Top 100 Player Chat Behavioral & Personality-Style Report
stats.db, ranked by total chat activity.Methodology
Persistent player handles were resolved through player_key_handle so nickname changes and replay-local player IDs are consolidated. Ranking uses every player-attributed chat row, including blank rows; profile calculations use nonblank messages. Each player's full history was analyzed for message length, lexical diversity, questions, team/coordination language, competitive language, game/server meta discussion, positive/praise language, apology/self-correction, humor markers, frustration, adversarial wording, profanity, all-caps emphasis, imperative openings, recurring exact phrases, distinctive TF-IDF vocabulary, chronological stability, and immediate chat-neighbor frequency.
Scores shown below are relative percentiles within these 100 players, not clinical scales. A score of 90 means the player is around the top decile of this cohort on that text feature. Automated lexicons can miss sarcasm, non-English phrasing, reclaimed language, and context; therefore every conclusion is phrased as an observed chat tendency rather than a psychological fact.
Community-level patterns
- _bigguy (286 msgs; score 96)
- albator (1,046 msgs; score 87)
- _lekai (197 msgs; score 83)
- demoledor (911 msgs; score 81)
- molotov (1,365 msgs; score 78)
- chelsea (187 msgs; score 77)
- jose (28,624 msgs; score 76)
- chaco (1,201 msgs; score 76)
- xx2 (11,706 msgs; score 95)
- waver (918 msgs; score 91)
- guardian (650 msgs; score 90)
- guss (1,612 msgs; score 83)
- don (681 msgs; score 79)
- ken (5,362 msgs; score 78)
- magduck (4,251 msgs; score 78)
- bob (7,263 msgs; score 76)
- crazy (9,251 msgs; score 78)
- johs (13,767 msgs; score 74)
- pacattack (3,312 msgs; score 74)
- _[GiveWell.org]ABlank (258 msgs; score 73)
- goose (861 msgs; score 72)
- shirley (2,846 msgs; score 72)
- lemyn (3,681 msgs; score 71)
- toma (787 msgs; score 71)
- york (71,686 msgs; score 92)
- pacattack (3,312 msgs; score 88)
- chelsea (187 msgs; score 88)
- _ImTryingMyBestGG (316 msgs; score 87)
- alien (4,639 msgs; score 84)
- zz (6,565 msgs; score 79)
- poison (15,569 msgs; score 77)
- aer0gen (3,776 msgs; score 76)
- _prunejuice (258 msgs; score 100)
- zz (6,565 msgs; score 90)
- vesuvius (2,769 msgs; score 90)
- neil (817 msgs; score 86)
- _Paradigm (354 msgs; score 86)
- alien (4,639 msgs; score 85)
- york (71,686 msgs; score 82)
- yojimbo (1,721 msgs; score 80)
- measure (1,710 msgs; score 98)
- guardian (650 msgs; score 96)
- _Be Kaind, rewind (281 msgs; score 95)
- _lekai (197 msgs; score 95)
- albator (1,046 msgs; score 94)
- apathy (703 msgs; score 94)
- jikox (603 msgs; score 94)
- pepe (1,176 msgs; score 92)
Community lists above exclude players with fewer than 150 messages to reduce small-sample distortion.
