

Match History
#1
Posted 13 April 2016 - 06:17 AM
#2
Posted 13 April 2016 - 06:23 AM
BUT:
i asked the support some time ago - the answer was no - they won't give you access to your own stats
Bit you are right those tournament stats are really good wish i could have it for all of my games - maybe as a CSV
#3
Posted 13 April 2016 - 06:35 AM
Why on earth can't we get something to see them? Any PGI dev please give at least a reason why you won't do it. There are a ton of spreadsheet lovers who play your game. Please give us more things to play with!
#4
Posted 13 April 2016 - 07:11 AM
Karl Streiger, on 13 April 2016 - 06:23 AM, said:
i asked the support some time ago - the answer was no - they won't give you access to your own stats
I know... I once asked them if they could tell me my ratio of solo queue to group queue matches and they just replied "Sorry, we don't do look ups for players"
What is that, eh? Bah.
#5
Posted 13 April 2016 - 07:21 AM
#6
Posted 13 April 2016 - 07:24 AM
#7
Posted 13 April 2016 - 07:49 AM
An alternative, which would be super easy (basically trivial) for PGI to implement, would be a .CSV export option for end-of-match stats. Just a .csv file sitting there on the disk where all of the end-of-match stats (damage, kills, KMD, player scores, etc) are appended after each match. I've been trying for months to get this at least into one of the town halls as a question, but I keep getting shot down.
Edited by GoodTry, 13 April 2016 - 07:49 AM.
#8
Posted 13 April 2016 - 07:58 AM
GoodTry, on 13 April 2016 - 07:49 AM, said:
An alternative, which would be super easy (basically trivial) for PGI to implement, would be a .CSV export option for end-of-match stats. Just a .csv file sitting there on the disk where all of the end-of-match stats (damage, kills, KMD, player scores, etc) are appended after each match. I've been trying for months to get this at least into one of the town halls as a question, but I keep getting shot down.
This would be an acceptable way to do it as well. The stats are there already. I could take a screencap of the end match screen and add them to a CSV myself (i think someone has a program to do this on reddit, but only for 1920x1200 resolution). PGI obviously has a way already built in to display this information on the website, so adding a match history to each player's profile page shouldn't be very hard. Hopefully this thread will get enough attention for a dev to come in here and tell us why they won't do it, since they've made it very obvious that they can do it.
#9
Posted 13 April 2016 - 09:07 AM
it could be so much better!
Edited by zudukai, 13 April 2016 - 09:07 AM.
#10
Posted 13 April 2016 - 09:46 AM
I would be happy for them to have the stats we have now with a daily, weekly, monthly, yearly and total tab. I have no idea how much I am improving and there is no export facility either.
I may start exporting my data by hand to give me an option to see what is working and what is not and if you really want to improve you really need the data.
As an example my GP win/loss figure is way ahead of anything else and my WHM and MAD figures beat CTF-0XP figures by big amounts now some of that has to be mech but some of that has to be my improvement so it would e useful to me as a person that has just flipped from T5 to T4.
#11
Posted 13 April 2016 - 12:34 PM
Also, a replay system...
#12
Posted 13 April 2016 - 07:47 PM
The Competitive community has done wonders over time with various stats tools that scraped information from our already displayed stats pages and derived much more detailed information from that data and displayed in an easy way for people to re-sort and digest (Mech Collect, MWO Monitor, Mechstats.com), but each one eventually dies as its maintainer leaves the game and moves on.
Tools such as stats and replays need to be built into the game to encourage more people to try this game (and STAY) who arent already Mech Die Hards.
"If you Build it, They will come"
#13
Posted 13 April 2016 - 09:35 PM
One result of this would be the possibility of a simplified replay system or community-developed match analysis tools.
It might also be possible to include a verification system to deal with counterfeit or modified logs (competitive ajudication?).
Other uses could be debugging and debunking/supporting hitreg issues.
This could theoretically be done with a bit of image-processing, but it'd be a lot easier to parse a log file.
Edited by jdczk, 13 April 2016 - 09:54 PM.
#14
Posted 14 April 2016 - 08:16 AM
Kamikaze Viking, on 13 April 2016 - 07:47 PM, said:
The Competitive community has done wonders over time with various stats tools that scraped information from our already displayed stats pages and derived much more detailed information from that data and displayed in an easy way for people to re-sort and digest (Mech Collect, MWO Monitor, Mechstats.com), but each one eventually dies as its maintainer leaves the game and moves on.
Tools such as stats and replays need to be built into the game to encourage more people to try this game (and STAY) who arent already Mech Die Hards.
"If you Build it, They will come"
That seems to be a theme. Just having a tourney with a decent size cash prize, while awesome, won't draw in the esports crowds. There are a lot of features that make competitive play run much more smoothly and make it much more interesting to watch that this game simply does not have.
#15
Posted 14 April 2016 - 10:02 AM
screenshot+spreadsheet=done
#16
Posted 14 April 2016 - 01:21 PM
Podex, on 14 April 2016 - 10:02 AM, said:
screenshot+spreadsheet=done
Both of which require as much time inputting data for each match as I spent actually playing the match. Which is silly, since postgame stats in a usable format are part of every competitive video game ever. Except this one.
