World of Tanks and cheating by the system. How developers spoil statistics for players What is the percentage of wins in WoT
Stats are highly valued by many World of tanks players. One of the most noticeable and obvious parameters for comparing the skill of WoT players is win rate.
What is win rate in WoT
- the ratio of the number of victories to the total number of battles fought in World of tanks multiplied by 100%.
As is known from the course of mathematical statistics, the larger the sample, the more reliable the statistical data. What does this mean in World of tanks language? This means that you should pay attention to the percentage of battles if the player has spent a lot of battles in World of tanks (1000 or more). Moreover, the more battles a player has fought in World of tanks, the more reliable data is displayed in his statistics.
If a player has fought more than 10,000 battles and has a win percentage of 50 or higher, this means that he plays better than most WoT players, and the influence of random factors in such a sample is minimal. Tanker statistics and achievements can be viewed on the website or in the World of tanks game itself, or in ours.
Does the skill reflect the percentage of wins in World of tanks
In the battles of World of tanks, three outcomes are possible - victory, defeat, draw. A draw in World of tanks is rare, let's leave 1-2% of the total number of battles in WoT for this outcome. Defeat and victory are opposite events, if one team won, then the other lost. Therefore, the frequency of victory and defeat should be the same - 49% each (the remaining 1 - 2%, as mentioned above - draws).
Let's assume that all WoT players have exactly the same level of play (skill), and there are no external irritants that affect the outcome of the battle, then with a sufficiently large number of battles (large sample), each player will have 49% of wins - statistics draws the player to this indicator.
What does win percentage above 50 mean?
So, we looked at a theoretical example where all World of tanks players are equal, but in reality this is not the case. And win rate over fifty, with a large number of battles, it just shows that the tanker acts better than the average opponent, and by his actions he helps the allied team win more often.
The influence of randomness in World of tanks, of course, is great, but it is leveled by a large number of fights. Since with a large sample, the influence of randomness will be minimized - you will be thrown to weak teams, in whole series, then to strong ones, the projectile will ricochet, sometimes from you, sometimes from your enemy, all this is equalized with the number of fights.
What does win percentage below 49 mean?
You can often hear from World of tanks players that if the percentage of wins is below 49, then this means that such a participant only interferes with the team, spoils everything, and it would be better without him at all. In fact this is not true. A win percentage below 49 means that the player is performing worse than his average opponent, that is, not doing harm, not inactive, but not playing well enough - these are, after all, different things. A player's sabotage may be indicated by a percentage of wins below 40, or a tendency to deal damage to his own.
If your percentage is below 49, or higher, but you want to improve it, then this can be done. How? Better play and fix stats. The more fights on the account, the more reliable the statistics, and the more difficult it is to fix it, since a few successful fights will simply dissolve in the mass of old unsuccessful ones. But this is not a reason to despair, a large number of unsuccessful battles is a reason to change the approach to the game and have many successful battles. The complexity of the task only makes it more desirable.
Where to start improving statistics in World of tanks
To begin statistics improvement worth studying it, go to World of tanks or to your account on the official website of the game and look at which tanks you have a high percentage of victories, which ones are low. At the same time, again, remember that the more battles played on the tank, the more reliable the statistics.
How to increase the percentage of wins in WoT
There are two easy ways improve the percentage of wins in World of tanks. It is up to you to decide which one to choose, but for each of them you will need to play hard, study the tactics of actions on a particular tank, and improve your skills.
Method 1 to improve statistics in World of tanks
If, after looking at the statistics, you find that one or two tanks stand out in terms of statistics for the better, while there are quite a lot of battles on them, then you can play more on these two (or one) combat vehicles. At the same time, it is worth additionally studying information about the tank, looking at guides, noting the strengths and weaknesses of the tank, equipping the selected combat units with the best consumables, transplanting good crews into them, installing the best modules. Since the statistics show that you act correctly on these tanks, and you can often influence the outcome of the battle, which means you will improve the total statistics of your account in World of tanks.
For example, you noticed that your statistics on the KV-1 is good and you win 55% of the battles on it, while you have already played more than 700 battles on this heavy vehicle. Choose this tank, improve it as much as possible, just in case, look at our website, mark something new for yourself, or vice versa, share your skills and win on it, correcting general statistics.
