I think knowing your rank could serve as some kind of motivation.
On the other hand, unless it only displays your own rank, it could easily lead to toxicity…
Personally, if they implement it, I’d want an ON/OFF toggle.
It’s fine when you want to see it, but when you don’t, thinking “Not again…” would probably just be demoralizing (even now, just having part breaks not go well in multiplayer is discouraging enough).
The troublesome thing about this kind of feature is that because it provokes people, they end up obsessing over it.
As long as it’s pure competitive spirit, that’s fine, but I worry it might accelerate things going too far, like “disconnecting because I’m not satisfied or it didn’t go well” or “resorting to cheats.”
I would like to share my thoughts from a generally supportive stance.
In particular, I have always wondered: when it comes to successful part breaks, what percentage of the buildup did I actually contribute?
If we could check that, I feel it would directly help in refining part-targeting playstyles and experimenting with skill builds.
Echoing some of the opinions already shared,
I also believe that having the following UI/UX considerations would help prevent friction within the community:
・ An ON/OFF display setting and a collapsible view (collapsed at the bottom of the rewards screen, expandable only by those who want to see it)
・ Keeping individual stats private (hide other players’ numbers, and automatically hide stats in 2-player multiplayer since “the other person’s results could be reverse-calculated from your own”)
Also, as an additional evaluation metric,
I would like to propose adding “monster restraint time” (stun, sleep, paralysis, down).
Creating safe attack opportunities increases the overall survivability of the party.
This is a valuable aspect that encourages players not just for a single multiplayer session, but to keep playing together for the next hunt as well.
Since this is a game with a 75-second time limit, it is understandable that firepower and direct offensive actions are prioritized and valued.
On the other hand, to truly appreciate the essence of multiplayer—such as role division and tactical coordination—I believe it would be desirable to visualize a diverse range of contributions.