XVM. Chances of winning. Why should you disable this feature? Chance to win mod

Having spent about 31,000 battles in World of Tanks over two and a half years, I have formed my own opinion about one of the most controversial topics in the game, which I will try to convey to you.

So: I am sure that the Wargaming conspiracy does not exist. Doesn't exist at all - from the word "absolutely".

A player's winning percentage is influenced by two things: psychology and mathematics. There are simply no others.

Factor number one: PSYCHOLOGY.

The game of all players without exception is influenced solely by psychology, or more precisely, by the emotional state of each specific player in each specific battle. Let me explain.

The entire audience of players can be divided into two groups: the so-called “shkolota” (I’m not trying to offend anyone, I’m not trying to convey a negative meaning - I’m just using a common term) and “fathers of families.”

1. First group- these are people from ..... years old (I even met 6-year-olds) to 18-22 years old. I base my conclusions about observations of this group on the example of the play of my 12-year-old son and his friends. They are not interested in winning percentage as such. They have heard about him, they even sometimes look at him - but, in general, they don’t give a damn about him. They have a specific small goal - to get to Y tank....kill Z car.....install a new gun.... They enter the battle only to gain experience - and it doesn’t matter how much exactly. They are not interested in the strategic result, they do not count on a few steps forward - THEY NEED THAT TANK URGENTLY! The main thing is that sooner or later they will get it - that's it! They don't have the psychology of a winner - they have the psychology of a recipient. Moreover, they are ready to get it at any cost. If you try to explain to them that playing to win will bring more, they understand, they themselves are even ready to give examples from their own practice of successful battles - but..... "I'll go ride a tank, gain experience"... That's it! This is not their problem - it is the problem of us, the elders, that we have missed a generation: the psychology of winning fighters has been replaced by the psychology of user-consumers. They just want the final product (without setting grandiose goals, the immediate result is enough for them), and do not think about the effectiveness of the effort/time/etc. But this is too deep a question to discuss here.

2. Second group- more complicated. People over 20 years old. Imagine that someone comes home from work. Tired. He has that winning mentality, he has strategic thinking - but he fought all day and he is tired. Just physically tired. He wants to relax - and he found his version of relaxation 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 ​​his time and energy - but he is tired! Or drunk (which does not exclude fatigue). Or he had a fight with his wife and takes out his irritation here. Or too 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 now this hellish mixture spills out into the vastness of the random area. Someone is hunting for a specific tank (because the goal is “Expert”); someone is gaining experience on a device that they are not passionate about; someone gave their girlfriend/brother/neighbor/mother-in-law a ride; someone is talking on the phone; someone is irritated beyond measure, and someone is absolutely happy.... there are a billion options! But don’t 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 mess? It’s simpler in the Civil Code: everyone has one, common goal. In addition, people know each other - and it is possible to predict with a high degree of confidence which of the clan members will behave how they behave. And the very preparation for the battle at the main battle forces everyone to tune in, if not to one, then to several parallel emotions. None of this will happen in random.

There is only one conclusion from all this: the team with 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 configured, 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 precisely. 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, among other things, by the developers (or formed by them - it doesn’t matter here) and is generally accepted, so let’s take the numbers as truth.

All the players studied (or are studying) at school, therefore, anyone can understand and double-check the calculations.

At the first stage of his presence in the game, a person, by definition, cannot play well (of course, there are all sorts of unique ones, but their number is insignificant). (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 about the game). There are a lot of explanations for this - lack of knowledge of maps, tactics, technical characteristics, lack of experience in reacting with lightning speed 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
Victories (49%) - 2205
Draws (2%) - 90
Losses (49%) - 2205

Here he thought about his own statistics, and decided to raise them. From the point of view of players, a person with a 53% win rate or higher is considered good. With 2% draws, his losses will be 45%. Interest is a good thing, but let's calculate it in absolute numbers. If he immediately achieved a 53% win rate, the picture would look like this:

Fights - 4500
Victories (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 example given, it will be 2385 - 2025 = 360 battles. If the player maintains this difference, then by 10,000 battles conducted it will amount to a completely dismal figure for him ((((10,000 - 10,000*2%) - 180)/2 + 180) / 10,000) = 49.9% victories

Therefore, to achieve a result of 53% (including 10,000 fights), he will need to achieve a win/loss difference of 800 fights. For 5,500 upcoming battles, he will have to win ((((5,500 - 5,500*2%)-800)/2) + 800) = 3,095 battles. Or 56.27% of upcoming contractions.