Method 2 to improve the percentage of wins in World of tanks
If, when looking at statistics, you find that you showed the worst results on low-level vehicles when you first started play world of tanks, then this situation can be corrected. You can improve the total statistics, bringing unsuccessful results to the level of 49 - 50 percent.
For example, you found that on the T-26 tank you have 35 battles and 43 percent of victories, buy this tank, watch video tutorials on our website, install good equipment on the tank, and level the position, because now you are an experienced player, and you can better act in every fight.
In this article, I will try in a popular science: teethhappy: style, I will try to explain where phenomena such as:
- "10 leaks in a row in random WTF ???"
Why does one team have a 95% chance of winning and we have none?
Why won't they balance teams by skill?
And so on.
First of all, I would like to ask you if you have ever seen a random player with a win percentage of 56% or higher? Not clan players who got this percentage in companies and sometimes platoons, but a random player with such a stat? - No?
Or have you ever seen a player with a stat below 43% of wins? I for my 16 thousand fights never.
The question arises why?
- I answer, because in the game there is an artificial averaging of the percentage of victories among the players.
You spent 10 battles in the company, won 10 victories, and moved to random?
Wellcome to the finished team of deer! average your statistics, how many fights you won, exactly the same number you will lose, in a team that is not able to win under any circumstances.
And how many times have you seen the bottom of the team on Is7 with an efficiency of 600 and a percentage of wins of 45%? And at the same time, you have a 65% chance of winning. This player was at the minimum threshold, and he begins to be assigned to the winning team, to raise his status.
Or, for example, a week ago I had 60% of wins on Foch IX, and today it’s already 55%, what’s the matter? Am I playing worse? No, it's just that the percentage of victories is too high on this tank, and it starts to be thrown into such batches in which it stands at the bottom of the table, in a team of seals that slap the keyboard with flippers.
I even began to have a suspicion that sometimes these are not people at all, how can a person play SO badly?
A person cannot shoot without moving, a person cannot tank backwards.
Let me give you a vivid example.
A "man" on a tank destroying everything in the world ended up in a battle where he is the ONLY one on a level 10 vehicle.
Any "reasonable person" would bend down all living things in this situation and take away 2 buckets of medals and a record of experience to boot.
Once a Serb was asked why you don’t make a skill-based team balancer?
To which he replied
- We do not make a balancer, so as not to infringe on those who play well, have grown a skill, you have the right to bend (s)
Seems like a logical answer, right?
And now let's think about how often do you see a player "growing" a good skill in random battles?
A normal extra without a platoon with the same two extras in random never "bends over", because he knows that he will immediately become a victim of the system of averaging the percentage of wins.
And how many extras are there who do not upgrade the technique themselves, but transfer free experience, so as not to spoil this very percentage of victories for themselves?)
Why don’t they bend down with their mighty skill?) And the fact that you can’t argue against the system, you drag the fight with a team of crayfish, in the next battle they will put even more finished crayfish into your team.
And thirdly, no one says that Folders would play with Folders and Crayfish with Crayfish.
The idea is that the chance of winning in each battle is as close to 50% as possible.
They gave a platoon of extras to one team, give the same to another, why not?
Why is it impossible to make teams of crayfish and deer extras, but both are equal in strength?
Why do we need a win percentage averaging system?
And then, that the very last Alyoshka, a first-grader, if he completely stops winning, he will abandon the toy and go somewhere else.
And the outflow of players, even crooked and wretched, is unacceptable.
Since in the scheme of any MMO, as in nature, all creatures are needed.
Noobs, nerds, and especially those who invest loot (Realshchiki).
Noobs are needed so that there would be nerds who bend them over, some noobs are offended and begin to pour in money to carry out revenge on the entire cruel virtual world.
Along the way, they also begin to bend the noobs, receiving aesthetic pleasure.
But Tanks is a different case, here the noobs are on both teams, the question remains which team will have fewer of them.
