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02-05-2006, 11:57 AM #91
Re: New private ranking system
That is the logical thing Thierry but remember:
Originally Posted by Thierry
a) Stats will be personal, not public, so you will not know who played what. You can always ask but then why would you need a stat? Ask anyone on TG now and they will tell you what kit they usually play and good at.
b) Not Applicable. You are never given a list of soldiers to form your squad. How a typical game goes? You create a squad and people join. You have no control who will get in unless you decide to play together with your in-house squad members. In that case, everyone knows each other's skills. Again no use for stats.
c) Even if you had a chance to pick up soldiers for your squad, I would pick up a good team player over one with impressive stats. Life would be very easy if there were stats indicating a good team player (obeying orders, supporting SL, being communicative and positive, mature, etc) Are there stats for these? No. But we all know each other and thats how we know good and bad team players.
As you can see, I still dont think that stat system will make a positive contribution to team play. On the other hand, there is a risk that it will make a negative one. This is my argument: Why risk something as important as teamplay when there is no chance of getting an improvement but a risk to fail?
From the very beginning, I am waiting for someone to put a solid example of how stats will help improving team play? Did I miss it or we couldnt find one?
TG admins, please feel free to lock this thread if you already decided to put the system into experiment and give a break to discussion. I just wanted to answer Thierry and Bonehead.Last edited by John CANavar; 02-05-2006 at 12:45 PM.
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02-05-2006, 02:13 PM #92
Re: New private ranking system
John, I totally respect what you are saying and I partially agreee with you. But all of the intangibles that you mention can and are covered by our ribbons.
"Umm Deputy these aren't my pants" - Common alarm cry of the North American Crackhead
[tg-c1][ma-c1][defense]
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02-05-2006, 02:43 PM #93
Re: New private ranking system
Agreed, but about the Vodnik scenario...
Originally Posted by John CANavar
Anyone can make a mistake, it happens, but if I have a guy that took out 4 vodniks earlier in the round, then thats 4 flags possibly defended, that 1 flag might be captured, but I rather have that then have someone miss the earlier 4, because then that 1 flag wont matter much as the whole team has to turn around to get the flags back.







BF2 Name: Thez(NL)
BF2142 Names:
Thierry(NL) (Sniper)
Dikkiedik(NL) (Assault)
Kittekat(NL) (Engineer)
Dimi(NL) (Support)
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02-05-2006, 04:02 PM #94
Re: New private ranking system
Originally Posted by Thierry
Not necessarily. My example was not a case of mistake. It was a case of disobeying orders and preferring to be at a position that will bring more kills. If the guy were guarding the position he was assigned to, he would almost certainly get that vodnik.
And by the way, these are not hypothetical situations. It happened to me several times when I was leading a squad. There are some players in our community who are using SL as mobile spawn point and that's it. Spawn, run and gun, die, spawn...
They spawn on you and shoot anything in their sight without a second thought. You say form on me, and they are running 20 feet ahead of you, alarming the enemy, risking the mission. Why? I tell you why, to get more kills. I try to describe them concepts like fire discipline, cohesion, pointman, element of surprise, contact report etc. It works sometimes, a total frustration in other times. Now the last thing these type of gamers need is numbers they can play with. It will attract new kill-oriented players and slow down the conversion/training of the ones already playing on our servers from kill-oriented to team/objective/mission-oriented.Last edited by John CANavar; 02-05-2006 at 04:44 PM.
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02-05-2006, 11:43 PM #95
Re: New private ranking system
John, keep up the healthy discussion. There's nothing wrong with providing different viewpoints. I'm also not arguing for or against this particular stat tracking mechanism. But I do believe that personal statistics can help a player improve... and improve in ways that will help their team.
I disagree here. While being effective isn't based solely on understanding personal stats, they can provide insight into areas that need improvement.
Originally Posted by John CANavar
You're probably correct, but that doesn't mean there aren't stats that can help you improve and be more effective for your squad.There is NO STAT which can tell you how well you did for your squad.
If you're judging a player on one particular instance, then it's going to be hard to tell who will be effective and who will not. What you need to look at are trends and averages.Take an AT guy. Lets say he is in your squad. The guy has terrific talent with SRAW and can hit a fly in mid air. A vodnik full of enemy soldiers heading to your flag, you are ordering AT to engage immediately but he is late and enemy deploys/captures flag. He had an excellent record with SRAW but failed this very important assignment.
He needs to be more effective and he needs practice but stats dont tell it. How it will be reflected in his stat record? It WILL NOT ! He will take lots of other vodniks in other times to put multiple +4 in his Kill number.
Now take another AT player. Lets say she has no impressive stats with SRAW and nowhere near the skill level of first guy. In a similar situation, you give the same order to her and she nails down that vodnik, defends the flag.
