Currently, the only statistics being measured publicly for most game modes are wins. The only way to see how you rank is by getting to the top 200 on Java or 50 for Bedrock. This is adequate, but new players, or people who don't play much/don't have a lot of time to devote can easily become dejected by these ever growing counting statistics.
I'm not necessarily advocating for rate statistics such as k/d ratio, kill per game, or bow accuracy to get their own leaderboards. However, I think it could serve as a motivating factor to not only display rate statistics in the profile menu, but also provide the player with percentile data for all their stats; counting and rate. Similar to Hypixel's Skyblock's resources for example, your stats display the number, followed by a percentile (or an actual rank if that number places in the top 50 or so server-wide). Since rate statistics are finicky for small amounts of games (getting 15 kills in 1 game is far easier than averaging 15 kills for 200 games), if implemented, they should be tracked after 100 games played for any game mode.
"Ranks" could also be given in game to accompany a player's statistics. For instance, (Note: these numbers are arbitrary, and the methodology is ambiguous) the top 10% of players would get "gold rank" the next 20% would get "silver rank", and the next 30% would get "bronze rank." These ranks could be displayed in the public lobby, and serve as further motivation for people to continuously play and try to get better, while also serving as a status symbol for the tens of thousands of players outside the top 200 or top 50.
I have also come up with a skill-measuring metric that, despite potentially being difficult to track, would be really cool if implemented. I'm calling it "Combat Efficiency." It ranges from 0 to 10, but I expect most values will fall between 0.5 and 2 with 1 being average. It's based off this premise: For any instance of combat between players, if they were to play perfectly, they would have predictable health totals at the end of the combat given their armor, weapons, and effects, yet the actual outcome differs from this model. Players who are better at the game would theoretically do more damage and take less than expected in combat - vice versa for worse players. These are the necessary calculations:
Damage Per Hit (DPH): Calculate the damage one hit from each player (with their strongest weapon) would do to the other
Expected Percent Damage (EPD): DPH for each player divided by sum of DPH for both players
Actual Percent Damage (APD): Total damage given from each player to the other divided by the total damage dealt by each player to the other in the actual instance of combat
Combat Efficiency for one instance of combat (CEinstance): APD(for that player)/EPD(for that player)
Total Combat Efficiency (CEtotal): Average of all CEinstance
I'm not necessarily advocating for rate statistics such as k/d ratio, kill per game, or bow accuracy to get their own leaderboards. However, I think it could serve as a motivating factor to not only display rate statistics in the profile menu, but also provide the player with percentile data for all their stats; counting and rate. Similar to Hypixel's Skyblock's resources for example, your stats display the number, followed by a percentile (or an actual rank if that number places in the top 50 or so server-wide). Since rate statistics are finicky for small amounts of games (getting 15 kills in 1 game is far easier than averaging 15 kills for 200 games), if implemented, they should be tracked after 100 games played for any game mode.
"Ranks" could also be given in game to accompany a player's statistics. For instance, (Note: these numbers are arbitrary, and the methodology is ambiguous) the top 10% of players would get "gold rank" the next 20% would get "silver rank", and the next 30% would get "bronze rank." These ranks could be displayed in the public lobby, and serve as further motivation for people to continuously play and try to get better, while also serving as a status symbol for the tens of thousands of players outside the top 200 or top 50.
I have also come up with a skill-measuring metric that, despite potentially being difficult to track, would be really cool if implemented. I'm calling it "Combat Efficiency." It ranges from 0 to 10, but I expect most values will fall between 0.5 and 2 with 1 being average. It's based off this premise: For any instance of combat between players, if they were to play perfectly, they would have predictable health totals at the end of the combat given their armor, weapons, and effects, yet the actual outcome differs from this model. Players who are better at the game would theoretically do more damage and take less than expected in combat - vice versa for worse players. These are the necessary calculations:
Damage Per Hit (DPH): Calculate the damage one hit from each player (with their strongest weapon) would do to the other
Expected Percent Damage (EPD): DPH for each player divided by sum of DPH for both players
Actual Percent Damage (APD): Total damage given from each player to the other divided by the total damage dealt by each player to the other in the actual instance of combat
Combat Efficiency for one instance of combat (CEinstance): APD(for that player)/EPD(for that player)
Total Combat Efficiency (CEtotal): Average of all CEinstance