11.12.2013
The title of this article is deliberately slightly provocative. Although, for many obscure, questionable shadow algorithms in the game, one could apply it much stronger, however, in the absence of direct evidence, one has to beat around the bush, not stating anything for sure, but only hanging some uncomfortable questions in the air, stating some uncomfortable, for the guys from Wargaming "a, facts. So, let's immediately decide that we will not indiscriminately accuse anyone here, but only by the power of a couple of article pages we will give here a few, not so much facts, but conjectures, assumptions and hypotheses. The general meaning of them will be that the gameplay in the popular MMO game is not at all so explicit and honest. In other words, World of Tanks is an arena for cheating by developers. But, let's go in order. Maybe everything at all and not this way.
Bang for the question.
Perhaps it is worth remembering that this tank action comes from Belarus, where the deservedly tough morals of the local Old Man, in part, were transferred to some of its citizens. In general, the fact remains: for the slightest hint of a dishonest game or an “uncomfortable” question asked on the official gaming forum, the questioner is banned in the shortest possible time, and they do it, sometimes even indefinitely. The ban, at the same time, applies not only to the forum, but also to the game. What is the hidden meaning of such a harsh treatment of fans-tankers? Is it possible that the saying comes into force here: - if you are afraid, then you hear the truth. It is clear that forum provocateurs and rude people should be punished mercilessly, but when a forum member opens a topic where he asks a simple question about a strange non-penetration of an enemy by a projectile, or, conversely, about a strange penetration of a loved one, then such a topic will be immediately deleted, but the player can be forgiven on the first time, but more often you hear stories about unprecedented bans for such questions. A little strange, isn't it?
Red general.
Personally, I happened to hear a legend from a person who heard from another person who heard from a friend who knows one of the Wargaming programmers who participated in the development of World of Tanks, who allegedly talked about what is often and thickly in the form of "red" the teams moving towards you are not real players at all, but the most real and official game bots. Allegedly, several players there may still be real, but the bots led by the Red General will set the tone. According to all this word of mouth, the Red General is easy to identify. It is always a heavy tank, always in camouflage, always shoots with gold, always pierces everyone and everything, and, in turn, it is almost impossible to pierce it. But the most important thing is that such a General in an amazing way illuminates almost half the map. Partial proof of this is that it is impossible to draw such a General into a conversation for the simple reason that this is a robot controlled by a system from under a fake account. The presence of the Red General and bots from the enemy can be proved a little in this way: take and agree with the whole team to arrange a “rush” along the flank of the map. If bots play for the Reds, then on that “unexpected” flank, they will take you and meet you, almost the same as the whole team. Meet and smash to pieces.
The classic version of the participation of the Red General is a drain with a score of about 2:11 in the first 2-3 minutes of the battle. Moreover, such battles can be repeated 5-10 times in a row. A player who has fallen into such a stream has no choice but to simply disconnect from the game and change the game server, in the hope of a better attitude towards him. Actually, all the other claims of not only paranoid, but also quite sane tankers boil down to the fact that something very often, especially with the release of the latest patches, extremely strange non-penetrations, ricochets and suspicious "one-shots" from very frail opponents began to happen. But, more on that later.
World of Tanks: scandals, intrigues, investigations.
If we follow the trend that developers are promoting with the release of each new patch in World of Tanks, this is an increase in randomness in the form of strange projectile flight paths, supposedly for the benefit of physics, as well as a gradual decrease in accuracy. Working on new models of vehicles and new maps, the developers specifically increased the dispersion when conducting aimed fire. And the accuracy of the self-propelled guns was generally cut to the point of impossibility. Now even the most accurate guns with a pumped gunner cannot properly hit an enemy tank. More precisely, it’s possible to hit, but the situation with hit / miss is assigned entirely to the shoulders of the hidden game mechanism of “random numbers”. Intra-tank mechanics, which, as it were, takes on the right to determine the accuracy of the projectile flight. The situation is very similar to how UEFA does not want to introduce video replays, due, allegedly, to the fact that the audience, having seen the wrong decision of the referee on the scoreboard, will rage, but in reality, citizens from UEFA, and even FIFA, simply do not want to lose one more control lever of game in the form of the decision of a judicial question. So it is here: so that there are no unnecessary questions like: - “What is it, I aimed exactly, and the projectile flew off into the distant distances?”. Therefore, the players have expanded the scope. If earlier the enemy’s equipment completely fit into the circle of the sight, now, not at the greatest distance, 3-4 such tanks can be placed in the “point” of the sight. Here's another reason for you to think.
