First off, I’m late to this thread, I posted a new thread by missed this one in my (overly quick) search.
I know, that happened to me as well, So if you care about your DSR, then play only T3. There was a time when i cared for it. got up to 1600(0.8 frig fest patch), but realized, that I no longer enjoy the gameplay. Honestley… who cares about some mystical number in your profile…
The number represents you in this game, how good you are. I prefer interceptors personally, even a fighter(or even a fed engineer) is just too slow. If someone wants to trust my skill, experience(far better than my score), they’ll look at my rating. Until I got my Ricasso, after my Kris-AE, my score hovered around 940. I’ve seen enough T3 battles to know game plans, and seen battles gone awry by people dogfighting. I got a premium Jericho ECM, not the killiest machine, but effective at it’s task, an ECM with no repair costs. Would 940 look good to anyone? I raised it 80 points in a day by buying a Ricasso and trying to get the synergy up!
Imo it’s not a representation of skill, but more of a playstyle.
Then let the rating reflect the player’s preferred playing ship!
The Destroyed Ship Rating (DSR) takes into account kills, assists and losses.
In all honesty, I’ve no idea how that thing even works, but it’s useless because it doesn’t tell you how you accomplish objectives, just how many ships you kill and how effective you are at it.
The DSR is pretty much a useless stat if you want to assess a pilot’s skill at exiting a match victorious.
The game needs something so you can assess how well a pilot performs at completing missions, not at how itchy his trigger fingers are.
I’ve played many matches, mainly ECM as a result of my premium ship. Assists do matter, not enough. A long range frigate getting an assist soon enough to the kill , you got a shot. An ECM getting an assist, you helped get a kill. If you do 2/3rd’s of the damage but get out of line of sight and not a hit by the time the kill happens, nothing. As far as mission types, I get no credit for following, and then advancing a bomb carrier, safe or not safe. I’ve had matches where I took on a sole defender, and if the bomb was planted and I darted to the new bomb, I got nothing. Hit a nearby enemy with an ion emitter, perhaps followed up later with stasis generator and a piercing missle strick, but ignore the kill for the new bomb, you get NOTHING except a win, maybe. The balancing effect of the mission generator will take care of that.
Ok, I like detonation, it’s an interceptor’s time to shine. You still get the idea.
http://star-conflict.com/en/ratings/battles/current/eternal/2013-07-01/avgContribution/
Ask and you shall receive.
There is overall, last week, and last 24 hours.
How do I find me?
The destroyed ship rating is calculated on the :
number of kills you do ingame + Number of death + Your rating +The enemy rating (that you killed / who killed you)
That why I loose Points while I made 9 kills and die 2 time… Because the ship rating of the players I’ve killed was too low and when i get killed, mine was too high.
This system do not use the fact it’s not an 1V1 combat most of the time.
And it’s really easy to break the system by not playing the objectives of the game mode and Just play the kills. I saw some player just focusing the best rated player in the enemy team.
Efficiency rating will not be fair too. How do you reward people who stand with a captain to defend it instead of rushing to make kill (and points)? How do you will reward players who stand near a captured beacon to defend it or prevent futur attack? Not enough fair for players who choose to use tactical positionning instead of Zerging.
Edit : And again, this time 3v3 against T4 player while flying only T3, 6/1/0 (Kda), still losing rating…
So if I play by the algorithm, I could join NASA, or ESB? I played a match of realistic with ESB. They cowered. You need a 1400 rating first? Know how to run from death! At first I thought it was an easy win for me. Communication in this game is a problem. I’m starting a habit of messaging NASA players in realistic of where they’re going to rush so I can join in. Realistic seems to be defend or rush, may as well rush in an interceptor.
As for DSR, I agree that it encourages people to play for kills and not objectives. However, in all situations including running EMPs, playing high-priority ships, and going for captain kills, a pilot is more useful to his or her team alive.
