2.0 KDR Ribbon encourages farming, or playing against lower skilled players?
My clan member asked if I can let him farm to get the ribbon I said no. So what if you always play against newbies and get a high KDR, you will not have that playing against a player of same level as your own, especially in a tournament, or even just regular matches.
A heathly KDR is around 1.1 to 1.2 in my opinion.
A heathly KDR is around 1.1 to 1.2 in my opinion.
Comments
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The ribbon isn't meant to encourage farming. You do not choose the players you play with in a public match most of the time. There is no "set" skill level that you will stay in, nor is there an ability set in stone. Every player is different. Playing only pubs (since I stopped playing competitive), I can maintain a healthy 3 KDR in pubs, easily.
Playing in scrims, I dwelve towards 1.5 - 2.0, but most people who are competitive don't care about that.
A ribbon which encouraged farming would be one that requires 3.0 or 4.0, which are much less common in regular players. I can maintain a 3.0 in pubs [generally I can easily go 50-10 which is a 5.0, but I actually have to look at the screen], but not everybody plays the exact same way every time.
Your opinion of a healthy KDR differs from other's opinion of a healthy KDR. -
The ribbon isn't meant to encourage farming. You do not choose the players you play with in a public match most of the time. There is no "set" skill level that you will stay in, nor is there an ability set in stone. Every player is different. Playing only pubs (since I stopped playing competitive), I can maintain a healthy 3 KDR in pubs, easily.
Playing in scrims, I dwelve towards 1.5 - 2.0, but most people who are competitive don't care about that.
A ribbon which encouraged farming would be one that requires 3.0 or 4.0, which are much less common in regular players. I can maintain a 3.0 in pubs [generally I can easily go 50-10 which is a 5.0, but I actually have to look at the screen], but not everybody plays the exact same way every time.
Your opinion of a healthy KDR differs from other's opinion of a healthy KDR.
If you play with players at your own level, you are not supposed to maintain a 2.0 KDR in most of the matches or they are lower than your level, and your should find higher leveled players.
If you can maintain a 2.0 KDR against everyone then you can be the world champion. -
MisterMunzta wrote: »1.5 would be a healthy KDR IMO, but ribbons must remain challenges, there are already plenty of them that are offered easily with little effort, so 2 seems legit.
I have seen a lot of high level players who spawn kill newbies players. To me it's a shame. I don't see any legit reason to do that except to rack up their KDR. -
A healthy k/d is above 2.0 in my opinion. I've always maintained a 2.5 + k/d in all modes, even from when i first started crossfire.

This was from like 2 years ago now. Back when i was a low rank (I consider anyway). (I Reset k/d)
fyi it's not CF CHina, I just messed up trying to mod lol
I'm not very good and maintain a good k/d (Ignore TD:P) -
If you play with players at your own level, you are not supposed to maintain a 2.0 KDR in most of the matches or they are lower than your level, and your should find higher leveled players.
If you can maintain a 2.0 KDR against everyone then you can be the world champion.
Players at your own level may not always be on. -
Assuming a standard bell curve.
Low skill level 0.0-0.5. (10% of player base)
Low-middle skill level: 0.5-1.0. (20% of player base)
Middle skill level: 1.0-1.5. (40% of player base)
Middle-high skill level:1.5-2.0.(20% of player base)
High skill level:2.0+ (10% of player base)
This is the expect curve for KDRS.
Low is tier -2.
Low-middle is tier -1.
Middle is tier 0.
Middle-high is tier 1.
High is tier 2. -
u do realize 74.4% of statistics are made up..u see what i did there?Assuming a standard bell curve.
Low skill level 0.0-0.5. (10% of player base)
Low-middle skill level: 0.5-1.0. (20% of player base)
Middle skill level: 1.0-1.5. (40% of player base)
Middle-high skill level:1.5-2.0.(20% of player base)
High skill level:2.0+ (10% of player base)
This is the expect curve for KDRS.
Low is tier -2.
Low-middle is tier -1.
Middle is tier 0.
Middle-high is tier 1.
High is tier 2. -
u do realize 74.4% of statistics are made up..u see what i did there?
This reminds me of something, Oh right![GM]Saidin wrote: »And lastly, in general people make up numbers all the time. 9 out of 10 people make up statistics that 85% of the people believe. (see what I did there?)