She is effective and doesnt need practice but stats tell a different story. How it will be reflected there? It WILL NOT ! She will miss lots of other vodniks and will have no impressive accuracy or K/D ratios like the first guy.
Agreed. But that doesn't mean that understanding which weapons you need to improve in won't help you make that shot "when you're int he right place, at the right time."STATS dont tell you if you were at the right place, at the right time and did the right thing following your orders.
You can look at it another way... maybe I'm not efficient with a particular weapon because I'm not using it right. Maybe I'm not in the right place at the right time when I use a certain weapon. Maybe I suck at AT because I don't use it at the right time in the right place.
This works if you're always playing with the same players in the same squad with the same SL. Stats provide you with trends and averages. Teammates provide you with situational feedback.But just like Drunk and Strag mentioned, you and your teammates can tell it.
I agree that TG should always promote team spirit, companionship, duty, honor, sacrifice, objective, mission, tactical and smart play over personal skill. But that doesn't mean we should not promote individual improvement.In my opinion, TG doesnt need players with K/D of 100:1. TG doesnt need excellent assault. sniper, medic, engineer, support, spec ops, AT players. TG needs excellent team players who have condifence in their team skills before their kill skills. If we all want this, we need to make it VERY clear, be VERY firm and idealist. We should not only say it on forums or in-game but also take actions to enforce and promote it. I think stats dont fit well under this intention.
SMs or non-SM, I say lets promote concepts like team spirit, companionship, duty, honor, sacrifice, objective, mission, tactical and smart play over personal skill. Numbers cannot help us in this.
I disagree. While personal skill on its own will not provide us a quality game, personal skill on top of team play will provide the highest quality game. If you match up two squads, both with equivalent team play skills and one team with practiced and trained personal skills, I can only imagine who will come out on top. We should be promoting improvements to every aspect of the game.Personal skill will not give us quality game. I simply cannot see how it will help our community. On the other hand, there is a risk, small or big, that it will be harmful because accept it or not, some gamers here will use it to further focus on the kill.
There's an unfair relationship between stats and selfish players. That's almost like saying all snipers are not team players, when in fact we do have some great snipers who are great team players.Why we are taking that risk? As Drunk mentioned, no one will leave TG if we have no stats, in fact having no stats is a great filter stopping selfish players from getting in here, but if we have stats and things start to go wrong, we might have a hard time correcting it and some may leave the TG then. It just doesnt add up...
I expect nothing less from you.I have utmost confidence in you and other TG admins. You are the guys who build up this community. You should not take my comments as lack of confidence in your abilities or intentions. I tried to analyze the question from a different angle, played the devil's advocate and decision is upto you.
I will support whatever you decide and even if things go wrong, I will be there to help community. Unless anyone else wishes to continue, I guess I am pretty much done putting arguments on this issue.
Not always true. I consider myself pretty good at the assault and AT class. But statistics may show something different. They may both be my top two proficiencies, but I could be twice as proficient with the assault than the AT. Averages & trends will show me that.
Originally Posted by John CANavar
I would pick the best team player that has the better skills.c) Even if you had a chance to pick up soldiers for your squad, I would pick up a good team player over one with impressive stats.
It's not team player vs. skilled player.... we're trying to help team players become better skilled players.
Stats on their own won't increase teamwork. Stats can help an individual improve to be more effective as a teammate and increase the overall quality of play.As you can see, I still dont think that stat system will make a positive contribution to team play. On the other hand, there is a risk that it will make a negative one. This is my argument: Why risk something as important as teamplay when there is no chance of getting an improvement but a risk to fail?
Let's say that I'm a SL and that there are statistics that show my number of deaths as SL average around 10 deaths / 60 minutes. Now I dive deeper into these stats and it shows me that I have 25 deaths / 60 minutes when playing assault class as SL. That shows me I might be running head strong into battle too often when assault as SL. I've just learned something that could help my squad.From the very beginning, I am waiting for someone to put a solid example of how stats will help improving team play? Did I miss it or we couldnt find one?
The same logic could be applied to a squad member. The understanding of one's self can greatly improve their effectiveness and add to the quality of the game.
A case of disobeying orders should have nothing to do with stats. If he's looking for more kills, personal stats won't change this player. These players need to be reported and removed from the server.
Originally Posted by John CANavar
I would also question why a player is so inclined to increase stats that only they have visibility to? These players would be more likely to worry about their k/d ratio that's shown at the end of each round.
These players should be reported and dealt with by admins.And by the way, these are not hypothetical situations. It happened to me several times when I was leading a squad. There are some players in our community who are using SL as mobile spawn point and that's it. Spawn, run and gun, die, spawn...
