Title. All of this information is already available in the playercards which can be seen in battle, but they are rather out of the way and must be painstakingly gone through one by one for as many as 31 players during the battle. There are already modifications which allow displaying of more detailed vehicle performance characteristics in battle that are already provided by the game, and there are websites that compile player statistics into useful metrics like Average kills per battle, K/D ratio, and overall winrate.
These statistics would be very useful to see for all players in the match on-demand. This would help provide a more accurate picture of each match, so that I can easily know which enemy players to watch out for and which teammates I may be able to trust, or if there are even any such players that fall into either category in the battle at all which is often not the case, so that I won’t waste my effort in these matches.
I doubt Gaijin will bother with adding this kind of quality-of-life option for the UI, which is why I’m posting it here instead of as a suggestion. Is there any such modification for this purpose, or could there be one? And I’m sure there are some opinions on this concept.
What about them? What impact would this idea have on such players? They are worthless now and will be worthless after. I’ll just be able to know they aren’t going to be relevant in this match, that’s all.
On paper it sounds like a funky but decent idea, however systems like this in games usually end up with a large level of toxicity within the playerbase and WT is already toxic enough. Especially with ARB, in which many of the more immature players will likely TK the “lesser” players for the sake of it. Stats also don’t determine someone’s skill level, especially if they are a longer time player but absolutely tanked their K/D early on. Someone’s in the MiG-23ML, they’ve got 500 deaths and 300 kills. Thats a lifetime statistic, whereas what could’ve actually been the truth within that statistic: they bought the prem on sale, realised they sucked, played a lot of CB to get better, and made their 400 and 100 a 500 and 300 within a couple days or months. Stats don’t determine the player and they’ll bring a level of unnecessary toxicity to the game if this system is used so simply: no
Such systems only invite toxicity, players have to spend time if they want to dig someones stats up, with that they can bash people over the head with a single click, look at the stats of the team and decide if they shouldn’t bother spawning at all.
That wouldn’t be a QoL change, it’d be a quality of toxicity change that brings nothing good to the game.
I 100% agree with this part which is why the option to see only Monthly stats is so useful. Someone’s all-time stats just tell you the average of how they’ve played in every match ever, even 10 years ago. Being able to see only stats for the last month gives a much better picture of how someone has been playing recently which I believe is more useful.
EDIT: Also I think it’s important to mention that K/D alone is not all that useful. Using winrate, average K/D and average Kills per battle can give a much better picture. A very high K/D with unremarkable winrate and kills per battle likely indicates a statpadder/passive player who snags an easy kill or two and then camps the airfield or lands and bails out to avoid being killed if their team loses.
It’s a competitive PvP game, egos are at play and toxicity is inevitable. The game already provides stats to players and people already attack each other for their stats. I have had players do this, or even go through the server replays of my battles, find somewhere I messed up and use that to dismiss my points on the forum. Players already TK each other for far more trivial reasons, or no reason at all. Perhaps that issue should be solved by better punishments for TKing and compensation for the victims.
This idea would provide no new information to players, just makes it less of hassle to view.
But those that go to the extent of having to go statcheck someone in battle are commonly the most bitter and blaming of the players that we have…
I got statchecked for barely even saying anything in chat last night, then their 4 person squad got all septic and abusey…
We don’t need this to be shown for people to be easier to make that stupid call and judgement based on them having a bad day and needing to check the list for the worst thing someone can play in…
It’s just stupid to even fuel anyone with this mentality as it’s nothing to do with the game commonly.
It’s on the fence imo, You get to see who can actually shoot back in a fight and help but you also create a target for other people to use. Friend or foe.
Spoiler
Enemies will target either the best players first to get them off the field or the weakest to reduce the number of enemies.
Team mates on the other hand will use the worst players as bait or kill them out right for being less then useful.
Though team mates might start to watch and see how the better players fight, maybe even helping them out more if they were an actual team.
(Might even spawn a new type of player that keeps there stats terrible but can actually fight 3v1’s if they’re taken for granted.)
What’s wrong with just assuming each enemy player is good, and each teammate is bad? You don’t need to worry about stats that way. Bad players can be strong in their own ways, so never take anybody lightly.
I already do this, but the reason I made this thread is related to the problems that result from this approach.
Assuming all of your teammates are bad eliminates the risks of relying on them, but it reduces the overall effectiveness of your team in the rare event that there is a good player or two you could be working with. Since Air RB can be reliably won by a solo player this is not too much of a loss but it could be avoided more easily with stats.
Overestimating your opponents results in excessive caution, missed opportunities and poor decision making. Assuming the enemy players are all good necessarily means you will take less risks, since the imaginary skilled enemies would capitalize on any mistakes you make and kill you, while not making obvious mistakes themselves for you to punish them for. Operating strictly like this will result in getting fewer kills and less decisive wins than would otherwise be possible, or in unnecessarily dragging out the match if you are outnumbered. The enemy noobs and your own mindlessly aggressive teammates will all farm each other while you are trying to play a strategic game and you will have to act quick if you want to get kills before its all over.
The chances of encountering a dangerous enemy feel so low that playing smart often feels like a waste of time, but I do it anyway and just get so bored that I stop playing. Completely discounting an enemy as a threat even if they had low stats is asking for trouble, but more information is always better if it’s considered properly and placed in the right context.