But OT I think there's quite more people between 1.0-1.5 KDR than you think VATAV. -
My clan member asked if I can let him farm to get the ribbon I said no. So what if you always play against newbies and get a high KDR, you will not have that playing against a player of same level as your own, especially in a tournament, or even just regular matches.
A heathly KDR is around 1.1 to 1.2 in my opinion.
uhhh I have to disagree. I have in several clan wars, against players that are on my level, gone 2.0 or above. It is simple timing and how well you are doing in certain games. If I get on fire etc. and someone else could be in a rut, those kind of variable must be considered. Although generally I would say ones kdr would lower against players of ones same caliber (an obvious statement that seems redundant) but to declare that you cannot excel expectations in certain scenarios is ignorant of several variables involved with competitive gaming such as momentum, confidence, timing, having to poop, etc. -
MisterMunzta wrote: »This reminds me of something, Oh right!
But OT I think there's quite more people between 1.0-1.5 KDR than you think VATAV.
I said assuming a standard bell curve.
The tier 0 may be lower then 1.0-1.5.
Don't have enough data to make a official one, the one I presented was a educated guess.No
I got that from my science teacher
In short, it is a normal distribution of group (group can be anything) based on some method of grading (this case KDR). In most distributions, 50%-80% of the graded objects are between tier -1 and tier 1.
Tier zero is placed at the highest concentration grade of graded objects. -
Assuming a standard bell curve.
Low skill level 0.0-0.5. (10% of player base)
Low-middle skill level: 0.5-1.0. (20% of player base)
Middle skill level: 1.0-1.5. (40% of player base)
Middle-high skill level:1.5-2.0.(20% of player base)
High skill level:2.0+ (10% of player base)
This is the expect curve for KDRS.
Low is tier -2.
Low-middle is tier -1.
Middle is tier 0.
Middle-high is tier 1.
High is tier 2.
Suppose there are 100 million players, average KDR is 1.0 for 100 million players by definition of KDR, then total KDR is 100 million for 100 players.
(1.0 to 1.5) x 40 = 60 max (millions)
(0 to 0.5) x 10 = 5 max
(0.5 to 1.0) x 20 = 20 max
(1.5 to 2.0) x 10 = 20 max
Total 60 + 5 + 20 + 20 = 105 max million combined KDRs.
So that ratio is slight off.
0.75 to 1.5 should be the majority, not 1.0 to 1.5. -
Suppose there are 100 million players, average KDR is 1.0 for 100 million players by definition of KDR, then total KDR is 100 million for 100 players.
(1.0 to 1.5) x 40 = 60 max (millions)
(0 to 0.5) x 10 = 5 max
(0.5 to 1.0) x 20 = 20 max
(1.5 to 2.0) x 10 = 20 max
Total 60 + 5 + 20 + 20 = 105 max million combined KDRs.
So that ratio is slight off.
0.75 to 1.5 should be the majority, not 1.0 to 1.5.
Yes, that makes sense.
So I estimated a little high on the tier 0. -
Also 2.0 for 10% would be max at 2.0, not 2.0+ in order for the rest of the figures fit.In other words, the more 2.0+ players, the more 0 to 0.75 players, if the majority of 0.75 to 1.5 is to be maintained.
Could of edited your previous post.
OT: yes, it is also possible for players to maintain KDRs of 0.0.
Most bell curves end at tier 3/-3 because nearly nothing reaches those tiers, and tiers past 5/-5 are unheard of unless they are intentionally made to reach those tiers. Biggest problem is nothing can go lower then 0.0 KDR, so as more players reach higher KDRs the tier 0 shifts to a higher KDR. -
Could of edited your previous post.
OT: yes, it is also possible for players to maintain KDRs of 0.0.
Most bell curves end at tier 3/-3 because nearly nothing reaches those tiers, and tiers past 5/-5 are unheard of unless they are intentionally made to reach those tiers. Biggest problem is nothing can go lower then 0.0 KDR, so as more players reach higher KDRs the tier 0 shifts to a higher KDR.
Yes, if majority from 0.75 to 1.5 is to be maintained at 40% and 2.0+ can be more than 10% if the average of the rest 50% at 0.0 to 0.75 can slide toward more closer to 0.0 depending on how many 2.0+ there are.
I would then argue a very important point --- players with near 0.0 KDR will likely to drop out from the game.
If no one drops out from the game, because their KDR is improving, assuming the .75 to 1.6 KDR majority to be maintained, the 2.0+ KDR players percentage has to drop down.
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