The real stat that matters is Kill-to-death SUM! That is simply numer of kills minus number of deaths.
Think about it, someone who camps in the corner of the map and gets one kill and stays hiding there for the rest of the game has a kill ratio of 1:0
1 divided by zero... DIVIDE BY ZERO! He has an INFINITE K/d ratio but contributed a tiny proportion to the game's score. Any time you are dividing by zero you know you have to be doing something fundamentally wrong and even if you adjusted this such as always adding 1 to the death score before calculating you can have a system that inherently rewards camping.
But kill-death-sum far more effectively identifies the players who contribute the most, that is total kills minus the times you have died.
In a Team Deathmatch (and variants) you get points for killing the enemy but if you are reckless and allow yourself to get killed too often then you will contribute to the enemy team reaching score-cap first.
It functions much the same as K/D Ratio but K-D Sum is a closer representative of how your gameplay is contributing to your team having a HIGHER score than the opposing team. It rewards those who go the extra mile raking up kills actively hunting down and penning in the enemy rather than being too defensive and camping, also discourages rushers who go on suicide runs dying almost as often as they kill.
Online multiplayers that have Team Deathmatch should have a clear HUD indication of:
Credit to team
and
Debit to team
When there is a victory, the Creditors to team should be rewarded more points/hats/accolades than the Debtors and clear ranking of who contributed most to victory.
K/d ratio is just too unrepresentative, not to mention who is any good at long division anyway? Try 17 divided by 7 in your head, quickly, without paper or calc. Far easier just to know "hey, my playing in the game has resulted in a net score of 10 for my team"
Think about it, someone who camps in the corner of the map and gets one kill and stays hiding there for the rest of the game has a kill ratio of 1:0
1 divided by zero... DIVIDE BY ZERO! He has an INFINITE K/d ratio but contributed a tiny proportion to the game's score. Any time you are dividing by zero you know you have to be doing something fundamentally wrong and even if you adjusted this such as always adding 1 to the death score before calculating you can have a system that inherently rewards camping.
But kill-death-sum far more effectively identifies the players who contribute the most, that is total kills minus the times you have died.
In a Team Deathmatch (and variants) you get points for killing the enemy but if you are reckless and allow yourself to get killed too often then you will contribute to the enemy team reaching score-cap first.
It functions much the same as K/D Ratio but K-D Sum is a closer representative of how your gameplay is contributing to your team having a HIGHER score than the opposing team. It rewards those who go the extra mile raking up kills actively hunting down and penning in the enemy rather than being too defensive and camping, also discourages rushers who go on suicide runs dying almost as often as they kill.
Online multiplayers that have Team Deathmatch should have a clear HUD indication of:
Credit to team
and
Debit to team
When there is a victory, the Creditors to team should be rewarded more points/hats/accolades than the Debtors and clear ranking of who contributed most to victory.
K/d ratio is just too unrepresentative, not to mention who is any good at long division anyway? Try 17 divided by 7 in your head, quickly, without paper or calc. Far easier just to know "hey, my playing in the game has resulted in a net score of 10 for my team"