When everybody has only got 1 life, someone that is killed is gone for good. In which case an absolute kill/death ratio showcases pretty well what one person did in terms of help and destruction towards the enemy team. Next to that you can pretty much only play entire full rounds, if you join halfway through you need to wait to the next round to join.
This is not the case in RO, players you've killed return to the battlefield in under a minute. Next to that an individual cap zone must be capped within a time limit of about 5 minutes, so yes you are in a race for time. So a kill/death ratio doesn't cover the ground you need in a respawn based game. Beside that not all players play a map for the same length of time, making it impossible to compare the scores.
In such a scenario a kills/minute ratio means more to the team than a kill/death ratio, as a death means a penalty of being 1 minute out of the action, and being out of reinforcements mean you cannot kill. Someone with a 5:1 kill death ratio but with 0.5 kills/minute is less useful to the team than someone with a 2:1 kill death ratio but with 1.5 kills/minute. The time penalty of 1 minute for dying cuts in pretty heavily in a kills/minute ratio making it automatically that someone that dies a lot doesn't get the top ratio.
Kills/Minute in terms of kills a player does, shows in terms of kills what player has been the biggest help to his team. And in order to get people to be additionally careful for their life, the kill/death ratio could be multiplied into it. (Aka the kill/death only steers people to value their life more, where a kill/minute is an indication how helpful a player has been to his team is destroying the enemy forces.
If you read the entire suggestion this would just be a form for a factorization how much points you get for killing an enemy. Aka these ratio's wouldn't be displayed on the scoreboard. (Although it could still be nice to optionally allow a server admin to show this information).
What is displayed on the scoreboard in my opinion should be up to the server admins of the server. But for the default score rather than absolute points what I think works best again is a factorization, but in this case: Points
This is not the case in RO, players you've killed return to the battlefield in under a minute. Next to that an individual cap zone must be capped within a time limit of about 5 minutes, so yes you are in a race for time. So a kill/death ratio doesn't cover the ground you need in a respawn based game. Beside that not all players play a map for the same length of time, making it impossible to compare the scores.
In such a scenario a kills/minute ratio means more to the team than a kill/death ratio, as a death means a penalty of being 1 minute out of the action, and being out of reinforcements mean you cannot kill. Someone with a 5:1 kill death ratio but with 0.5 kills/minute is less useful to the team than someone with a 2:1 kill death ratio but with 1.5 kills/minute. The time penalty of 1 minute for dying cuts in pretty heavily in a kills/minute ratio making it automatically that someone that dies a lot doesn't get the top ratio.
Kills/Minute in terms of kills a player does, shows in terms of kills what player has been the biggest help to his team. And in order to get people to be additionally careful for their life, the kill/death ratio could be multiplied into it. (Aka the kill/death only steers people to value their life more, where a kill/minute is an indication how helpful a player has been to his team is destroying the enemy forces.
If you read the entire suggestion this would just be a form for a factorization how much points you get for killing an enemy. Aka these ratio's wouldn't be displayed on the scoreboard. (Although it could still be nice to optionally allow a server admin to show this information).
What is displayed on the scoreboard in my opinion should be up to the server admins of the server. But for the default score rather than absolute points what I think works best again is a factorization, but in this case: Points
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