Noth, on 06 January 2013 - 07:14 PM, said:
Did you know many of the most successful games have very detailed stat tracking that is public? I started multiplayer gaming back in the days of the original Doom (back when stats were only KD and only stayed for that session). You are quite the youngin when it comes to multiplayer gaming. Detailed stats are fine and do not kill games. Games that die die from numerous things, not just one thing. In all my years of multiplayer gaming I have never seen a game die with stat tracking as one of the factors. I've seen games hurt by a lack of stat tracking. If someone has a problem with stats they can just ignore them.
The Cheese, on 06 January 2013 - 07:37 PM, said:
My first online competitive game was Netstorm Command & Conquer (Netstorm was next), so it seems that my online gaming background goes back further than yours.
I've answered your question, now would you please be so kind as to answer mine?
Ok C&C is not in the sense a game that required a "TEAM" for online play, I should have been a little more specific. Point is you have been online gaming for as long as I have.
I'll try to make this short.
True Skill = a long boring highway of norm.
Regular Matchmaking = Roller-Coaster Ups and Downs that keep the game fresh.
Stats are good to have for the
players but not the
public in my past experiences.
1. Breeds Cheating and/or Cheap selfish play.
2. Breeds inflated EGO's like "Mr. MLG", "Mr. K/D", "Mr. Pro", "Mr. WatchMyMontage". Becomes hard to find "Mr. I Lead", "Mr. I Listen", "Mr. Team".
3. Breeds Boosting
I'm ok with keeping the stats private and adding more robust stat tracking but not for public view. Also the stats need to be reset after and when they decide to finally remove the BETA attached to the name.
Edited by Imperius, 06 January 2013 - 08:04 PM.