Strange non-penetration and light.
Let's start with lighting. Even if we discard the semi-mythical Red General, the problem with incomprehensible light continues to heat up for more than one month. The most typical situation looks something like this: there is, for example, a Shtug with full optics, a crew, an anti-reflection coating, etc. Everyone is dead, he is alone. Here, as if on command (none of the dead suggested), one of the tanks breaks down in the direction of the Shtug. And the Shtug itself, I must say, is in a hole that cannot be shot through in any way. There is no art in the game. In general, at first the tank illuminates the T-34-85, although the Shtug itself does not see it, although it should, and then a deadly blank from the KV-2 arrives with a 152-mm cannon (which has no accuracy at all), which costs through half a card. But this is not enough: the shell hit the "Shtug" with a canopy, because there is no other explanation for HOW the shell could hit the tank, standing at the bottom of a deep pit. Asking questions on the game forum is to your own detriment. And there are many such examples. An entire book could be written.
Now for penetrations. Example: Bat Chat is standing in the bushes, then the IS-8 leaves sideways. Chat puts 6 shots from the side of the drum. 5 of them are penetrations. Rechargeable. Waiting. The same IS-8 leaves (the same cardboard, I must say). Chat starts to beat also in the side. As a result, 0 penetrations out of 6. The chat is being merged. There is only one conclusion: the penetration limit issued by the system is “exhausted”. Naturally, the team flies in at 3:15.
And if we recall a lot of incomprehensible incidents that occur with battered tanks, which, in the observation mode, quite realistically illuminated their remaining allies. You can remember a lot, but the main difficulty is that there is no evidence that the developers of World of Tanks are dishonest, and it is unlikely that there will be if one of the persons involved and offended does not tell a story in the spirit of “I was fired from MTS, so I'll tell you now ... ". In the meantime, it remains only to build hypotheses and wait for the WoT fans to come running and explain to you that you are a deer.
If you do not know what the essence is, then know: the essence is in money.
After making some simple conclusions like journalists from RenTV, we can firmly say that all the cases described above may well pursue one single goal - to extort more money from the players. With the release of the latest patches, which clearly demonstrated that this is how much you have earned now, but this is how much you could earn if you played in the "premium", many wrong things began to happen. Many players began to complain that if earlier, according to statistics, on a particular tank, for example, there were about 53% of victories, then over the past few months, victories have fallen to 42% on the same tank. Wild cases of 10-13 terrible plums in a row have become more frequent, etc.
All these aiming difficulties, penetration difficulties, and so on, can be directly related to forcing the player to open a wallet and pay real money for a premium tank, or purchase a premium account more often. After all, games are made in order to make money on them, so why can't developers “stimulate” purchasing power a little. It's no secret that during the game on "prema" the number of drains is drastically reduced, the statistics improve, and the player is more often in the top. And without a premium, the player is thrown for fun to the “premium” tankers, as they used to throw a wild boar under the drunken shots of the master. But, the boar had no choice at all, but the player has.
So think now. On the one hand, there seems to be faith in the pure, eternal and good. It is supported by the lack of material evidence. Catching developers is not so easy. On the other hand, the understanding that almost everything in this world is done because of money. So why not tweak a couple of options to hurry up an embittered and dissatisfied player a little, start injecting money into the project as soon as possible in order to increase comfort. Although the premium, of course, is not a complete panacea for gaming arbitrariness, when the T 34-85 cannot pierce the side of the T-50 with a top-end gun, when you don’t see enemy light with optics, a walkie-talkie and a pumped-over “little light”, and you are killed on it, without any tracers. Moreover, the characteristic black especially zealous lawlessness is that such symptoms appear when the team is clearly going to drain. The system is not profitable for the team to resist for a long time. The servers are overcrowded, you should rather die and give way to another, and not cling to life with the last of your strength. At the same time, when you see similar symptoms with non-penetration, strange light, etc., the realization immediately comes that you are being “leaked”. As a rule, this idea turns out to be 100% correct.
