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The only stat that matters anymore: The K/D ratio

Tones
Sunday, July 03, 2011

Gamers are a competitive bunch, and as the FPS genre continues to dominate the market, more games are keeping track of player stats.  For whatever reasons, the one stat that seems to matter to gamers most is the kill to death ratio. 

While the K/D ratio can display gamers’ awesomeness, it has become the sole fixation of the FPS community.  To put it simply, winning doesn’t matter anymore.

There was a time when playing an objective-based gametype in an FPS meant that teams would strive to capture the flag, plant the bomb, take the territory, or complete whatever task was necessary to win.  

I’ve noticed that more often than not, when in a lobby waiting for an objective-based game to start, someone would say something along the lines of, “I’m just going for kills.”  At the end of a game, you’ll usually hear someone say “Aww I went negative,“ regardless of whether their team won the match or not. 

As someone who frequently plays objective-based games, this is frustrating to hear.  If the player is on my team that means we have one less player who is going to help complete the objective.  If the player is on the opposing team, then they’re down one player.  Sure, getting kills does help the team by disrupting the opponents, but with more games having near-instant respawns, deaths don’t have much of an effect.

It seems that somewhere along the way the mentality shifted from playing to win, to playing to not die.  Winning has taken the backseat to having great stats.  Why should gamers try to grab the flag, when they can have what really matters, a good K/D?

The K/D's spot at the top of Halo Waypoint's stat tracker

Communities such as Machinima and MLG give some players exposure by showcasing their gameplay and commentaries.  Machinima Respawn’s YouTube channel has over a million subscribers, so it’s fair to say they have some kind of influence on the community. 

In many of these videos, players are camping in corners and ending games with high K/D ratios.  While it’s great that gamers can show off their skills, more and more players are trying emulate what they see on YouTube.  We’ve all had that one teammate who was too busy trying to quick-scope to defend the flag. 

While the K/D isn’t really enough of an indicator of a player’s skill, it does have its place in deathmatch-related gametypes.  If your idea of having fun in a shooter is mowing people down, regardless of the gametype, then more power to you.  For the rest of us who want something a bit more team-oriented, we’re going to have to wait till the K/D craze goes away.

 
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Comments (4)
Redeye
July 03, 2011

I personally have a decent K/D in halo and am proud of that fact, but I will always do what I can to try and help the team. Since my skills are more based in killing then flag running In 2 flag games I often take the defensive role and stay near my team's flag, killing anyone who dares to touch it. In general a good killer can do very good for a team if they have the common sense to direct their aggression specifically at the people on the other team who are the largest threats. Anyone who just kills for the sake of killing should be playing slayer instead of objective. I know I focus on slayer when i'm in that kind of mood.

Tones
July 03, 2011

Oh absolutely.  Unfortunately, there are some players who just don't care regardless of the situation.  It'll be something like oddball and they're off on the opposite side of the map killing players who aren't even a threat to the ball carrier.

Redeye
July 03, 2011

Yeah i've noticed that kind of attitude. Really the problem is that FPS as a genre has become saturated with really toolish people and the game design is partly to blame. Halo underscoring the K/D ratio is a good example of this. They universally encourage a stat that has nothing to do with success in all but one game type. They put weapons around the maps that are much more powerful which leads to people fighting over them and resenting other people for taking them, and they do no in game bonuses/encouragement for teamwork or objective based play. You don't obviously get more credits for doing the right thing for the team so why should you? Team fortress 2 is a much better game at this. Every bit of that game's design is built around incentivising your score based not just on kills, but helping your team. So objectives get you points, healing gets you points, assists get you points, Defense gets you points.  Giving people real gameplay rewards for being helpful and good to their team mates is the future of FPS design IMO.

Default_picture
July 06, 2011

In some shooters I've had members of my clan 'leave game' before the end just to avoid a bad KDR. 

It definitely seems to me that KDR can be too much of a concern at times, but the games are built to encourage that. 

I used to play Team Fortress Classic many years ago, where there were no experience points - just winning and losing. Every match was a fresh start. Sometimes I think back to that and find myself wishing people would all try to complete an objective, but on the other hand I know my memory is colored by nostalgia - people probably always worried more about KDR than they should have been, just more so now. I hope that developers will find more way to encourage players to focus on the objective, but I don't really have a great solution myself.

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