Top 100 ranking
| # | Player | Messages | Replays | Avg words | Confidence |
|---|---|---|---|---|---|
| 1 | york | 71,686 | 8,648 | 3.4 | Very high |
| 2 | esta | 30,846 | 5,100 | 2.3 | Very high |
| 3 | jose | 28,624 | 6,133 | 2.1 | Very high |
| 4 | jaxx | 17,771 | 2,689 | 1.8 | Very high |
| 5 | poison | 15,569 | 2,324 | 2.2 | Very high |
| 6 | johs | 13,767 | 2,347 | 3.5 | Very high |
| 7 | xx2 | 11,706 | 2,931 | 3.8 | Very high |
| 8 | rusty | 9,922 | 1,984 | 1.9 | Very high |
| 9 | woofy | 9,262 | 2,057 | 3.5 | Very high |
| 10 | crazy | 9,251 | 3,123 | 4.5 | Very high |
| 11 | decline | 8,547 | 2,003 | 2.7 | Very high |
| 12 | buffalo | 7,352 | 2,702 | 2.1 | Very high |
| 13 | bob | 7,263 | 2,197 | 2.8 | Very high |
| 14 | onum | 6,968 | 2,676 | 2.4 | Very high |
| 15 | meridian | 6,867 | 2,025 | 2.7 | Very high |
| 16 | vipr | 6,818 | 2,266 | 2.5 | Very high |
| 17 | zz | 6,565 | 2,161 | 3.8 | Very high |
| 18 | twig | 6,143 | 1,867 | 3.1 | Very high |
| 19 | derek | 5,873 | 1,011 | 3.8 | Very high |
| 20 | ken | 5,362 | 1,427 | 4.3 | Very high |
| 21 | alien | 4,639 | 1,865 | 2.5 | High |
| 22 | magduck | 4,251 | 848 | 3.8 | High |
| 23 | kneegrow | 4,231 | 1,569 | 1.9 | High |
| 24 | aer0gen | 3,776 | 1,738 | 3.4 | High |
| 25 | lemyn | 3,681 | 1,192 | 3.7 | High |
| 26 | bran | 3,609 | 783 | 3.3 | High |
| 27 | pacattack | 3,312 | 1,269 | 3.7 | High |
| 28 | gauze | 2,909 | 646 | 4.2 | High |
| 29 | shirley | 2,846 | 1,269 | 3.3 | High |
| 30 | vesuvius | 2,769 | 419 | 2.1 | High |
| 31 | mavis | 2,418 | 566 | 3.8 | High |
| 32 | tina | 2,061 | 897 | 2.4 | High |
| 33 | solqom | 2,005 | 766 | 4.4 | High |
| 34 | evel | 1,926 | 703 | 3.5 | Moderate |
| 35 | yojimbo | 1,721 | 475 | 3.9 | Moderate |
| 36 | measure | 1,710 | 1,126 | 1.2 | Moderate |
| 37 | badger | 1,675 | 748 | 3.0 | Moderate |
| 38 | guss | 1,612 | 659 | 3.6 | Moderate |
| 39 | slight | 1,535 | 568 | 3.7 | Moderate |
| 40 | jeff | 1,478 | 613 | 3.9 | Moderate |
| 41 | kate_wolf | 1,473 | 659 | 5.4 | Moderate |
| 42 | two_bad | 1,383 | 715 | 1.6 | Moderate |
| 43 | blarg | 1,375 | 691 | 3.1 | Moderate |
| 44 | molotov | 1,365 | 393 | 2.4 | Moderate |
| 45 | chaco | 1,201 | 621 | 3.1 | Moderate |
| 46 | pepe | 1,176 | 863 | 1.5 | Moderate |
| 47 | sneaky | 1,087 | 305 | 3.4 | Moderate |
| 48 | albator | 1,046 | 837 | 1.4 | Moderate |
| 49 | han_yolo | 1,009 | 457 | 1.6 | Moderate |
| 50 | _bolognese | 942 | 176 | 2.6 | Moderate |
| 51 | waver | 918 | 359 | 5.1 | Moderate |
| 52 | demoledor | 911 | 656 | 1.6 | Moderate |
| 53 | goose | 861 | 336 | 5.1 | Moderate |
| 54 | _(|Mikesol|) | 841 | 139 | 4.5 | Moderate |
| 55 | neil | 817 | 126 | 3.5 | Moderate |
| 56 | nosneros | 816 | 288 | 1.9 | Moderate |
| 57 | van | 815 | 440 | 5.9 | Moderate |
| 58 | toma | 787 | 165 | 2.8 | Moderate |
| 59 | goal | 716 | 290 | 5.1 | Moderate |
| 60 | apathy | 703 | 560 | 1.0 | Moderate |
| 61 | don | 681 | 104 | 3.0 | Moderate |
