Longest Kill/Death Streak

Stats fail any way. It says my favorite server is Sniper server. I have only played at sniper server 2 times and hate it I almost play only on ava,strand and kalt:P
 
Thats pretty nice. Mine is: Longest Kill Streak: 18
Longest Death Streak: 7
 
No shame in game

20 kills
9 deaths

Diamond and Xerox you have NOTHING to be ashamed of. I would rather you have a few lower stats and be nice folks than have all high stats and be jerks, and since your nice folks you ROCK! I've had the pleasure of playing with you both and the two of you are very good at DoD (and good fun to hang out with which is much more important, IMHO).

I doubt I will ever break into the 'top tier' of our skillful members. That's ok. I like sniping and being silly on the mic, just a little. Oh and shooting Goomba in the Kalt sewers with 'Sweetness' my pet Stg44 that loves me so.

:)


Diomed is correct. No shame in your stats. Higher stats or lower stats are two ways of playing the game. A large number of higher stats killers play rifles or big machine guns. They sit back more and die less. Many lower stats players go assault or support. They take more flags to win the round, thus getting killed at a faster rate.
 
Diomed is correct. No shame in your stats. Higher stats or lower stats are two ways of playing the game. A large number of higher stats killers play rifles or big machine guns. They sit back more and die less. Many lower stats players go assault or support. They take more flags to win the round, thus getting killed at a faster rate.

and the people at the very top of stats just capture flags, lots and lots of flags. :)

But seriously, if there were a statistic for "Fun had during this round: " then stats would matter a lot more, or if they were grouped based on primary class instead of a pretty arbitrary point system, OR if they were only enabled with 14+ active players, then you'd start getting a clearer idea of where the talent breaks down in terms of stats...
 
and the people at the very top of stats just capture flags, lots and lots of flags. :)

But seriously, if there were a statistic for "Fun had during this round: " then stats would matter a lot more, or if they were grouped based on primary class instead of a pretty arbitrary point system, OR if they were only enabled with 14+ active players, then you'd start getting a clearer idea of where the talent breaks down in terms of stats...

last time i checked, in order to win the game someone has to cap the flags? ^^
Streaks on eGO HlXCE
Kills: 19
Deaths: 6
 
But seriously, if there were a statistic for "Fun had during this round: " then stats would matter a lot more, or if they were grouped based on primary class instead of a pretty arbitrary point system, OR if they were only enabled with 14+ active players, then you'd start getting a clearer idea of where the talent breaks down in terms of stats...

Yes, a class based scoring would be nice indeed, but isn't that usually handled by the number of points awarded by method of killing?

I seem to recall somewhere that rockets, grenades and melee attacks generally award higher points then normal bang bang shoot em up methods.

And so far, longest death streak is seven and kill streak is nine or ten.

Longest fun streak? Still hasn't ended, but I'll let you know.
 
Yes, a class based scoring would be nice indeed, but isn't that usually handled by the number of points awarded by method of killing?

I seem to recall somewhere that rockets, grenades and melee attacks generally award higher points then normal bang bang shoot em up methods.

And so far, longest death streak is seven and kill streak is nine or ten.

Longest fun streak? Still hasn't ended, but I'll let you know.

they actually have players ranked for use among certain weapons. For example, the k98 scoped has players ranked for the past two weeks in terms of kills, kdr, hpk, etc.

-Blue
 
last time i checked, in order to win the game someone has to cap the flags? ^^
Streaks on eGO HlXCE
Kills: 19
Deaths: 6

it's true, but then there's this: this ranking system ranks Player A higher than Player B. When you look at their stats, Player B has a considerably better Kills per Death, a considerably higher kills per minute, higher weapon accuracy, higher headshots per kill, more kills, more dominations, more streak achievements (God like, etc) and the difference between the two players? About 300 flag captures. HLX has ranked Player A better than Player B, and you think that makes Player A better at DoDS?

I'm sorry, but this is a First Person Shooter, not a First Person Flag-Capper. Someone has to kill the enemy to enable a teammate or himself to reach that flag in order to capture it. The problem is there is NO quantitative way to measure how teammates facilitate flag capturing or other kill. Neither DoDS nor HLX are equipped to measure how much one player enables the success of another and so ranking is dumbed down to award people who simply whore flag captures. I went there.

Imagine the best cal-i DoDs player joins your team in a 5v5 pub server. He'll own every enemy player but let's assume he's too slow to reach flags. His teammate captures every flag and he's higher on the scoreboard as a result. If the cal-i player only got 2 HLX points for killing 3 enemies to enable the captures he's only managed to MATCH the points received for ONE of his teammates flag capture. In this case, according to the in-game scoreboard and HLX ranking, this cal-i player is inferior to a teammate who happens to have more sprint at the crucial times. Nevermind the person capturing the flags would have had no chance capturing them without the cal-i player.

This is broken, and this is why rank is meaningless as far as the system is designed. Without a way to measure these things it simply doesn't matter who is ranked higher than someone else because the critical mechanics necessary to rank players accurately are missing. And yes, I'm calling out DoDS and HLX.

Oh, and you want solutions?

HLX:
  1. Award 6 points only for game-winning or game-saving captures
  2. Award 3 points for co-captures
  3. Award ZERO points for unnecessary or irrelevant captures
  4. Award 4 retro-active points if you capture a point and your team captures the game-winning point within 5 seconds.
  5. Don't count anything unless there are at least 10 players on the server
In summary: Don't reward any captures that aren't going to prevent a team win or stop a team loss OR don't require direct cooperation with another teammate. Solved. Then people would stop spamming really useless flag captures (e.g. from the people who whore them for points) wouldn't count for a thing. This is just a start
 
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they actually have players ranked for use among certain weapons. For example, the k98 scoped has players ranked for the past two weeks in terms of kills, kdr, hpk, etc.

-Blue

Yes, I know, and this is broken too. By default, it ranks people based on number of kills, completely ignores kills per minute, kills per death, captures, streaks, etc. It's really useless, I can't do a multiple sort to find, for instance, the player with the most kills and highest Kills per minute, or kills and accuracy similarly. I can group by one statistic alone and most of them are useless unless matched with another statistic. They're just not significant alone, know what I mean? It's just not as sophisticated a system as it needs to be to accurately rank players, that's all I'm saying.
 
Yes, I know, and this is broken too. By default, it ranks people based on number of kills, completely ignores kills per minute, kills per death, captures, streaks, etc. It's really useless, I can't do a multiple sort to find, for instance, the player with the most kills and highest Kills per minute, or kills and accuracy similarly. I can group by one statistic alone and most of them are useless unless matched with another statistic. They're just not significant alone, know what I mean? It's just not as sophisticated a system as it needs to be to accurately rank players, that's all I'm saying.

ok ron. But there is a kills per minute number recorded. Not for individual weapons though. I wouldnt call that broken though. Just not as refined or detailed as people such as ourselves could appreciate. So I agree

-Blue
 
Well, captures do need to be awarded points, as rushing that flag and staying there is inherently....

risky_business.jpg


But I'm starting to agree that some servers need to raise the stat-floor to ten players. Kalt at 5AM is a great place to just run through sewers or streets and cap flags for points.

Additionally, a lot of skill is wrapped up in those good ol' "intangibles" like timely and informative communication with your team. Even inaccurate cannon fodders noobs become drastically more skilled when they start calling out enemy positions.
 
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