They spawn on you and shoot anything in their sight without a second thought. You say form on me, and they are running 20 feet ahead of you, alarming the enemy, risking the mission. Why? I tell you why, to get more kills. I try to describe them concepts like fire discipline, cohesion, pointman, element of surprise, contact report etc. It works sometimes, a total frustration in other times. Now the last thing these type of gamers need is numbers they can play with. It will attract new kill-oriented players and slow down the conversion/training of the ones already playing on our servers from kill-oriented to team/objective/mission-oriented.Last edited by asch; 02-06-2006 at 10:42 PM.
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02-06-2006, 06:03 PM #96
Re: New private ranking system
Good discussion Asch.
Looks like there are still two sides on this issue; Stats may/will help improve teamwork vs Stats will be neutral/harmful for teamwork.
I guess pretty much all arguments are on the table and the next thing will be to test the system and provide feedback.
Wishing best for TG...
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02-06-2006, 06:16 PM #97
Re: New private ranking system
+rep to all involved in keeping this civil an on task. I'll just add one thing, looking over this thread it shows that people really care about TG and the future of this place.
that sounds like a good idea trooper.
-Vulcan
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02-06-2006, 06:27 PM #98
Re: New private ranking system
I think John brings to light a valid point: so far all our discussion is theoretical. It might be of value to put up a system of registering stats, perhaps limited to a few people and see what can be made of the stats.
Originally Posted by John CANavar
In fact, a really good test would be to run the stats server and only track a randomly selected sample of players but give no one access to the stats at all for a period of a month (tiem frame is somewhat arbitrary--- but it should be a long enough time to balance out any oddball nights-- we want to regress teh stats to the mean for the player, not highlight the unusual.
Then after the month of testing, turn off the updates and let people see the stats.
Maybe a small scale test first would be a good idea-- run stats for a squad over a weekend and look at those first.Kornkob
I want to move to Theory. Everything works in Theory.
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02-06-2006, 06:48 PM #99
Re: New private ranking system
Ok, well, make sure I'm included in this "random sampling" and throw in Santa too. I'm pretty sure I'm a better sniper than him but I need the stats to give me official bragging rights.
Originally Posted by kornkobcom
bwahah.
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02-06-2006, 06:56 PM #100
Re: New private ranking system
Hey Santa, you been called out.

TG_Mateo: "Forget freedom, democracy, the blues and New York Pizza: Our lasting contribution to human society is Bourbon."
18th SF Operational Detachment Delta
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02-08-2006, 03:32 PM #101
Re: New private ranking system
I think if/when we do roll this out, it should be on a probationary period to assess the effect(s) on gameplay and teamwork. I think the SLs will shoulder a lot of the responsibility to make sure people aren't stat-whoring, and use the chain of command (including reporting to admins any whoring behavior or disobeying of orders) to keep their squads in check.
Overall, I'm optimistic about using this. I think 90-95% of the players will use it responsibly, and we can step up the adminning and use of the chain of command to make sure to keep that other 5-10% in line.Beatnik

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02-10-2006, 03:36 AM #102
Re: New private ranking system
Besides-- if there are people here that are all wrapped up in their 'stats' are they really TG players?
Originally Posted by Beatnik
Kornkob
I want to move to Theory. Everything works in Theory.
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02-10-2006, 04:50 AM #103Mjr DoodieGuest
Re: New private ranking system
Sure they are. Just like flags on the side of a WW2 plane. Just because you want impressive stats at the end of the battle doesn't mean you didn't play as a squad. If you do not fallow your SL's orders just so you can go kill your not playing the TG way.
Originally Posted by kornkobcom
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02-10-2006, 07:33 PM #104
Re: New private ranking system
I'd just like to remind you guys of the possibility for everyone to gain the use of five new weapons. Believe me some of them are fun (the sniper, love the pkm, dao is effective). You guys could make it so that you'd get an unlock for every kill one makes after he's installed the stats system thingy.
So I just wish to add to your discussion the point that it is probably possible to unlock the guns, but not use the ranks, maybe disable killcounts. Killcounts are imho the worst possible stat to have in a teambased shooter, why don't they do a killcount for the whole team instead. Whenever people see a killcount, they just get that "rambo feeling".
*edit* Maybe that last point is where TG is the exception.What it's like to play online games as a grown-up:http://s3.amazonaws.com/theoatmeal-i...e_gaming/1.jpg
"Heroism on command, senseless violence, and all the loathsome nonsense that goes by the name of patriotism -how passionately I hate them!"
"Nationalism is an infantile disease. It is the measles of mankind."
(Einstein, both)
***I will be in India 14 dec till end of januari***
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02-10-2006, 08:11 PM #105
Re: New private ranking system
Now youre getting into unlocks, which we're never going to include in this. We need to keep the playing field as level as it can be, and as soon as you introduce unlocks that people can GAIN then you will have an unfair advantage.
Originally Posted by BigGaayAl
Trust me, i love the unlocks as much as the next guy, but we need fairness in our games, therefore, no unlocks. Plus we get to play with unlocks once a week on our private server *wink wink, nudge nudge*
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