If a player dies protecting the person competing the mission objective, does he/she recieve in game credit?
I’ll answer that, NO! I’ve protected enough bomb runners to know that you get nothing but a win, hopefully.
dsr, kdr, elo, eff/match etc will never be able to measure team contribution. u have no way to appropriately rate teamplayers. a guard floating idly in the right position at the right time doing absolutely nothing other than deter the opposition from winning and buying his own team a shot at an epic comeback. or that engineer selflessly respawning death after death because he’s the only one willing to take on the frontline support role etc. a tackler targeting someone shooting at a team mate gets the same points as another tackler targeting an AFK ship
tier differences also is a huge factor.
1,400 DSR in T2 don’t necessarily translate the same in T3
I stopped caring when I found out I can bounce from 1,100 in T3 to 1,400 in T2 in just a couple of sessions
in my eyes DSR gains is just as broken as DSR losses and not worth caring about. I’ve seen 900 newbies in rank5 ships on my team being in the right places doing all the right things while the 1200’s are all flying around making kills and giving away the win to the enemy emp runners.
in the end - why care?
A free to play game needs respectability in gameplay, and rating. I’m cheap, but I paid. Who’s the best isn’t always who kills the most. I’m not the best, I’ll probably never even get the hardware to try, but still, I wasn’t a worthless T3 ECM with a 940 average kill rating. Detonation, and now also realistic, should give the developers the most insight into the ratings issue, because those two maps don’t rely on kills/death. I ignore kills in detonation, and in realistic, it’s a whole new strategy for most players.
If you look from another side, then limiting rating in T2 is a good thing because, if someone is rating wh**e, then he will be forced to move on to T3, and stop farming relatively new players in T2.
And one more time I will repeat. DSR is NOT your skill rating, it’s NOT your contribution to team. It simply shows how good you are ar killing others and not dying. Evaluating player by this single statistic number is so wrong. It would be just like making a whole topic about “avg assists” and talking about how that does not represent player skill. OF COURSE it does not represent player skill! And if that rating for some reason encourages someone to play bad, then it’s his own fault.
I’ve been placed in a mainly T2 match as a T3 ship, good kills, good assists. Another effect, the most kills I got in match was 22, by going 1, 2, and 3 in a command fighter. I don’t feel I helped my team. I didn’t choose the fighter because I was being effective, but because I was overmatched by the match making! My best scores are from the match making giving me a win. We’ve all enountered the obvious.
At the end of the match, take the following into account (examples, not conclusive):
-
- (Combat Recon) Killed enemy Captain - Provide a (flat) kill value boost. This is (on average) meant to be a harder target than normal, regardless of their rating. It’s also the bloody objective - so encourage us to make plays for it.
- (Combat Recon) If you are involved in the killing of the Enemy Captain (Assist or Kill) and the player would have lost rating in this match based on the other value, reset their values to zero and have them neither gain nor lose rating. Reward them for having been involved what was undoubtedly the deciding factor of the match.
- (Detonation) Planted a Bomb - Potentially, add a similar reset factor. Need to consider potential implications to people suiiciding needlessly.
- (Detonation) Killing an enemy who is actively killing your bomb carrier - Small (%) modifier to kill value. Very poor players will still not increase your rating.
- (Domination)/(Beacon Hunt) - Before calculating someone’s rating drop/loss, consider the number of caps he/she was involved in vs. the rest of the team. Was the player farming other players somewhere on the map away from objectives or getting stuck in? The latter can lead to more deaths but is actually more challenging than killing people in safety. The rating should reflect this. If you are among the most caps in the team, consider preventing a rating drop.
Don’t forget defenending the bomb carrier!!! Defense is ignored by the scoring. As an ECM about three weeks straight, and then changing ships, I can confirm! Good defense doesn’t always require a kill, but effective distraction. I kind of get amused in combat recon when the teams line up just right to allow harassment runs. Only if I have engineers to heal me of course. I find out afterwards.