Opinion on k/d?

Post » Fri Feb 18, 2011 11:38 pm

You need killers, everyone is talking like it should be a secondary objective to kill. In almost every video I have seen some guy is laying down the death in a major way whoring up the kills moving up slowly. The is no way to escape this. What they do while whoring it up is also doing objectives. That is what drew me to the game, the intense action, hanging in there and getting the job done. I for one would love to know that I not only help the team win but went 5:1 doing it. Guess I am in the minority though. Also, hey whats up community.
Welcome to the forums, if you haven't recieved your free copy of the Brink Bible and complimentary turtle someone will be along shortly to hand them out.

I've been trying this argument for a month, some days it works, some days it falls on deaf ears. I for one will be out there fighting to make sure my teammates can do the objectives or doing the objectives so my teammates can fight, but I don't really care which I have to do.

@Daystar: Some people play medic to get XP faster and don't actually care about the team at all.

And while I agree that killing is a means to an end I disagree about the end. The objectives are also a means to an end. The end is victory. The resistance and security are fighting for something beyond the objectives in front of them and beyond the bodies they have to step over. Killing, healing, arming, disarming, interrogating, disguising, etc. are all objectives of equal worth in a fight to the end, the trick is getting players to do the ones other than the killing. That is why other objectives are worth more XP, not because killing isn't of equal importance.

Last few times I've been in this thread, I've been half asleep, or half asleep with a migraine.

I'm not going to say that the killing is the main focus of the game, but I'm not going to continue saying it's secondary to the main objectives. In a way, it's incorporated into every primary objective.

Have to protect someone? Kill the guys shooting him! Have to hack an objective? Kill the guys shooting your Operative! Have to prevent the enemy from hacking something? Kill their Operative!

It's not ALL about killing, but it's about killing the right people at the right time, and getting the job done.

I can appreciate people wanting KDR, I personally don't see the value in it for the way the game is set up - if you have someone who's brilliant at movement, and has great spatial awareness, but not the best aim, and a little slow to track the condition of multiple players, they'll be great as an objective-runner. They can see where people are, follow where they're going, anticipate enemy reactions, work with friendly movements to better position themselves, slip into the objective undetected while the defenders are occupied. Get a skilled runner who's also a good shot to stay with them, and you've got a 2-man team that can handle a lot. Add a Light Medic to the mix, and that's a solid Blitz group who can all go Light and tear through objectives before the enemy even knows they're coming. Soldier (or Soldier/Engineer hybrid), Medic, and mostly-universal multi-spec - operating behind enemy lines, and doing well.

Similar dynamics will be just as useful for small teams of any kind, including ones with varying body-type - it's all about taking advantage of your strengths, and minimising the impact of your weaknesses.

And killing anyone who stands in your way.

(Oh, also, the reason I said the "objective hunter" needs good situational awareness is the earlier example about a guy fighting the enemy's best, and knowing he needs some backup, in this situation, your teammate WILL back you up, even if all he does is draw some of the enemy's fire)
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x a million...
 
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Post » Sat Feb 19, 2011 6:00 am

Very fair response, Mathonn. I agree. :thumbsup:

Edit: It will be killing specific enemies, such as their heavy medic, at the best opportunity, that will be where killing could be the most important thing (though not for long).
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josh evans
 
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Post » Sat Feb 19, 2011 12:14 am

It would be interesting to have them not show you're deaths at all, only focus on how many objectives you did, how many times you healed someone vs yourself and other class abilities.
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Juan Cerda
 
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Post » Fri Feb 18, 2011 8:23 pm

...In a way, it's incorporated into every primary objective.

Have to protect someone? Kill the guys shooting him! Have to hack an objective? Kill the guys shooting your Operative! Have to prevent the enemy from hacking something? Kill their Operative!

It's not ALL about killing, but it's about killing the right people at the right time, and getting the job done.

I can appreciate people wanting KDR, I personally don't see the value in it for the way the game is set up - if you have someone who's brilliant at movement, and has great spatial awareness, but not the best aim, and a little slow to track the condition of multiple players, they'll be great as an objective-runner...


I can agree with this. On that last point see my point at the end of this post.

Very fair response, Mathonn. I agree. :thumbsup:

Edit: It will be killing specific enemies, such as their heavy medic, at the best opportunity, that will be where killing could be the most important thing (though not for long).


I try ;)

My thought is that at any given time, with 8 men per team, there aren't going to be enough objectives to go around that will keep the meat of the team together, so to keep the team together you want probably 2 guys in your main group to be built as "tanks" to draw fire and keep the objectives clear, but leaving the objectives to be done by other team members.

It would be interesting to have them not show you're deaths at all, only focus on how many objectives you did, how many times you healed someone vs yourself and other class abilities.


Except that killing is "an objective" for a particular role.

I say give 1 marker for every positive thing a player does (complete an objective, kill an enemy, get an assist, heal, res, etc.) and have that add up. Sure they aren't "equal" behaviors but that difference shows up in the XP you earn, this way you just see how much a teammate is doing for the team even if he isn't the best at doing it.
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djimi
 
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Post » Sat Feb 19, 2011 12:10 am

I like MacDuffin's idea, but also (now) understand the "killing is an objective" argument properly.

No death tracking...

But track how many kills you made.

AND track how many of those kills were "objective kills" - when you or your victim are close to an objective that one of you is attacking/defending.

