I suspect this means he played for 10 minutes then rage quit because he had a k/d ratio of 1:10.
In fact, I suspect this is secretly the real reason most of the game's detractors hate it.
Senseman worried about a K/D ratio?.....that's a good one. I just about fell out of my chair on that one. I wonder if he even knows the game keeps that stat?
Gee, when did K/D ratios even make it into the game (oh, wait.....when level ups came around) and for that matter, when did K/D ratios ever determine whether a person was good at the RO series? Perhaps it matters in the everyday-run-of-the-mill-FPS-shooter......hmmm, gee, think perhaps that is the point many of us are making?
'Nuff said.
In an early build of Day Of Defeat, I remember they removed the kills (they put it back later after all the /rank kids protested).
In Frontline Force (made in 2000), there is only 1 type of score. A kill only gives you 1 point. If it's inside the capzone, you get additional points. Same if it's from the capzone. Same if it's a savior kill. Same if it stops a capture. Same if it allows a capture (special savior). Sounds familiar ?
It worked perfectly: the /rank and K/D kids weren't on FLF at all, the mod never jumped any kind of shark: until the end (2005-2006) the gameplay still remained as good as it ever was. It only ended because most of the devs were hired by game dev companies (most notably, Adrian Finol at Valve, who greatly influenced the TF2 design), stripping the mod from all its coders/project leads for its Source version.
...
And if all these hit'n'run users paid attention, they would notice that the users not happy with the default RO2 design are long time players of RO (mod), RO: Ost Front, and often sit at the top 5 of the scoreboard because they fully understand all the game mechanics/dynamics and their consequences on the gameplay.
Also, thinking everyone is defined by their individual "skills", that it's all about that, is really missing the entire point of the Red Orchestra series, at least up until RO:Ost.
By focusing on the K/D, the whole concept of teamplay get thrown out of the window, even if on the RO2/RS scoreboard itself the total point (teampoint + kills) is the one sorting the players, not just the kills. The whole idea that some classes are meant to provide cover/support while other make the kills is out too, suddenly a Rifleman is like a Tankist: 80 kills per map or "lol noob gtfo L2P". Same with the Commander getting the arty, Squad Leader meant to smoke and die (so he can smoke again): get kills or gtfo scrub.
It's sad to see the same players who claimed (and still do) that the Medic class on TF2 is for noobs, coming on RO2/RS to maximize their epeen ratio, compromising their team victory by wasting an important class.
Two days ago we had a guy with a very fast connection and probably SSD, getting the Marksman class first all the time (3 maps in a row). Less than 10 kills per map, but hey "gota beter ratio than u nub". Indeed.
RO2, due to the nature of the setting, is primarily urban warfare, which I think lends itself more to "twitch-shooting".
Tactical shooter work even better in urban settings and indoors, just look at the early R6s, early Ghost Recons, SWAT3/4 or mods like Hostile Intent.
The "twitch-shooting" is a game design decision, and only that. Tripwire Interactive (at least its executives) decided, among all the possible game design orientations/changes, that specific design.
If I remember correctly, John Gibson and a few other members of TWI (according to JG) said they wanted a more twitchy gameplay in an urban Stalingrad environment (and chose that location also for that reason). It was a conscious decision, not an inevitable game design resulting from the environment.
Hupr durp I don't like this game therefore its dead/dying.
I thought you gave up this schtick already.
Being dishonest or in denial won't help keeping the game alive.
The game is constantly dying and only survived because of "shock" perfusions like the GOTY update, map contest update and finally Rising Storm: there's always a sudden spike of players, then 2 weeks later the place is struggling to fill more than three 64-players per regions (USA/Europe/Asia-Oceania) when it's not the late afternoon rush hour, and they're all playing the Territory mode on 'Realism'.
And take a look at the modding scene: a handful of maps
(congratz on keeping the good work btw
), an unreleased project for APCs/half-tracks
(stay strong !), a SD game mode mutator (recently), a few gameplay mutators almost never used on populated servers, and that's it. In
2 full years.