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Old 06-26-2010, 09:55 PM   #41
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Quote:
Originally Posted by Kailer View Post
We ALREADY know there are balance issues and we must do something about it.
The fact that you realize and acknowledge this is of great importance and value to me. Gives some hope.

On topic, maybe you could improve the "daily" table by adding values from a day before, or maybe a few days before, so everyone could see the dynamics. Just an idea.
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Old 06-26-2010, 10:22 PM   #42
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for me is the useless information because i know i was die a lot of time as always on samal/pb. But its nice yes, maybe its can have some header like player of the day from realms or somethink like this :P
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Old 06-27-2010, 12:31 AM   #43
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Realm kill/death ratio is helpful. HOWEVER, it is not as helpful as individual rankings in this manner. What would be appropriate is an individual ranking kill/death ratio. You don't have to publish the number, just a TOP 10 or 50 highest kill-to-death ratio, and more importantly, a BOTTOM 10 or 50 kill-to-death ratio on a daily basis, and perhaps monthly basis.

This way, even without the actual numbers, people who simply rush mindlessly into death repeatedly, or rely on their conjus to res them are essentially "outed" as being inefficient to their realm. Likewise, there's an actual top-player pecking order that means something more than RPs, which are meaningless because hunters can always jump out of camo to kill the near-death player just before dying themselves just to pad their rp stats.

Alsius' numbers were better yesterday because, until Syrtis upgraded agg to lvl 4 (le sigh, syrtis sucks at making things fun), we were actually farming them at our own fort. As soon as Syrtis upgraded, half of Alsius that was fighting them (appropriately) left the battle.
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Old 06-27-2010, 02:08 AM   #44
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Quote:
Originally Posted by Kailer View Post
My request for argumentation stands. Come on, to post this kind of things, please don't do it.

We ALREADY know there are balance issues and we must do something about it. Please post about the ranking or go create yet another thread in the complaint section about something we have completely marked with fire in our thoughts. I can't put in all my posts all the things we have acknowledged. This kind of things take us away from the forums. Please stop with that.

Continue with the main topic. Thank you.
this is off-topic but could you please read/answer this thread

http://www.regnumonlinegame.com/foru...ad.php?t=62601
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Old 06-27-2010, 03:21 AM   #45
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Quote:
Originally Posted by BigManOnCampus View Post
Realm kill/death ratio is helpful. HOWEVER, it is not as helpful as individual rankings in this manner. What would be appropriate is an individual ranking kill/death ratio. You don't have to publish the number, just a TOP 10 or 50 highest kill-to-death ratio, and more importantly, a BOTTOM 10 or 50 kill-to-death ratio on a daily basis, and perhaps monthly basis.
Exposing stats like that on an individual basis is just wrong on many levels. It rewards safe and easy kills like hunters ganking grinders. It discourages people from risk taking and experimentation, especially new people just starting to learn the game, who would likely have bad kill-to-death ratios. Not to mention full support conjus that get targeted a lot and hardly ever land a kill would also have terrible ratios. More people would be harmed by the stat than those stupid kamikaze chargers that you want to "expose".

Sure, it's annoying to see the same people dying stupidly over and over, but most people are smart enough to figure out who they are after a while, just from fighting beside them. Individual kill/death ratios would do more harm than good. If their teammates can't influence mindless charging people to do better, what makes you think some ranking in some chart would get them to improve?

P.S. In the same post you already complain about hunters who inflate their RP killing low health people, what makes you think people can't game this stat too?
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Old 06-27-2010, 04:23 AM   #46
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wel if you want to see real war fights every class need to be want made for if you see warjurers in the war feild then you get zero game play .


Stick That In Your Mind Conjurers Hold The Game Play Without Them You Cant Make Real And Awesome War
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Old 06-27-2010, 07:11 AM   #47
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Quote:
Originally Posted by linearguild View Post
Exposing stats like that on an individual basis is just wrong on many levels. It rewards safe and easy kills like hunters ganking grinders. It discourages people from risk taking and experimentation, especially new people just starting to learn the game, who would likely have bad kill-to-death ratios. Not to mention full support conjus that get targeted a lot and hardly ever land a kill would also have terrible ratios. More people would be harmed by the stat than those stupid kamikaze chargers that you want to "expose".
Hunters already dominate rp counts due to this same tactic. I fail to see how experimentation (I assume in skillset) would be discouraged by this. Full support conjus should be given greater due in rp count already, this is a different section of game mechanic that is causing a problem. You can't be "harmed" by a stat. Is anyone "harmed" by not having the highest rp count? Besides which, it being a daily/monthly-average thing, it's not some permanent list on which you are placed for being wreckless with your life in game.

