funny to read the old discussion in the esl brink forum where a player asked something about K/D and got immediately flamed that this game is not about K/D, but teamplay. Then he flamed back that only noobs who can’t frag say K/D isn’t important and without frags you can’t do any objective and blablabla… 
Few examples:
For a rambo player kills are important.
For another public player xp are important.
And for clans wins are important.
It always depends. 
(Oh and by the way there aren’t any stats which display how difficult the kill was or how important it was for your team.)
I don’t think we will see such a system in DB. Or is there any fps game with an ELO rating? 
[QUOTE=tokamak;458534]Therefore xp/min.
A player with a high xp/min and a low k/d ratio is way more valuable than a player with a low xp/min and a high k/d ratio. [/QUOTE]
So a player who is outside, far away from the actual objective, searching the last turrets which absolutely can’t harm your team anymore should be more valuable than a player who kills the entire team at the enemy spawn? Please… :rolleyes:
[QUOTE=tokamak;458556]
K/D and S/min aren’t Mcarthy and Stevie.
K/D and S/Min are Mcarthy and the Beatles.[/QUOTE]
Yet it’s completely irrelevant for the discussion, that my analogy is not entirely correct, since every last one understood what I meant with it; whether he agrees, or not.
I want my k/d seperate from any cumulative XP thingy, no matter how much it already encompasses it. Even though I completely understand your point Toka, I don’t see us getting on the same page on this one. Not having k/d in a shooter game is like not having an km/h indicator in your car. You could say; a speed indicator just encourages people to drive too fast and that with a little bit of practice you wouldn’t have too much trouble driving at the right speed, or; who cares what age I am, one is only as old as one feels. But after all, that’s idealistic crap, I want the hard facts and not just a esoteric feel good number.
I don’t think anyone said that… Your turret hunter will get 25 XP per turret killed, your other guy 100 XP per enemy killed, who is likely to have the highest XP/min in the end?
The problem with K/D is that it implies that K’s are good and D’s are bad. I can’t argue too much with the first part, even guys going Rambo keep the enemy occupied, or even better, dead. But the second part about D’s being bad is where things get muddy. There are times where “taking one for the team” is the right thing to do. Finishing that plant or defuse under fire is the obvious example, but the same goes for playing human shield to your teammate who’s completing an objective, or doing a suicide revive on that one guy who’s the last one of his class who can complete it in the time left.
So if your high K/D is achieved by playing it safe and seeking out easy targets, your contribution to the team might not be much. But if you get a high K/D because you’re leading the assault and plowing the way for your team, then more power to you. But then again in those circumstances your XP/min should also reflect that you’re making a huge contribution to the team…
I said this, because it was an example to what tokamak said. (maybe I forgot to say, that I was referring to QW with this example)
When we are talking about k/d, we are mostly talking about this^ kind of k/d. I haven’t encountered too much kill grinding, or stuff like that. DB just doesn’t encourages such a playstyle. I think your “fears” are not very funded. The real k/d monsters were allways guys who jumped right into the middle of the action. It’s not very easy to pile sniper kills, you are just too visible. And that’s one of the biggest strenghts of DB imo; the visibility of players and the distinguishabilty between friend and foe, but that’s another topic.
I agree that I haven’t come across anyone yet that felt like a K/D whore, but then again we’re either here by invitation or because we decided to invest our hard-earned cash into this game, hardly the right breading ground for that kind of behavior. Am I afraid it will change after launch? I sure expect the odd dumb ass in pubs, but I don’t think it worries me that much. The main thing I was trying to get across is that K/D by itself is meaningless if it is not backed by a decent XP/min to show it’s not farming but good ol’ domination of the battlefield. For equal play time, 30:10 is much more meaningful for me than 15:3.
ETPub for ET has just that, and some mods which are derived from it.
http://axon.cs.byu.edu/~josh/etstats/update_bayes.pdf
Or catches a missile midair with his teeth, to prevent the rest of his mates going up as well.
Instead of K/D , lets talk about Damage delivered. And time being dead - as such completely useless to your team. As that is the only problem I see with my playstyle, escpecially in DB with the current unknown respawn time. I end up in cycle quite often; which can’t be good at all for my team.
Now if I would time my death with the respawn cycle… well it would look different - a little.
XP at its current state is pretty bad. If you are escorting the EV you get extra XP. If you are covering the XP from far as sniper, you get 0 extra. If you clean the street before the EV, so they cannot even build the barrier - you get 0 XP. But SD wants to make this a competitive element - collect XP.
So that it influences the next map. Now will it be smarter to let the enemy build the barrier, so we can destroy it again?? Both sides will get XP for that though.
ELO is good for 1v1 or team vs team but sucks for both drop in type games and games with teams with variable teammates (aka non-premade teams).
So some FPS games have used modified ELO schemes to account for the ability of your teammates and thats fine. That works great for a ranked ladder where you queue up solo but play with random teammates versus teams of random players. It basically calculates your chance to win based on the rating of each player in the match. If you win when you should probably lose, you gain a greater amount just the same way ELO works but the calculation in a modified ELO considers each player’s “ELO rating” on both teams.