| 62 | nikon | 667 | 152 | 2.7 | Moderate |
| 63 | guardian | 650 | 265 | 1.3 | Moderate |
| 64 | jikox | 603 | 426 | 1.5 | Moderate |
| 65 | biell | 492 | 352 | 5.0 | Limited |
| 66 | jade | 463 | 110 | 4.4 | Limited |
| 67 | fluffy | 453 | 143 | 4.4 | Limited |
| 68 | falcon | 441 | 166 | 1.9 | Limited |
| 69 | phyx | 383 | 118 | 4.2 | Limited |
| 70 | _(: bol :) | 378 | 71 | 2.4 | Limited |
| 71 | _Paradigm | 354 | 73 | 3.9 | Limited |
| 72 | _ImTryingMyBestGG | 316 | 29 | 5.1 | Limited |
| 73 | _bigguy | 286 | 189 | 1.5 | Limited |
| 74 | _Be Kaind, rewind | 281 | 62 | 1.4 | Limited |
| 75 | _deangelos | 270 | 6 | 5.3 | Limited |
| 76 | _dominik.dubovec103 | 269 | 59 | 2.8 | Limited |
| 77 | _[GiveWell.org]ABlank | 258 | 87 | 4.2 | Limited |
| 78 | _prunejuice | 258 | 55 | 3.7 | Limited |
| 79 | nick | 228 | 82 | 2.6 | Limited |
| 80 | stam | 219 | 84 | 3.3 | Limited |
| 81 | infi | 214 | 117 | 2.0 | Limited |
| 82 | _lekai | 197 | 39 | 1.5 | Limited |
| 83 | _pien.mimi | 191 | 30 | 3.9 | Limited |
| 84 | chelsea | 187 | 44 | 1.8 | Limited |
| 85 | shl | 177 | 21 | 4.2 | Limited |
| 86 | malacats | 142 | 18 | 2.6 | Low |
| 87 | payne | 121 | 78 | 2.7 | Low |
| 88 | _aioli engineer | 116 | 6 | 4.9 | Low |
| 89 | _x.org | 112 | 13 | 3.9 | Low |
| 90 | patron | 110 | 53 | 2.9 | Low |
| 91 | _Wokkocher | 101 | 36 | 4.1 | Low |
| 92 | xochis | 100 | 65 | 1.8 | Low |
| 93 | bamboo | 96 | 60 | 2.5 | Low |
| 94 | _<AI>{T} | 95 | 6 | 8.5 | Low |
| 95 | _The Red Baron | 91 | 46 | 2.6 | Low |
| 96 | _mlg | 90 | 29 | 5.5 | Low |
| 97 | falc | 88 | 76 | 1.0 | Low |
| 98 | oldie | 88 | 63 | 5.1 | Low |
| 99 | _\+/ | 82 | 38 | 2.7 | Low |
| 100 | phlexxo | 81 | 61 | 1.6 | Low |
Player profiles
#1 — york
In this dataset, york presents primarily as a provocative humorist. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 71,686 chat messages across 8,648 replays, giving very high confidence in recurring chat-style conclusions.
Communication is below average in brevity relative to the top-100 cohort: messages average 3.4 words, and 50.6% are two words or fewer. Question/clarification language appears in 6.2% of nonblank messages, while game/server/meta language appears in 2.9%. Lexical variety is very high for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is above average on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 4.7% of messages and direct imperative openings in 1.1%; positive/praise markers appear in 6.2% and apology/self-correction markers in 1.3%.
Playfulness is very high and conflict intensity is high. Laughter/joke markers occur in 8.3% of messages, explicit adversarial markers in 0.7%, frustration markers in 4.8%, and all-caps emphasis in 2.7%. Humor and adversarial language often coexist, so the style can read as competitive teasing or provocation rather than purely friendly banter.
The main behavioral pattern is remarkably stable across the player's chronological message quartiles.
