Originally Posted by
Poorlaggedman
I'd normally ignore yet another one of these but these kill count request effusions but they continue to be dignified with responses probably due to their pervasiveness among newcomers and growing allure among those with whom the novelty of the game is wearing off. Here's my problem with this.
There's more benefit than the immersion aspect to not having detailed stats like that. A player in a situation with a lack of hit feedback has a couple ways of looking at it. He can be frustrated at the lack of it or he can imagine in his own mind what effect he has during a round. In the latter case players tend to exaggerate the estimates of their own damage inflicted, which is a good thing if you want players to enjoy the game. Stats are still stats if you put them at the end of the round.
As to the organization-wide stats, I'm not really sure what this is that you speak of. 'Regiments' in-game are frequently intermixed, even within clans on the same team operating together. A player can easily forget which unit he's in or just not care or just select which of the two self-appointed officers seems like less of an idiot to follow around. Very seldom is an officer who chases away members of the other regiment and even rarer is the member who obeys such a request. So all you'd be getting is a very generic list of kills and deaths broken down between people who happen to have picked the same regiment and did whatever they did wherever they did after.
It seems a little cockamany to want to put extra stock into something that is only meaningful sometimes all for what? So 'regiments' can compete within a team? One would hope that common sense organizational tools would arrive in the gameplay at some point which might make that make a little more sense to consider even if it is hit/miss for player enjoyment.