#17
Posted 26 January 2017 - 04:56 AM
I'm thinking about starting with a really hack .XML output ... sure .csv would be possible ... but probably easier to get wrong and not notice for longer ....
anyway, you can get access to the end of round data, but not super in-depth statistics, like how often you missed the target .... anyway, the data looks like this, and you can probably guess that it comes from within flash debugging stuff ...
<14:35:01> -- The combat log to Death screen: 0:5:@ui_HeatDam|0:7:@ui_FallDam|0:11:@ui_CollisionDam|0:2:@ERLL|0:2:@MachineGun|0:2:@SPL|0:2:@LPL|1:1|3:3:2:Suicidal Baby chunk of spam in between ... <14:35:32> <Flash> PerfStatsWindow --- init [510.6143] <14:35:32> <Flash> GXP: 95 [510.6143] <14:35:32> <Flash> setData ... STAT: @ui_loss VALUE: 25000 [510.6143] <14:35:32> <Flash> setData ... STAT: @HUD_AWARD_SpottingAssist VALUE: 12000 [510.6143] <14:35:32> <Flash> setData ... STAT: @HUD_AWARD_ComponentDestroyed VALUE: 4000 [510.6143] <14:35:32> <Flash> setData ... STAT: @HUD_AWARD_UAVLockedDamage VALUE: 1800 [510.6143] <14:35:32> <Flash> setData ... STAT: @HUD_AWARD_UAVDetection VALUE: 750 [510.6143] <14:35:32> <Flash> setData ... STAT: @HUD_AWARD_TurretKill VALUE: 3000 [510.6143] <14:35:32> <Flash> setData ... STAT: @HUD_AWARD_KillBlow VALUE: 3000 [510.6143] <14:35:32> <Flash> setData ... STAT: @ui_loss VALUE: 40 [510.6143] <14:35:32> <Flash> setData ... STAT: @HUD_AWARD_SpottingAssist VALUE: 120 [510.6143] <14:35:32> <Flash> setData ... STAT: @HUD_AWARD_ComponentDestroyed VALUE: 15 [510.6143] <14:35:32> <Flash> setData ... STAT: @HUD_AWARD_UAVLockedDamage VALUE: 25 [510.6143] <14:35:32> <Flash> setData ... STAT: @HUD_AWARD_UAVDetection VALUE: 60 [510.6143] <14:35:32> <Flash> setData ... STAT: @HUD_AWARD_TurretKill VALUE: 150 [510.6143] <14:35:32> <Flash> setData ... STAT: @HUD_AWARD_KillBlow VALUE: 30 [510.6143] <14:35:32> <Flash> setData ... STAT: @HUD_AWARD_KillBlow VALUE: 1 [510.6143] <14:35:32> <Flash> setData ... STAT: @HUD_AWARD_KillAssist VALUE: 4 [510.6143] <14:35:32> <Flash> setData ... STAT: @HUD_AWARD_SoloKill VALUE: 1 [510.6143] <14:35:32> <Flash> setData ... STAT: @HUD_AWARD_KillMostDamage VALUE: 2 [510.6143] <14:35:32> <Flash> setData ... STAT: @HUD_AWARD_DamageDone VALUE: 495 [510.6143] <14:35:32> <Flash> setData ... STAT: @HUD_AWARD_SpottingAssist VALUE: 6 [510.6143] <14:35:32> <Flash> setData ... STAT: @HUD_AWARD_ComponentDestroyed VALUE: 1 [510.6143] <14:35:32> <Flash> setData ... STAT: @HUD_AWARD_UAVLockedDamage VALUE: 1 [510.6143] <14:35:32> <Flash> setData ... STAT: @HUD_AWARD_UAVDetection VALUE: 3 [510.6143] <14:36:32> Disconnect client
Edited by NARC BAIT, 26 January 2017 - 08:11 PM.
#18
Posted 03 May 2018 - 12:52 PM
LordSkyKnight, on 13 April 2016 - 07:58 AM, said:
This would be an acceptable way to do it as well. The stats are there already. I could take a screencap of the end match screen and add them to a CSV myself (i think someone has a program to do this on reddit, but only for 1920x1200 resolution). PGI obviously has a way already built in to display this information on the website, so adding a match history to each player's profile page shouldn't be very hard. Hopefully this thread will get enough attention for a dev to come in here and tell us why they won't do it, since they've made it very obvious that they can do it.
Sorry for the bump so far down the line but I think a lot of people would still be very interested in this.
One way of doing this would be to download something like fraps that will take screenshots and save them. After each match you hit one button on your keyboard and you have a record each time. You can either set up folders and change folder for different mechs, or you can dump them all and sort through and organize them manually.
It's means doing a bit of organizing and maybe transferring the data to a spreadsheet manually but it's a way of doing it and honestly it wouldn't take long. Once it's set up it is one button each round and 5/10 minutes a week, do it while you queue if you have two monitors. It shouldn't come to this but clearly it won't change and I think this is the simplest solution.
Edited by ISakura1, 03 May 2018 - 12:57 PM.
#19
Posted 06 May 2018 - 01:55 PM
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