Quote:
Originally Posted by linearguild View Post
Sure, it's annoying to see the same people dying stupidly over and over, but most people are smart enough to figure out who they are after a while, just from fighting beside them. Individual kill/death ratios would do more harm than good. If their teammates can't influence mindless charging people to do better, what makes you think some ranking in some chart would get them to improve?
Because it's harder to argue with a number/ranking than an inflated memory of what happened. I see a lot of people who like to talk big or take command of groups in-game, when it's plainly clear to experienced people that they don't know what they're talking about. Exposure to cold-hard-facts about war efficiency would tend to keep these people quiet.

Quote:
Originally Posted by linearguild View Post
P.S. In the same post you already complain about hunters who inflate their RP killing low health people, what makes you think people can't game this stat too?
Because as it stands, hunters can drop out of camo to kill someone near death, even though that person is surrounded by allies, and finish that person off before dying. I see a number of RP whores on Horus who do this. They will literally do anything to pad their rp counts any way they can, even attacking when they have no hope of surviving, just to kill the one weak person.
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Old 06-27-2010, 08:59 AM   #48
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Well, if individual kill/death ratio were a good measure of war efficiency, then I would agree with you--but it's not, especially when the best kill/death ratios can be achieved by ganking grinders or overwhelmingly zerging the enemy.

Measuring kill/death ratio by individual is harmful in the long run because it pushes people to act not for the best of their team but for the betterment of their personal score. As you yourself say, dysfunctional behavior already happens for the sake of RP charts, how much more if you add another individual score in the form of kill/death ratios?

The mere act of measuring this number in the official site will give it more importance in some player's eyes. That's why I would like NGD to be very careful what they officially measure, since it will definitely affect player behaviors whether they like it or not.

Quote:
Originally Posted by BigManOnCampus
Because it's harder to argue with a number/ranking than an inflated memory of what happened. I see a lot of people who like to talk big or take command of groups in-game, when it's plainly clear to experienced people that they don't know what they're talking about. Exposure to cold-hard-facts about war efficiency would tend to keep these people quiet.
The sort of people you want to shut up with this stat are also exactly the type that won't be moved by numbers. I mean, they wouldn't be delusional about their tactics and leadership skill in the first place if they could analyze situations, learn from their mistakes and listen to advice from experienced people. They will always have an excuse for why their stats are bad, e.g. "I would have a better kill/death ratio if people listened to my brilliant plans! It's all your fault!" Besides, the individual stat is worthless in this scenario anyway, since the leader's personal kill/death ratio doesn't matter as much as the kill/death aggregate of the people he leads in battle. So the stat you want to see doesn't even prove anything for the situation you want it for.

I can totally sympathize with the situation you're trying to deal with, though. If you think there are a lot of suicidal morons in Alsius, try playing for a while in Syrtis. I just think that any individual stat won't improve teamwork. To be honest, I don't like the aggregate stat either for most of the reasons here, but at least the sum total kill/death ratio of hundreds of players is practically impossible to manipulate by one player.

Individual kill/death ratios could be interesting for offensive classes like barbarians, but it's a terrible stat for support classes (we'd have warjurers topping these charts for the conjurer class, and knarbs for the knights). I would like to see more numbers that look at the whole instead of misguidedly focusing on individual parts.
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Old 06-27-2010, 12:36 PM   #49
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Kill/Death ratio depends from luck too often it depends from one resisted spell... :/

This can be made for a week like event..
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Old 06-27-2010, 12:59 PM   #50
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Kill/death ratio on character basis is one of the worst ideas ever.
It's natural that the warrior classes in Regnum has to make a lot more sacrifices in order to actually take parts of the fights at all.
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