Evidence signature. Distinctive safe vocabulary/phrases include gw, agh, lmfao, teh, lmfaoooo, lmfaooo. Recurring clean message forms include “lmfao” (641×), “xd” (519×), “mb” (450×), “omg” (324×), “wow” (216×). The most frequent immediately adjacent chatters are jose (8,264), esta (6,820), xx2 (4,619), poison (3,632); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are social energy and humor. The main interaction risk is that tone can become abrasive under pressure. Overall, the profile is driven most strongly by playfulness and conflict intensity, while brevity is comparatively less prominent.
#2 — esta
In this dataset, esta presents primarily as a casual banterer. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 30,846 chat messages across 5,100 replays, giving very high confidence in recurring chat-style conclusions.
Communication is above average in brevity relative to the top-100 cohort: messages average 2.3 words, and 69.0% are two words or fewer. Question/clarification language appears in 4.4% of nonblank messages, while game/server/meta language appears in 4.3%. Lexical variety is high for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is above average on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 3.4% of messages and direct imperative openings in 2.3%; positive/praise markers appear in 5.2% and apology/self-correction markers in 0.5%.
Playfulness is above average and conflict intensity is mid-range. Laughter/joke markers occur in 3.8% of messages, explicit adversarial markers in 0.1%, frustration markers in 2.9%, and all-caps emphasis in 4.7%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is remarkably stable across the player's chronological message quartiles.
Evidence signature. Distinctive safe vocabulary/phrases include faking faking, amogus amogus, oi oi, aku wak, sad edit, omega. Recurring clean message forms include “faking” (1010×), “rip” (295×), “omega” (146×), “omg” (145×), “sad edit” (133×). The most frequent immediately adjacent chatters are york (6,820), jose (2,549), poison (2,327), johs (1,884); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are a recognizable and consistent communication style. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by brevity and team-directive, while affiliative / supportive is comparatively less prominent.
#3 — jose
In this dataset, jose presents primarily as a balanced/transactional regular. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 28,624 chat messages across 6,133 replays, giving very high confidence in recurring chat-style conclusions.
Communication is high in brevity relative to the top-100 cohort: messages average 2.1 words, and 75.5% are two words or fewer. Question/clarification language appears in 3.4% of nonblank messages, while game/server/meta language appears in 4.3%. Lexical variety is below average for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is mid-range on tactical/directive signaling and high on affiliative repair/support. Coordination vocabulary appears in 5.2% of messages and direct imperative openings in 0.5%; positive/praise markers appear in 20.5% and apology/self-correction markers in 6.1%.
Playfulness is below average and conflict intensity is above average. Laughter/joke markers occur in 1.5% of messages, explicit adversarial markers in 0.3%, frustration markers in 4.3%, and all-caps emphasis in 0.8%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is remarkably stable across the player's chronological message quartiles.
Evidence signature. Distinctive safe vocabulary/phrases include nicee, fkk, gj gj, gj mb, woaa, ayoo. Recurring clean message forms include “gj” (2133×), “mb” (1320×), “lets go” (405×), “sick” (340×), “gj !” (337×). The most frequent immediately adjacent chatters are york (8,264), esta (2,549), jaxx (2,157), decline (2,033); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are teammate reinforcement and repair. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by brevity and affiliative / supportive, while playfulness is comparatively less prominent.
#4 — jaxx
In this dataset, jaxx presents primarily as a very terse communicator. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 17,771 chat messages across 2,689 replays, giving very high confidence in recurring chat-style conclusions.
Communication is high in brevity relative to the top-100 cohort: messages average 1.8 words, and 83.2% are two words or fewer. Question/clarification language appears in 3.7% of nonblank messages, while game/server/meta language appears in 1.3%. Lexical variety is mid-range for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is below average on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 1.0% of messages and direct imperative openings in 1.2%; positive/praise markers appear in 3.9% and apology/self-correction markers in 1.1%.
