Don't know if you fellas ever had to chance to meet buzzcutpsycho on NC with his enclave minions but he has a really good post in regards to K/D and I have to agree with him completely.
Stats Promoted by the game prime player behavior
The study of priming teaches us that passive stimuli can shape our behavior. Things like which stats appear on your character sheet will prime players to improve them, even subconsciously. For example, if you constantly reinforce that "captures" are important in the game, and put capture stats front-and center on the stats and have the default leaderboard show captures then you will see a change in player behavior as they are subconsciously primed to play for captures.
(More on priming:
http://en.wikipedia.org/wiki/Primin...28psychology%29)
The good side of this is that the developers can significantly and subtly influence the behavior of players by carefully choosing the stats which are promoted. The bad side of this is that if they don't carefully choose them with the understanding that their choices will affect player behavior then they can introduce ruinous gameplay.
K/D is Ruinous
The primary motivation for this post is to highlight K/D, which is a particularly ruinous stat currently being promoted by PlanetSide 2. The gaming world has a terrible culture precendent where the barometer of player skill is by default kills-per-death. Try this trick at home - play a round of BF3 or just ask a player in PlanetSide 2 how well he did. The vast majority of the time players will read their K-D stat. They will rarely read their score, and almost never cite whether their team won or lost. Years of early session shooters have erroneously trained us that the K/D stat is important. Some people think it needs to be present. It does not, and the game will be better off without it.
The danger K/D poses for PlanetSide 2 is that it discourages risk-taking which leads to derisive gameplay. Taking risks increases your chances of incrementing the death stat, which sends the K/D in the wrong direction. Taking objectives, helping other players, being the first man to assault a defended position - these are all behaviors that are discouraged by the promotion of K/D. This is one reason many players will resort to being relatively useless and sit back and snipe so they can preserve their stats rather than assault a well-defended position. If it's a good farm they will have no interest at all in advancing objectives, preferring instead to sit back and rack up stats.
If the "death" stat were not shown on a scoreboard or leaderboard then you would see significantly more teamwork and objective-based play in PlanetSide 2. It is as simple as this - when there is no perceived penalty for taking risks you will see more risk taking. Risk taking is good in games and especially so in a teamwork environment to keep the game from stagnating. The only thing K/D teaches players is that they should avoid risks. It is a selfish stat which when promoted leads to poor gameplay and derisive player behavior.
Developers have a huge opportunity
The developers of PlanetSide 2 have an opportunity to leverage the priming to influence the game by promoting stats that encourage the behaviors they want to see in game. But choosing any simple stats is meaningless and squanders this opportunity. The best stat for developers to promote is score because it is abstract, defined by the developers, and they can directly control what influences it. Simple stats like kills, captures, and K/D cannot be influenced; they are crisply defined constructs. Score is malleable. For example, if the devs which to encourage more captures, they can increase the score value of a capture. If they want to encourage more kill streaks, then they can increase the kill streak score bonus. If they want to encourage more ammo dropping by engineers they can add score for kill assists from people who were recently given ammo, and/or the score value when ammo is received.
Score is a universal stat that is defined by the developers and can therefore be controlled by the developers. It is a tremendous opportunity not only to create a universal calibration of how effective a PlanetSide 2 player is, but it also allows the developers to change the impact each action has on it. Additionally, the "death" stat is naturally factored into score - dead players don't score points. Time spent returning to a combat zone is time not earning score, so naturally dying less can be one way to improve one's score. Playing with medics and utilizing squad spawn and teamwork is a way to minimize these effects and so score takes that into account also. It's an elegant solution.
Other interesting stats could be derived from score, such as showing players where their score contribution originates, be it kills, revives, captures, etc. You could classify them, have pretty color charts, and even bring in leaderboards based on categories of score gain, from support, kills/assists, vehicles, objectives, etc. Who are the players with the highest objective-related scores? Who are the players with the highest kill-related scores, be it direct kills, headshots, streaks, assists, etc? The possibilities are rich here for PlanetSide 2 to influence what players perceive as important and aggregate many similar types of gameplay together.
Recommendation
Deaths as a stat need to be gutted from the game. It is a negative thing that discourages risk taking; just get rid of it. With it goes K/D, and in its place a universal developer-controlled stat can exist.
The best stat to promote is Score/Minute. The /minute part factors in playtime so casual players and hardcore players are on relatively equal footing in terms of making the leaderboard. It becomes a fair comparison. It also becomes a measure of efficiency; simply playing a lot and racking up score isn't enough to dominate a leaderboard. Players should be encouraged to be productive which is precisely what score/min achieves.
Please understand the power that stats have on player behavior. It isn't simply information; it influences the way the game is played. Don't blindly follow tradition and squander an opportunity to set the tone and influence player behavior in PlanetSide 2.