“If you don’t track what players are doing, you’ll never know if your game is successful.” That’s why developers use analytics tools to monitor player behavior. But these stats can often be unreliable and provide no insight into their play style or progress in the game. Dealing with this has become a major challenge in the industry, leading to higher production costs for games that aren’t performing as well as they should be.
In strategic management, managers need to know how their company is performing. There are many ways of measuring performance in a company, but there is no one “best” way.
So, I’m a little disappointed with the game’s lack of input on my performance, and I believe there are better methods to provide feedback.
I’ve played SC2 previously, and there are obvious indicators that you can use to track your progress in the game: the amount of money you have floating about, the supply block, the number of workers you have generated, and so on. You may examine the numbers for these measures and how they relate to your season’s average after each match. These data may also be plotted using third-party software. Because SC2 is a 1v1 game, it’s a little simpler.
We only have one significant performance metric in WOWs for now: WR. Using this global WR, on the other hand, I believe is a horrible idea.
Let’s start with the problem: we have two players that fall into the ‘simply poor’ category, both having a 45 percent WR: 1st Player:
https://imgur.com/a/difhrZj Player 2: https://imgur.com/a/Ks5hmnN
Although it is obvious that player 2 is now a superior player than player 1, their WR is same to player 1.
You may also have the impact in the other direction, where players with varying win rates might have the same performance: https://imgur.com/a/FCtYnqF (Player 3) Player 4: a/EUfERxA (https://imgur.com/a/EUfERxA) (https://imgur.com/a/EUf Even though player 4 was faster at learning, the ultimate skill is the same, but their average WR is drastically different.
These two instances, I believe, indicate that WR is a poor estimate of current player performance.
So, what are our options? The solution is straightforward: a moving average: https://imgur.com/a/ARKqxV4
For the rated statistics, this is already included into the game. You can see where your WR ranks in various seasons and leagues by visiting this page. Ironically, this season (and/or league) moving average is only accessible to you and not to others.
As a result, in terms of WR, I’d want to see seasons where your WR resets every three months and others can see your growth over time. Obviously, the number of fights will be a factor. In addition to the seasons, the profile might include your WR over the last 300-500 games.
Thought #2: WR is unquestionably the most important indicator for determining the effect of a fight. Damage, capping, and other key parameters are also important. When it comes to damage, the game really offers a means of displaying damage as a percentage of ship health, as it does in the details screen.
Let’s say you’ve just unlocked a new ship and want to keep track of your progress in it. Tracking WR is difficult since it is dependent on 11 other players, and you need at least 50 bouts to be somewhat trustworthy. However, keeping note of the following may help you notice your development more clearly:
- Damage inflicted
- Non-healable Damage inflicted
- Percentage Damage inflicted
- Percentage of fired rounds that strike
You could plot your performance and see how you’re doing in your preferred ship using these measures (and there are probably more…), and even compare yourself to others (clan members who are strong with specific ships, or maybe even streamers who are willing to give these numbers).
Although I do not believe WG is interested in improving performance monitoring, I believe the moving average over the recent battles/time may be simply added, thus /u/cyberfight, is this something you can bring along?
Is there a method to undertake this study independently of the powers that be at WG? There is a tool called mxStat, but I’ve never been able to get it to operate on my PC, so I’m not sure whether it gives the necessary data output.
Even wows-numbers does a poor job of tracking progress because it only shows your progress over a recent time window, not over your entire career in a dedicated block, and it also doesn’t show learning curves – there is only a curve with your overall average, but I haven’t found a moving average where you can track your WR yet.
People will now tell me that I’m worrying too much about performance and WR, and you’d be somewhat correct. However, I like seeing growth in most everything I do, whether it’s playing a sport, learning a profession, or, as in this case, playing a game. Working on myself to improve is an important element of my enjoyment of spending my time on anything. I’m not a competitive person who strives to be the greatest or is preoccupied with winning, but I do want to see that I’m improving. I’m presently at over 3k fights with a ‘poor’ WR and am finding it difficult to detect any improvement, which is quite irritating.
Please accept my apologies for the wall of words – as a tl;dr:
- Overall, WR is a terrible method to evaluate success, and even though it’s a long shot, I’d want to request that WG include a moving average on people’s profiles.
- Is it possible to calculate a moving average using your own replay files? (mxStat or wows-number)
- Can we use automated replay analysis to break down our damage and measure progress more precisely?
- Is there any other method to keep track of your abilities?
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The “how to measure improvement in performance” is a question that many people ask. However, there are few ways of measuring the improvement. The most common way is by using frame rates and frames per second (FPS).
Frequently Asked Questions
What methods can be used to measure performance?
A: Performance can be measured by analyzing how well the code is written. If a function runs slower than expected, or takes up too much memory, this could indicate a performance issue that needs to be fixed. Additionally, its sometimes useful to measure actual runtime of specific functions and compare them with what was expected
What are the 4 performance measures?
A: There are four performance measures that you can use to evaluate your own rhythm game skill. Theyre called the 4M and they stand for accuracy, speed, focus and flow.
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