Not a bad afterword.
In general, comrades, this article does not claim to be the ultimate truth. Moreover, the author in no way pursued the goal of slandering or slandering anyone there. You can even say that this article contains some of the brightest examples of the ambiguity in the interpretation of game processes in World of Tanks, game physics and other things like that.
Play and win, and if you suddenly start to lose, then deposit a little money into your account and you will immediately see that life will become better, life will become more fun. By cabins!
Hi all. Today I would like to talk about the most popular mod in World of Tanks, the XVM mod. Namely, about its "chance of winning" function, which is displayed when loading a battle. I advise everyone to disable this functionality, let's see why?
First reason. Cards.
"Olenemer" does not take into account which map you are on. For example, you got to Khimki and you have 60% to win, cheers now we will tear everyone, only one problem, an extra in your team, because of which you have such a percentage, plays on art. Naturally, its effectiveness on this map drops significantly and the chances of winning are far from what you were drawn. Or did you get to Prokhorovka with 3 pieces of artillery, and your “skill” is on a heavy tank, will his tank be of much use?
The second reason. Setup.
XVM does not take into account command setups. You again have a large percentage to win, but a skillful player plays on a tank of level 8 (farms on premium, pumps a branch) in a battle where there are a lot of 10k, of course, he will most likely play well on his tank, but if your 10s lose, then no skill will help drag out the fight, in most cases.
Third reason. Platoon.
As you know, the balancer in the game tries to throw platoons against platoons, now imagine the situation. You and your friends went into battle on the tops, you are “green”, the chances of winning show you 40%, but you win easily. But the simple fact is that the top platoon of “crayfish” balanced against you, and the “purple benders”, which generated a percentage of the victory, played solo and were not in the top.
Fourth reason. Twinks.
Of course, most twinks play well, but there are also frankly weak ones. And a weak twink can only affect the “chance to win” indicator, but not the result of the battle.
Fifth reason. "Pidobears".
"Pidobear" - a player who plays a lot of fights at low levels.
You went into battle, got on a good map, with a good setup, you have a “bender” in the top, the chances of winning are high. The beginning of the battle and our "bump" creates complete game and goes to the hangar, you lose the rink. In the after-match statistics, you look for this "statue", go to his profile and see there that our "beast" out of his 35 thousand fights, spent 25 thousand on low levels, and he has 47% of wins on the tops. Do you think such a comrade is useful on the battlefields of 10x levels?
Sixth reason. An experience.
Here is my case and many other players. When I started playing tanks, I didn’t care about the statistics (I didn’t even know that it existed), to the percentage of wins and, of course, the stat was squandered wildly. And lifting it from the bottom is still an occupation, but I raise it without starting twinks. Therefore, many “yellow” and “green” players play much stronger than XVM displays, because they gained experience, or vice versa, the player once gained a good stat for himself, but then scored on the game and did not play for a long time, naturally the game changed over time (travelling, positions, technique, etc.) and his experience has become irrelevant in the new realities (I have such a friend an extra who once taught me to play, then left the game, now when I return, I teach him and I think of such stories a lot of). Olenemer, of course, cannot take into account all these factors.
Seventh reason. Morality.
Here, too, I would like to give an example from life. I have a friend who has this “chance to win” function enabled (I tell him to turn it off, I give the arguments described above, he doesn’t listen, maybe he will read this article and then he will understand). So we are losing a series of battles, where we had 60+% chances and he starts to freak out, shoot at his own people, go to merge, drown himself and create, etc. nonsense. It’s just that a person’s morality is at zero, from the fact that he shows great chances and we lose, and he doesn’t want to see other reasons for defeats.
Everything I wrote about above is based on playing at high levels, where there are a lot more extras, and as a rule, skilled guys can play well on any vehicle and on any map. What can not be said about the average levels of battles, where the “green” player in the team is often the most skillful, where these reasons even more affect the “Chances to win” function. And if the “reindeer gauge” itself can be useful in battle (to see which of the allies can be helped, which of the enemies can be easily dismantled and which one will have to tinker with, etc.), then the “chance of winning” functionality is an absolutely useless thing, and in some cases even harmful.