And track other objectives with it - consoles hacked, Disguises taken, teammates healed, etc.
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Kelli Wolfe
 
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Post » Sat Feb 19, 2011 9:01 am

I dont think anyone should try and control what other people are going to obsess over, just my opinion

And really EVERY game is team-based, ppl wouldnt drop server in COD because ONE guy was stat padding, that just makes u want to kill him more, no ppl would drop when a FULL CLAN with VOIP joined up cause good or not even a team filled with half descent ppl will still prolly kick your ass, the smallest amount of team coordination makes all the difference

Brink has taken so many steps to encourage and enhance teamplay that taking away Stats i feel is a step too far and one step really unneeded


I disagree with this. VOIP doesn't help NEARLY as much as you think it does. Especially in CoD, there's a lot of things you can do as an individual to ensure success for the objective, and all of it is born from having good awareness of what is happening at that moment. Usually this involves the minimap and the giant X's that represent your dead teammates.

Either way, I feel that stats are an important part of any game for someone who is trying to improve. Stats can point out trends in your gameplay, strengths, weaknesses, and allows you to alter your playstyle. For example, when I was hardcoe into Halo 3, I noticed where my kills with a sniper rifle were compared to my kills with a battle rifle, indicating that I was much more inclined to be the one who controlled the sniper rifle in games. Dedicating myself to trying to get rid of the opponent's sniper greatly benefited my team, and allowed me to do more of positional support, as opposed to having to support while moving across a map (which is much harder for me).
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Lawrence Armijo
 
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Post » Fri Feb 18, 2011 7:18 pm

I'd suggest that Brink doesn't actually have a mini-map, like TF2 doesn't. You wouldn't imagine how great VOIP becomes then! ^_^

It's also more fun: people look around rather than at the minimap.
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X(S.a.R.a.H)X
 
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Post » Sat Feb 19, 2011 6:26 am

I can agree with this. On that last point see my point at the end of this post.



I try ;)

My thought is that at any given time, with 8 men per team, there aren't going to be enough objectives to go around that will keep the meat of the team together, so to keep the team together you want probably 2 guys in your main group to be built as "tanks" to draw fire and keep the objectives clear, but leaving the objectives to be done by other team members.



Except that killing is "an objective" for a particular role.

I say give 1 marker for every positive thing a player does (complete an objective, kill an enemy, get an assist, heal, res, etc.) and have that add up. Sure they aren't "equal" behaviors but that difference shows up in the XP you earn, this way you just see how much a teammate is doing for the team even if he isn't the best at doing it.

lol. kills would be .000000000000000000000000000000000000000000000000000000000000000000000000000001 of a point.
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Clea Jamerson
 
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Post » Fri Feb 18, 2011 10:07 pm

Good players will even have better kdr's in Brink as compared to other games. It has been said by the developers if you were killed there was something you could have done. Meaning the players that adapt the fastest to kill tactics will have better kdr's. With no kill streak air strikes and spawn killing being addressed along with very limited ohk means good players will dominate the kdr.
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Elina
 
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Post » Sat Feb 19, 2011 1:06 am

I'd suggest that Brink doesn't actually have a mini-map, like TF2 doesn't. You wouldn't imagine how great VOIP becomes then! ^_^

It's also more fun: people look around rather than at the minimap.

Except they've specifically mentioned a radar-type display, which shows the location of enemies firing non-suppressed weapons, or running without the silent running ability.

might not actually be a map, but it'll give some measure of tactical situational awareness for players who can read it well.
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Benji
 
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Post » Sat Feb 19, 2011 4:27 am

That's better than otherwise, I guess. But surely one could still just look and listen?

Admittedly, I've not been using a minimap for the last two and a half years so I'm accustomed to it: it might be a more stark transition for others. I assure you it's a better game overall for it though.

Edit: Maybe there could be a heartbeat sensor-esque attachment for a gun? So that if someone just has to know, they can.
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meg knight
 
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Post » Sat Feb 19, 2011 5:32 am

lol. kills would be .000000000000000000000000000000000000000000000000000000000000000000000000000001 of a point.


first off, if you actually think that's how little kills matter in Brink you're going to be surprised on day one.

But my point was that in the grand scheme every positive action you take is worth the same because you need them all to add up to a win, and that if you really want a scoreboard that is what should be reflected.

Kills: 5 = 5 points
Heals: 15 = 15 points
CPs taken: 2 = 2 points
Turrets destroyed: 1 = 1 point

Total points = 23 points = 230 Bonus XP

Put that breakdown on the score board, everything is worth the same as far as the battle. Leave XP the way it is so there's more incentive to do certain things, but don't blind players to the fact that everything is equally important.
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Louise Andrew
 
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Post » Fri Feb 18, 2011 5:27 pm

That's better than otherwise, I guess. But surely one could still just look and listen?

Admittedly, I've not been using a minimap for the last two and a half years so I'm accustomed to it: it might be a more stark transition for others. I assure you it's a better game overall for it though.


I bought a new set of surround sound speakers for my pc just for this reason. It works great in other games ::strange set of footsteps: turn, shoot. get hacker text with #@%$^. I plan on being a heavy, at least at first so I won't be using suppressed guns, but as soon as I make a new avatar I will be light footing it big time, silencer makes a huge difference, even with loss of distance or power.
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MISS KEEP UR
 
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