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Introduction to PUBG Esports Player Stats+ (PEPS+)
2020-06-26

Hello Players!

 

We’re constantly looking for new ways to apply the data we collect during PUBG esports matches (kills, deaths, DBNOs, you know, the standard stuff), and over the next few months for the PUBG Continental Series 1 and 2, we’re going to be rolling out something new. We’ve been hard at work deciphering what the stats can tell us, and our next evolution of esports stats is called PUBG ESPORTS PLAYER STATS+ (PEPS+).

 

What is PEPS+?

 

PEPS+ takes lots of the basic stats you know and love and assigns them into bigger categories that tell a broader story about a player or team. The battle royale genre presents situations that can’t really be explained with just primary statistics (kills, deaths, knockdowns, etc.) We studied the stats and developed a new advanced infrastructure based on those primary statistics that give more insight into a player’s performance.

 

Here’s an example:

 

Team Liquid’s ibiza had 29 kills during the PCS Europe Charity Showdown Finals. That’s a lot of kills! But what information can we get from that? Because right now all we have is a simple number with little context: 29 kills.

 

Did ibiza get all his kills up close, sniping, or a mix of both? We know he’s deadly, but does he stick with his team or play a flanking/side position? Were circles in his favor or against? For all we know, ibiza could have got 29 frag kills and never fired a gun the whole tournament. 29 is just a number of kills.

 

That’s where PEPS+ comes in. PEPS+ is going beyond just static numbers, breaking down a player’s performance into two categories: Player Stats and Player Types. Let’s dig a little deeper into each category, and see what they tell us.

 

Player Stats and Player Types 

 

Player Stats include insight into how well a player performs under a variety of circumstances: Battle, Strategy, and Experience.

  • Battle is all about dishing out damage, downing opponents, following through with the kill, win/loss rate factors; mechanics stuff:
    • Finishing: measures how adept a player is at downing enemies and securing kills
    • Firepower: how deadly a player is in terms of dishing out the most damage dealt in a specific time period.
    • “Combatability (Combat)”: uses variable like damage, kills, and knocks to give a more traditional “deadly” rating.
  • Strategy focuses on survival aspects like time alive, healing and reviving teammates, and circle placement:
    • Survival: derived from multiple stats related to a player’s time survived, health recovered during matches.
    • Tactics: based on a player’s ability to play around circles and use the map to their advantage.
    • Teamplay: variables based on supporting and reviving teammates.
  • Experience factors in a players’ career, time spent in PUBG, and past tournament performance to make a prediction about future results. We’re still tinkering with these factors:
    • Potential: a prediction of a player’s future tournament success based on their previous competitive experience and play.
    • Career: we’re still developing the Career variable, but this score is based on official global competition scores.

 

Player Types are all about actions players take that define their playstyle and are broken up into 8 variables:

  • Landing Position: how close/far does the player land in proximity to the center of the map and circles.
  • Drop Timing: when the player drops out of the plane in relation to their teammates.
  • Team Density: a player’s proximity to their team while in strategic movement, calculated by determining the “center” of the team’s formation during combat and determining “tight” versus “loose” formations.
  • Looting variation: does a player favor grabbing combat items or utility items?
  • Combat Distance: how often the player gets kills close up versus far away.
  • Warlike: a player’s relative passiveness or aggressiveness in the entire match.
  • PBM: whether a point comparison of a player’s performance on Erangel/Miramar.
  • Point Distribution: how many points a player earned through kills versus placement.

 

Player Stats and Player Types In Action

 

Okay, that was a bunch of stuff, but it’s not that tough when you see it in action. Let’s take a look at what ibiza’s Charity Showdown Finals performance would look like with Radar Chart’s Player Stats, and what that tells us:

 

Now we’re getting closer to a picture of Ibiza’s complete finals’ performance. He shows outstanding in Finishing and Combatability and especially tremendous numbers in Teamplay.

 

Let’s compare ibiza with rival kill leader Xmpl from Tornado Energy, who racked up 26 kills during the finals and see if their Player Stats tell a different story:

 

 

Comparing 29 to 26 kills doesn’t tell us much, but based on the advanced stats we see some differences. Xmpl is more likely to deal more damage during a fight with FirePower (98), but has less success securing the kill with a lower Finishing (76), which could potentially be a factor in the kill difference. ibiza’s survival rate (76) is lower than Xmpl’s across the tournament, so maybe we can infer that ibiza played riskier to secure the higher kill total. 

 

We can check out ibiza’s actions with Player Types and see where his playstyle fits in related to his performance:

Overall, it looks like we can make a few conclusions:

  • ibiza usually drops first in relation to his team, so he’s on the map fast
  • TL seems to prefer the center of the map, where fights usually break out early
  • He’s not picky about grabbing both combat and utility items
  • Pretty even stats between long and short range kills
  • He sticks closer to his team during firefight than father apart

 

Now, let’s take a look at Xmpl:

 

Immediately we notice differences, some more glaring than others. For example:

  • Xmpl doesn’t always drop early in relation to his team
  • The team doesn’t seem to favor outskirts.
  • He’s got a slight favoritism towards close up kills during the finals

 

Using all these factors, including data from across the team, we can start to see the story unfold. These two players had very different games, despite similar kill totals. 

 

Let’s look at one more example, Tianba’s LinShuNN vs. Gen.G’s Pio.



 

Oh, they’re scary. The most glaring difference between their finals performance is that Pio had a lower survival rating, which may have been a factor in their overall finals placement.

 

Now let’s check out their Player Types:

 

Both players have fairly similar play styles according to the stats, but there are a few stand outs:

  • Pio is more likely to drop towards the center of the map/ring, whereas LinShuNN prefers the outskirts, which may account for the difference in Survival rating.
  • LinShuNN is more likely to engage on his enemies versus Pio who has a more balanced mix
  • LinShuNN performs slightly better on Erangel, while Pio performs slightly better on Miramar

 

What’s to come?

 

This is just a taste of what we’ve got in store to show how a player plays PUBG, not just what they accomplished, painting a more detailed picture of the complexities of the game and the complex strategy, skill, and adaptability that goes into every match.

 

We’ll have more to share about PEPS+ in the future, and we’re still in beta testing, so expect things to change. All these stats are being collected during the PCS1 to eventually showcase across all regions, but we’re rolling out a beta test during the PCS1 APAC and ASIA tournaments as a first look at PEPS+ to give you even more insight into your favorite teams.

 

We’ve made the data from each region’s PCS Charity Showdown available for you to check out, if you’re interested. Please click here to download the PDF and enjoy the numbers! 

 

Your feedback is extremely valuable and we can’t wait to hear your feedback and thoughts about PEPS+! 

 

More updates and details coming soon!