I understand what admins had in my mind for the new reward system (kills and money), but it's broken and I'll explain why.
1. Most players won't check someone's K/D before fighting. They'll still kill new or unskilled players anyway, so the rule doesn't actually protect them.
2. The cutoff is arbitrary: 0.49 K/D = no reward, while 0.51 = full reward, even though the difference is basically meaningless.
3. Players who care about stats or money will start ignoring anyone with ≤0.5 K/D, because those kills give no reward at all. That makes those players worthless targets, which isn't good for gameplay.
4. New players are hurt: if experienced players ignore ≤0.5 K/D players, those players won't get real fights and won't improve their skills. Also, new players that fight new players (same level) won't understand why their kills don't register and why they are not getting rewarded - broken mechanism all the way.
5. The rule can be exploited: someone can intentionally keep their K/D below 0.5 and play aggressively, knowing that killing them gives opponents nothing.
6. Better approaches:
6.1 Give partial rewards for killing low-K/D players instead of zero. (maybe half of the $ but keep the kill registered).
6.2 Limit rewards for repeated kills: for example, if you kill a player with ≤0.5 K/D more than X times in a short period, additional kills or money aren't registered.
6.3 Spawn new or low-K/D players in a separate beginner world/mode (like beginner classic battle arena) so they can improve before entering the main world while protecting them from abusers (decide a threshold from which they transfer to the real "world").
This would protect beginners without breaking PvP logic - all players want to be rewarded for their actions and skills.
There might be a upvoted required to check the sentiment on the server.
This is the first time the Israeli's statement has been true.