P.S. I would like the guys from XVM to throw an idea, I don’t know of course whether it is implemented or not. But it would be nice if the mod did not show general statistics for the account, but statistics for tanks separately and, based on this, calculated the “chance of winning”. This would be more true, since the player plays differently on each type of vehicle, he can do it on one, but not on the other. Although this will not solve all the problems of this function, it will bring it a little closer to real indicators.
That's all. All successful fights and adios!!!
Having spent about 31,000 battles in World of Tanks over two and a half years, I have formed my own opinion on one of the most controversial topics in the game, which I will try to convey to you.
So here it is: I'm sure there is no Wargaming conspiracy. Does not exist at all - from the word "absolutely".
A player's win rate is affected by two things: psychology and mathematics. There are simply no others.
Factor number one: PSYCHOLOGY.
The game of all players without exception is influenced exclusively by psychology, or rather, the emotional state of each specific player in each specific battle. Let me explain.
The entire audience of players can be conditionally divided into two groups: the so-called "shkolota" (I'm not trying to offend anyone, I'm not putting a negative meaning - I'm just using a common term) and "fathers of families".
1. First group- these are people from ..... years (I even met 6-year-olds) to 18-22 years old. The conclusions about the observations of this group are based on the example of the game of my 12-year-old son and his friends. They are not interested in the percentage of victories as such. They heard about him, even sometimes look - but, in general, they don't give a damn about him. They have a specific little goal - get to the Y tank....kill the Z car.....put in a new cannon.... They only go into battle to gain experience - no matter how much. They are not interested in the strategic result, they do not count on a few steps forward - THEY NEED TO URGENTLY UNLOCK THAT TANK! The main thing is that sooner or later they will receive it - everything! They don't have a winning mentality - they have a recipient mentality. Moreover, they are ready to receive at any cost. If you try to explain to them that playing to win will bring more, they understand, they are even ready to give examples from their own practice of successful battles - but ... "I'll go for a drive in a tank, gain experience" ... That's it! It's not their misfortune - it's the misfortune of us, the elders, that we missed a generation: the psychology of victorious fighters was replaced by the psychology of user-consumers. They just want the final product (at the same time, without setting grandiose goals, a momentary result is enough for them), and they don’t think about the effectiveness of the efforts / time / etc. spent. But this is too deep a question, and it is not here to discuss it.
2. Second group- more difficult. People over 20 years old. Imagine that someone has come home from work. Tired. He has that winning mentality, he has strategic thinking - but he fought all day and he was tired. Just physically tired. He wants to rest - and he found his version of rest in the game. He disconnected from the world - and went into the hangar .... He remembers the goal that he set for himself a week / month / year ago, He values \u200b\u200bhis time and effort - but he is tired! Or drunk (which does not exclude fatigue). Or quarreled with his wife, and splashes out irritation here. Or unnecessarily relaxed after a stormy date. Or .... yes, a million such "or"! All this in one way or another affects his physiological state - reaction, speed of thinking, perception of colors on the screen, speed of decision-making in the game, etc.
And this hellish mixture spills out into the open spaces of the random house. Someone is hunting for a specific tank (because the goal is set - "Expert"); someone fills experience on the device, to which the soul does not lie; someone gave a girl / brother / neighbor / mother-in-law a ride; someone is talking on the phone; someone is annoyed beyond measure, and someone is absolutely happy .... there are a billion options! But do not forget - everyone is in their own, individual, psychophysical state. Everyone has different goals in this fight - and often these goals directly contradict each other.
And what do you want in this porridge? This is easier on the Civil Code: everyone has one, common goal. In addition, people are familiar - and it is possible to predict with a high degree of certainty which of the clan members will behave. Yes, and the very preparation for the battle on the Civil Code makes everyone tune in, if not to one, then to several parallel-directed emotions. None of this will happen in random.
There is only one conclusion from all this: the team that has more people with similar emotions will win. And the balance of equipment has nothing to do with it - now this parameter in the game is set, in general, quite competently, and teams are selected approximately equal in terms of performance characteristics.
(Of course, the age limits are given purely conditionally - it is impossible to determine them absolutely accurately. As well as the division of players into two groups was made only in the interests of this article, to clarify the idea).
