Stat tracking in-game


(Achtung) #21

Like the ET games People will start with their favorite class at the beginning of the game but probably change as needed.

Unlike ET and QET Engineers (which was always the class needed) The Engineers have fun gadgets like TF2’s Turrets, so more players will probably start as Engineers, which is usually SD’s most needed class. So hopefully if your like me and prefer Med or Op you will be able to go to town on your favorite class and if your like my kid you’ll spend your time being devious with turrets. :stuck_out_tongue:


(light_sh4v0r) #22

I’m not sure you can bring turrets from lvl 1 though.


(Exedore) #23

With the balance for the game the way it was for the recent shows, it was just easiest to score well as a Medic or Engineer. As with the weapons, this is something that is getting tuned constantly.


(II Captain K II) #24

Hopefully I can still score high enough with the operative & soldier


(SockDog) #25

Thanks for taking the time to clarify.


(II Captain K II) #26

Personally I think that’s the best way to do it. Just leave Kills and deaths out of the equation


(Cankor) #27

Will you break total XP earned down by class (not the way it is in ETQW where it’s just class activites, if i kill someone with a gun as a medic, include the ability to track what class you were when you did that. This way you can actually compare total XP by class and actually tune it.

Hopefully every class will have the same opportunity for generating XP as any other so that’s not a fcator when choosing your class. I would think this tuning is going to need to go on for some time after the game is released in order to get a big enough data set.

In regards to K/D and how long it has been around. It’s probably been around as long as the first death match game mode, where it’s perfectly appropriate. If Brink doesn’t have a death match mode, it’s not an appropriate stat. It will affect how people play. As soon as you start showing it again in the end screen, people are going to be less willing to escort the tank and more willing to start camping. I know people want to see it, but IMO you should just limit it to most kills like it’s done in ETQW because it will change how people play (the comment of above of camping the bomb in COD is a prime example, more people would be willing to try and get it if they didn’t have to worry about their Kill/Death).

Seems to me the games have gotten a lot better in ETQW since the stats site went down.


(SockDog) #28

I was still shocked while playing L4D2 campaign that someone stressed they were playing like a dick because they needed to get the most kills in the match. The guy was prepared to sacrifice the actual goal of the co-op game to attain some, in the scheme of things, inconsequential goal. Ultimately of course we just left the eager feeble minded fellow to get mauled by a hunter, such is L4D karma for dicks. :slight_smile:

Stats should be private or anonymous/grouped but not publicly displayed, it just encourages raging e-peen. For example K/D per player at the end of the map promotes less risky/sacrificing players. K/D per Team at the end of the map shows how each team performed to either win or lose. In other words remove the capability of a player to immediately affect the stats and they’ll focus on working with the team rather than on personal goals that may work against the team.

Team stats for the end of game and then show personal stats to each client if you must.


(potkettleblack) #29

For example K/D per player at the end of the map promotes less risky/sacrificing players.

Personally, I would have to disagree.
Conversely it allows players to know if they aren’t being aggressive enough.

5 kills in a 20 minute period suggests that player should be shooting a bit more.


(SockDog) #30

This is why I say keep personal stats private, that way you can honestly analyse your own performance while avoiding the type of gameplay where people would screw their team over to get top on some ego screen at the end of a map.


(potkettleblack) #31

Yeh I’m cool with it being private, as long as its available during the game. As opposed to the way it worked in etqw. As for bragging, if there is an awards section with different categories - Most Kills should suffice imo.

edit: That prevents the less experienced players feeling bad about their stats


(tokamak) #32

[QUOTE=potkettleblack;240328]Personally, I would have to disagree.
Conversely it allows players to know if they aren’t being aggressive enough.

5 kills in a 20 minute period suggests that player should be shooting a bit more.[/QUOTE]

The player could be a medic doing a terrific job, besides, 5 kills in a 20 minute period says nothing about the K/D.


(Cankor) #33

[QUOTE=potkettleblack;240359]
edit: That prevents the less experienced players feeling bad about their stats[/QUOTE]

Not to mention old farts with gimped hands and failing eyesight (cough).


(II Captain K II) #34

[QUOTE=potkettleblack;240359]Yeh I’m cool with it being private, as long as its available during the game. As opposed to the way it worked in etqw. As for bragging, if there is an awards section with different categories - Most Kills should suffice imo.

edit: That prevents the less experienced players feeling bad about their stats[/QUOTE]

I always liked this feature as well. It credits people for doing things a bit differently which adds to the diversity of the gameplay IMO


(potkettleblack) #35

Talking about stat tracking, but thanks for your input sherlock.


(SockDog) #36

Any individual award or ranking you display publicly is going to motivate some people to aim for that rather than play as part of the team. It’s a distraction and an unnecessary one IMO. Better you focus on team stats publicly where you can motivate people to work together and perhaps explain where and how each team won/lost the match.


(potkettleblack) #37

I completely understand what you’re saying.
If its shown publically players will feel the need to do well in specific categories, instead of focussing on winning the match. Stats shouldnt be the carrot, winning should be. I completely agree with that 200%.

But what if you look at it from the perspective of, everything that is done is done for the betterment of the team, and you’re curious to see who contributed and who twiddled their thumbs?

The only thing I see wrong with that, is players who are being carried by better players will be noticed by all. And in pub matches this might not be desirable. In more competitive matches however - this is welcomed.


(SockDog) #38

I’d argue that in a objective, class based game, many things like kills or k/d even accuracy aren’t necessarily the most accurate indicators of someone’s contribution. Sometimes analysing all of them collectively you may be able to draw some kind of picture but singularly and especially as part of some ego splashboard they could say you’re a key skilled team player or that you camped out some cheap spot and racked up easy kills.

Part of something bigger but I always liked the idea of the teams at the end of the match voting people as MVP and maybe even LVP. That way you get to identify the stars and baggage but only through your in-game perception of them and their contribution and not some manipulated stat they could work on.


(potkettleblack) #39

Absolutely. An objective based classed game isnt just about k/d. Once again the issue isnt just about k/d. Its about all stats. If I had it my way the game would show, KPM, Accuracy, Damage Received, Damage Given and Classed Based Actions Per Minute with a further breakdown of each class during the actual match.

Stats allow players to improve by informing them of what they have done well and what they haven’t. Its up to the player to decide whether they take the action to improve those areas if they truly want their team to win.

Whether the stats become public knowledge at the end of the round, is another issue. But like I said - its welcomed in the competitive community. It wouldnt make much sense in pub games, because lets face it - most players in pub just want to relax and have fun :wink:


(tokamak) #40

And that’s exactly what they’re trying to do. Kills with an impact award more than kills that don’t matter. This is done through checking the target’s position and his current mission.