The data is not incorrect/incomplete its data (A value, in a table), the way that is tallied and collected, its history, its accuracy are all its formulas are the issue. But from a raw data point of view its actually genius. Again, I can make my 1000 an easy 1300 by using its exploits. Looking at the leaderboard it seems pretty suspect with the W/L records and K/D. Ohh you win 99% of the time kill 200 and die 5 times a match. Nothing to see there!
Not only a profession a complex nightmare. I have a Masters in Science and the math portion (The galaxy of numeric data) was difficult. Excel may look like a simple program to use and access but its an extremely complex tool that can mine complex data formulas. So many different ways to look at data.
Hats off to the person who was able to access the data in the place that is impressive. I did not realize that there was public information outside the battle replays being viewable. The data sets are provided as well.
To me that shows the Devs care enough about the game they provide the meta data for the players. Most companies do not do that because it provides too much information for investment inquiry and consumer health towards the product.
We live in an amazing world when you can delve deep into such a useless process with a few key words. NOW YOU KNOW!
Enlisted Roll Call gathers player stats and match history by scraping match replay data from official Darkflow / Gaijin servers .
Because Enlisted generates an index and downloadable replay file for virtually every completed match on their web portal, the tool continuously pulls and parses those files to extract raw match logs.
1. Automated Web Scraping
The official Enlisted replay portal (enlisted.net/en/replays/) lists public matches alongside downloadable .json and binary replay meta-files. Roll Call runs automated data scrapers that scan these pages in real time to catalog newly finished matches as soon as they are processed by Gaijin’s servers.
2. Extracted Data Points
By parsing the match metadata and replay headers, the system pulls detailed, unedited performance metrics for every participant in a match, including:
- Player Identification: Player names and unique IDs across platforms (PC, PlayStation, Xbox).
- Combat Metrics: Kills, deaths, assists, squad wipes, down-but-not-out states, and weapon/vehicle types used.
- Objective Play: Points captured, rallies built/destroyed, vehicle destructions, and total battle duration.
- Match Metadata: Server region, map name, mission type, campaign tier, and total match duration.
3. Database Ingestion & Metric Calculations
Once the raw match data is ingested, Roll Call feeds it into its custom database:
- Custom ELO/Skill Scoring: It passes performance metrics through a scoring algorithm (factoring in kills per minute, win rates, and relative performance against lobby opponents) to output player ranks.
- Active Player Tracking: By aggregating unique player IDs across thousands of match logs over rolling windows, it calculates total daily and weekly active player counts.
Key Limitations
- Historical Data Limits: Because the tool began indexing match history in June 2024, it only tracks matches played after its tracker went live—it cannot pull lifetime stats from before it started scraping.
- Platform Dependencies: If Gaijin temporarily limits replay access, rate-limits the replay portal, or updates replay file formats, data collection slows down or pauses until the scrapers adapt.