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 the cards, gets used to this or that tank and its behavior, studies successful moves, penetration zones are memorized, 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 hardware, or you can accompany your wife to the store every day and carry full bags; In both cases, the muscle tissue will be strengthened, the only question is the degree of its development.

However, as in the example with muscles, skill itself cannot grow in leaps and bounds. It just doesn’t happen that way - this is not the price of Gazprom’s securities on the stock exchange. The process is progressive, 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? Looking for options, one of which is playing together 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 related to the growth of personal skill), which is illustrated by the data in the information about the accounts of “extras”. (Here we will not touch upon 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 high skill and existing gaming experience). The most interesting thing is that when analyzing the reasons for the success of increasing statistics in companies, we will come to the issue of psychology, i.e. section 1.

It would seem like 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 Bloody Wargaming regarding the players - there is not a single objective reason that would force the company to do this. And there is no mechanism that can, in a matter of seconds passing between pressing the “Battle!” and the beginning of the countdown, collect and analyze the psychophysiological 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, 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 battlefields, tankers!

Hi all. Today I would like to talk about the most popular mod in World of Tanks, the XVM mod. Namely, about its “chances of winning” function, which are displayed when loading a battle. I advise everyone to disable this functionality, let's figure out why?

First reason. Cards.

“Reindeer Meter” does not take into account which map you are on. For example, you got to Khimki and you have a 60% chance of winning, hurray, now we’ll tear everyone apart, only one problem, the extra on your team, because of whom 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 they depicted for you. Or you got to “Prokhorovka” with 3 artillery pieces, and your “Skillovich” 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 of winning, but a skill player plays on a level 8 tank (farms on premium, pumps up the 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 10k loses, 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 let’s imagine the situation. You and your friends entered the battle at the top, you are “green”, your chances of winning show 40%, but you win easily. But the simple fact is that the top platoon of “crawfish” was unbalanced against you, and the “purple benders”, who generated a percentage of the victory, played solo and not in the top.

Fourth reason. Twinkies.

Of course, most twinks play well, but there are also downright weak ones. And a weak twink can only affect the “chance of winning” indicator, but not the result of the battle.

Fifth reason. "Fagboys."

"Pidobir" is a player who plays a lot of fights at low levels.

You went into battle, found yourself on a good map, with a good setup, you have a “bender” in the top, the chances of winning are high. The start of the battle and our “bend over” goes crazy and goes into the hangar, you lose to the skating rink. In the post-match statistics, you look for this “statue”, go to his profile and see there that our “beast” of his 35 thousand fights spent 25 thousand at low levels, and at the top he has 47% victories. Do you think such a comrade is useful on the battlefields of 10 levels?

Sixth reason. Experience.

This is my case and that of many other players. When I started playing tanks, I didn’t care about statistics (I didn’t even know that they existed), I didn’t care about the percentage of victories and, of course, the stats were wildly squandered. And lifting it from the bottom is another task, but I lift it without starting twinks. Therefore, many “yellow” and “green” players play much stronger than XVM displays, because they have gained experience, or, on the contrary, the player once gained a good stat for himself, but then gave up on the game and did not play for a long time, naturally the game changed over time (traveling, positions, technique, etc.) and his experience became irrelevant in the new realities (I have a friend, an extra, who once taught me to play, then left the game, now that he’s back, I teach him and I think of such stories a lot of). The “reindeer measurer”, of course, cannot take all these factors into account.

Seventh reason. Morality.

Here I would also like to give an example from life. I have a friend who has this “chance of winning” function turned on (I tell him to turn it off, I give the arguments described above, he doesn’t listen, maybe he’ll read this article and then he’ll understand). So, we are losing a series of battles, where our chances were 60+%, and he begins to freak out, shoot at his own people, go to merge, drown himself and do so on. nonsense. It’s just that a person has zero morals, because the chances are great and we are losing, 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 many more extras, and as a rule, skilled guys can play well on any vehicle and on any map. What cannot be said about the average levels of battles, where the “green” player on the team is often the most skillful, there these reasons have an even greater impact on the “Chances of Winning” function. And if the “reindeer measurer” itself can be useful in battle (see which of the allies can be helped, which of the enemies can be easily dismantled and which will have to be tinkered with, etc.), then the “chance of winning” functionality is absolutely useless and in some cases even harmful.