Section 2: MATHEMATICS.
There is a strong belief in the game that it all comes down to an average of 49% wins, the same number of losses, and 2% draws. This opinion is supported, including by the developers (or formed by them - it doesn’t matter here), it is generally recognized, therefore, we will accept the numbers as true.
All the players studied (or study) at school, therefore, anyone can understand and double-check the calculations.
At the first stage of being in the game, by definition, a person cannot play well (of course, there are all sorts of unique ones, but their number is negligible). (I personally consider the first stage to be 4-4.5 thousand battles. Around this time, he acquires the first “top” and begins to understand at least something in the game). There are a lot of explanations for this - ignorance of maps, tactics, performance characteristics, lack of experience in lightning-fast response to situations in battle, etc. In the end, his thoughts are focused on getting the coveted IS-7, and he cares very little about statistics - he is in a hurry to jump out of the battle and go to a new one. Based on all the above figures, we get the following picture:
Fights - 4500
Wins (49%) - 2205
Draws (2%) - 90
Losses (49%) - 2205
Here he thought about his own statistics, and decided to raise it. From the point of view of the players, a person with a 53% win rate and above is considered quite good. With 2% of draws, his losses will be 45%. Interest is a good thing, but let's calculate it in absolute terms. If he immediately reached the indicator of 53% of wins, then the picture would look like this:
Fights - 4500
Wins (53%) - 2385
Draws (2%) - 90
Losses (49%) - 2205
Difference - Wins +180 (8.16%), Draws 0, Losses (45%) -180 (8.16%)
But in this case, there is one more figure in absolute terms: the difference between victories and defeats. In the given example, it will be 2385 - 2025 = 360 fights. If the player keeps this difference, then by 10,000 fights it will be a completely gloomy figure for him ((((10,000 - 10,000 * 2%) - 180) / 2 + 180) / 10,000) = 49.9% victories.
Therefore, in order to achieve a result of 53% (in addition to 10,000 fights), he will need to reach the win/loss difference of 800 fights. For 5,500 upcoming battles, he will have to win ((((5,500 - 5,500 * 2%) -800) / 2) + 800) = 3095 battles. Or 56.27% of upcoming fights.
Over time, the player's ability to play World of Tanks (the so-called "skill") grows, even if he does not strive for this. He remembers maps, gets used to this or that tank and its behavior, studies successful moves, penetration zones are stored in memory, etc. Some people have more skill, some less, but they have it. It's like a muscle - you can pump it up in the gym with the help of "iron", or you can accompany your wife to the store every day and carry full packages; in both cases, muscle tissue will be strengthened, the only question is the degree of its development.
However, as in the example with muscles, the skill itself cannot grow in leaps and bounds. It just doesn't happen - this is not the cost of Gazprom's securities on the stock exchange. The process is progressing, with a slight increase. But I really want to raise the numbers in the statistics .... And what does the player do if this desire prevails? He is looking for options, one of which is a joint game with companies. As practice shows, this is a fairly effective way to increase the percentage of wins (but in the realities of World of Tanks it is often not associated with an increase in personal skill), an illustration of which is the data in the information about the accounts of "extras". (Here we will not touch on the topic of the so-called "twinks", since the process of developing such a character initially starts with more favorable conditions in the form of a high skill and existing game experience). The most interesting thing is that when analyzing the reasons for the success of increasing statistics in companies, we will come to the question of psychology, i.e. section 1.
It would seem - a vicious circle? No, ladies and gentlemen - I would call it a closed system in which two equivalent factors organically complement each other: mathematics and psychology. And there is no conspiracy of Blood Wargaming regarding the players - there is not one objective reason that would force the company to do so. And there is no mechanism capable of in a matter of seconds, passing between pressing the button "To battle!" and the starting point, collect and analyze the psycho-physiological state of hundreds of thousands of players ready for battle; but then you also need to distribute them so that they are in conflict with each other, while taking into account the skill and balance of equipment .... This is simply NOT NEEDED for any Wargaming.
So calm down - all your statistics depend solely on you and your actions in World of Tanks.
Good luck on the battlefield, tankers!