But im looking at it from a mathmatical point of view, as the amount of variables grow arithmetically the outcomes grow logarithimcally.
a little thought experiment, imagine you dont know how many sides a coin has and someone is flipping one and calling heads and tails , how many repetitions would you need to hear before you know with any degree of surety that it has 2 sides?
4 if you have a tolerance for risk 8 if you want your variance to be below 10% but you will never be sure and more reps is always better.
Now any tide game features a staggering array of variables, the players, the builds, the load outs, the AI director . the level layout, variations in movement , aim, tiredness, hunger and on it goes.
with complex systems you get more and more “butterfly” affects the most critical event in an entire run the one that all success hinged oncould end up being who entered a room first. millions of little variables each with up to complex outcomes all multiplied together and then you have a single lone repitition
it is mathmatically equivalent to dipping a cup in the ocean and proclaiming there are no fish left in the sea.
Sure you get one snapshot of possible performance and you can take a very broad conclusion from it, but your better off relying on just paying attention to how you did as your far less likely to get false results and there is no accuracy in either.
and the sheer mathmatical variance isnt even the biggest issue, its just the easy to explain one!
The score card measures a select few aspect of a players performance , taken together you can see how the team performed (within the the inherent wild variance)
but and this is the big one, perormance is utterly irrelevant , capacity is what matters
now this is a lot harder to explain imagine testing a bulletproof vest unless your firing at it with real ammo who cares? dropping a bullet or throwing one isnt showign you anything its showing performance not capacity.
Likewise in a tide game its only your capacity when stressed that matters not your performance in farm.
so as you and your team get better and your capacity increases your performance becomes less and less representative of what you can actually do.
hmm ill admit i put no real reflection into this one im struggling to see how you can view it as anything else , its a score system that ranks players based on the amount of kills made in a zero sum game, you dont see that as being measured comparatively? this is how players are ranked and rewarded in competitive games. your gonna have to help me here, if that score card isnt competitive what is it?