P.S. I would like to give the guys with XVM an idea, I don’t know whether it’s feasible or not. But it would be good if the mod showed not general statistics for the account, but statistics separately for tanks and based on this calculated the “chances of winning”. This would be more true, since the player plays each type of technology differently, he can play one, but not 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. Happy fighting and adios everyone!!!

* Updated for World of tanks 1.5.1.1 WOT patch.

Modifications have become a common element in World of Tanks. It’s probably impossible to find a tanker who hasn’t installed mods. Gradually, all available add-ons are modified and become more functional. As a result, they are extremely effective assistants in battle, allowing tankers to fully influence the course of the battle. In some cases, it is necessary to know the percentage of victory for the allied team, as well as approximately compare the balance of forces of tankers on the battlefield. In such a situation, the presented mod will be extremely useful.

It is calculated using a special formula; certain individual indicators of each fighter are summed up, which makes it possible to determine the chances of winning.

The mod works perfectly with other add-ons, no conflicts were noticed. Displays data from those tankers who have fought at least 100 battles. It hasn't been there long enough. However, not everyone could fully use it, since it greatly influenced FPS. Now the situation has changed, everyone has the opportunity to install team WN8 with a percentage of winning. With its help, every tanker gets the opportunity to correctly assess the situation on the battlefield and choose the most correct tactics for battle.

Mod settings:

WOT/mods/configs/ekspoint/mod_team_wn8_reting

Installation

Transfer files from the archive to the game folder, confirming the replacement

XVM - Config from Ms_Ramis - this is not just a mod, it is a complex mod that changes the interface and is designed to be useful and functional in combat, but at the same time does not affect FPS

Hello guys! In this article we will tell everyone about the benefits that one single mod in the game World of Tanks, which received the unique name XVM, can bring. And it’s not for nothing that this modification is considered one of the best, because the development team did their best and created a simply excellent thing, which was called the “deer measurer”. What does this mean? Everything is very simple, thanks to the reindeer meter during the battle, each player can see what percentage of victories all gamers have and, moreover, find out whether their team will win or not. After all, even before the start of the battle, the addition shows what percentage of the allied team will win, and this helps a lot, because it shows what strategy is best to use in battle. In addition to this, the mod contains a lot of other cookies that everyone can’t help but try and want to install.

Modification Deer gauge

As for the operation of the modification itself, we cannot help but talk about the fact that its interface is quite pleasant and convenient, which not only does not interfere during combat, but all the necessary information is in plain sight. The indicators are colored in colors that directly depend on the victory rate, which helps to visually assess the situation in which you will have to play in a few seconds even before the start of the battle. It is impossible not to notice that the percentage showing the probability of victory in battle is quite accurate and can only be wrong in some cases. Therefore, if before the start of the battle it shows 30%, then it immediately becomes clear that everyone will have to pull and only in this case is victory possible.

In addition to the reindeer tracker, the mod also includes such useful things as various game markers above tanks. There are a very large number of them and each player will be able to choose what he likes. Very useful in battle is the log of damage dealt to opponents, which will show how effectively you play right in battle. Another useful bonus for everyone will be a log of the damage received, from which you can find out who hit you and by how many units of strength. In addition to this information, you can see the type of projectile that caused damage, which also gives an additional advantage in each battle. Players will definitely be happy with the new light bulbs, which can replace the already boring standard ones. Thus, the game will become more beautiful, attractive and pleasing to the human eye. And another useful, but not the last, feature in this mod will be the display of player markers on the map and the direction of each gun.

Mod "User Meter"– shows the statistics of players in battle with three indicators: the player’s win percentage and his rounded efficiency rating, the total number of player battles. The win percentage is displayed across all of the player's armored vehicles. Efficiency rating is a qualitative characteristic that determines the effectiveness of a player’s actions in battle. You can calculate your rating at. The data is displayed on the battle loading screen, when you press the Tab button, in the middle and long list of commands (“ears”). Table of performance rating values:

less than 600 - Bad player (~6%)
600 – 900 - Below average player (~25%)
900-1200 - Average player (~43%)
1200-1500 - Good player (~22%)
1500-1800 - Great player (~3%)
more than 1800 - Unicum (~0.5%)

Publications on the topic