Administrators daredevil Posted February 25, 2018 Administrators Posted February 25, 2018 Please provide some more details on how to do it - http://mygamingtalk.com/wiki/Silent_Mod_Server_Cvar 1 Quote
Flible Posted February 25, 2018 Posted February 25, 2018 How would it fare for people like me? I'm known to literally throw my half-dead body at the objective if it helps the progression of said objective, so my death count is usually astronomically high. Nevertheless, I keep up with 3.0's just fine in 1vs1 as a medic. Clearly, if we use KDR, the objective-minded player would be underrated and this may still lead to bad team changes. However, I would be very open to an experiment to see how it plays out for a month or two? Quote
*Kiba* Posted February 26, 2018 Posted February 26, 2018 ya that so why i said put it to a vote and see what everyone thinks of it i think once dd understands how to do this it would not be a problem to change it that's the only hold up right now i think Quote
Mufasa Posted February 26, 2018 Author Posted February 26, 2018 Please provide some more details on how to do it - http://mygamingtalk.com/wiki/Silent_Mod_Server_Cvar I don't believe it's possible to change with a cvar. Other than asking the silEnT team to implement it, which I believe should be simple for them to do - perhaps a LUA that uses kill/death information from !stats and does an ABAB shuffle without actually displaying KDR? I'm not a programmer, so unfortunately that's not something I'm able to do. It seems simple enough in theory, though. Quote
Mufasa Posted February 26, 2018 Author Posted February 26, 2018 Clearly, if we use KDR, the objective-minded player would be underrated I guess I don't understand your argument. How is that any different than with KR? As I explained in my original post, the only information that KR utilizes is the distance between players and the KR of each player - nothing about objective play. KDR is simply a more-accurate version of KR, in my opinion. Further, in the small statistical analysis I did, KDR correlated much more highly with PRW (win percentage) than KR, so KDR would tend to be better for objective players than KR is. Also, I think anyone would agree that even the best objective players won't be able to make an impact if there are no holes in a defense, so you're going to have to kill the opponent at some point - hence the need to balance the strong aimers on each team. Nevertheless, I keep up with 3.0's just fine in 1vs1 as a medic. As for this, I would say that's because KR is a poor metric of aiming / fragging ability. You have a lower KR because you tend to kill players from further away or die closer, which shouldn't make any difference. When you're looking at the value of kills overall, a kill is a kill. You can point to specific instances where killing someone closer is better, sure, but I won't believe anyone who tells me the distance matters without data. I'm not saying KDR is a perfect metric to balance teams - far from it, just that I think it would be the easiest to implement and is definitely a big improvement over KR. 2 Quote
Vanaraud Posted February 27, 2018 Posted February 27, 2018 Was KDR used in old etpub servers? If yes, then it had many problems also... Quote
Mufasa Posted March 16, 2018 Author Posted March 16, 2018 Was KDR used in old etpub servers? If yes, then it had many problems also... Nope, KR was taken from ETPub. I don't recall ETPub ever using a real KDR. Quote
Basalisk Posted March 17, 2018 Posted March 17, 2018 How exactly does KR affect the in-game play? I have high KR so I can kill more easily? no; Still hard to kill pro's Does KR do anything to alter in-game play at all? I doubt it. So IMO I don't mind it being changed. I have KR of over 10 which is very high, yet I am a very average player who also throws everything at trying to complete the mission. 1 Quote
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