Playfulness is mid-range and conflict intensity is high. Laughter/joke markers occur in 2.1% of messages, explicit adversarial markers in 0.6%, frustration markers in 4.1%, and all-caps emphasis in 5.0%. The chat style is comparatively hard-edged, with frustration or adversarial wording carrying more of the emotional signal than humor.
The main behavioral pattern is remarkably stable across the player's chronological message quartiles.
Evidence signature. Distinctive safe vocabulary/phrases include vnc, def def, walt walt, dx, samuel, vnw. Recurring clean message forms include “ez” (103×), “mb” (82×), “rq” (72×), “aw” (69×), “vn” (63×). The most frequent immediately adjacent chatters are york (3,240), jose (2,157), esta (1,653), zz (633); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are a recognizable and consistent communication style. The main interaction risk is that tone can become abrasive under pressure. Overall, the profile is driven most strongly by brevity and conflict intensity, while questioning / meta is comparatively less prominent.
#5 — poison
In this dataset, poison presents primarily as a casual banterer. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 15,569 chat messages across 2,324 replays, giving very high confidence in recurring chat-style conclusions.
Communication is above average in brevity relative to the top-100 cohort: messages average 2.2 words, and 72.9% are two words or fewer. Question/clarification language appears in 4.1% of nonblank messages, while game/server/meta language appears in 3.1%. Lexical variety is above average for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is mid-range on tactical/directive signaling and below average on affiliative repair/support. Coordination vocabulary appears in 3.4% of messages and direct imperative openings in 1.1%; positive/praise markers appear in 8.0% and apology/self-correction markers in 0.3%.
Playfulness is high and conflict intensity is above average. Laughter/joke markers occur in 7.5% of messages, explicit adversarial markers in 0.8%, frustration markers in 3.8%, and all-caps emphasis in 1.7%. Humor and adversarial language often coexist, so the style can read as competitive teasing or provocation rather than purely friendly banter.
The main behavioral pattern is remarkably stable across the player's chronological message quartiles.
Evidence signature. Distinctive safe vocabulary/phrases include smh, bruih, szn, hahaah, bruh, dis. Recurring clean message forms include “bruh” (164×), “in” (141×), “wow” (116×), “ns” (103×), “smh” (80×). The most frequent immediately adjacent chatters are york (3,632), esta (2,327), jose (1,482), johs (1,095); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are social energy and humor. The main interaction risk is that tone can become abrasive under pressure. Overall, the profile is driven most strongly by playfulness and brevity, while affiliative / supportive is comparatively less prominent.
#6 — johs
In this dataset, johs presents primarily as a analytical regular. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 13,767 chat messages across 2,347 replays, giving very high confidence in recurring chat-style conclusions.
Communication is below average in brevity relative to the top-100 cohort: messages average 3.5 words, and 49.8% are two words or fewer. Question/clarification language appears in 12.5% of nonblank messages, while game/server/meta language appears in 4.4%. Lexical variety is high for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is high on tactical/directive signaling and above average on affiliative repair/support. Coordination vocabulary appears in 5.1% of messages and direct imperative openings in 1.5%; positive/praise markers appear in 5.3% and apology/self-correction markers in 4.1%.
Playfulness is mid-range and conflict intensity is above average. Laughter/joke markers occur in 1.9% of messages, explicit adversarial markers in 0.5%, frustration markers in 3.1%, and all-caps emphasis in 2.7%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is fairly stable across time, with some shifts in tone or topic.
Evidence signature. Distinctive safe vocabulary/phrases include tday, kay, yh, lowk, mach1, smth. Recurring clean message forms include “mb” (194×), “ns” (91×), “acid” (63×), “nt” (62×), “faking” (59×). The most frequent immediately adjacent chatters are york (2,724), esta (1,884), poison (1,095), jose (1,004); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are clear tactical signaling, active questioning and system/meta engagement. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by team-directive and questioning / meta, while brevity is comparatively less prominent.
#7 — xx2
In this dataset, xx2 presents primarily as a on-field coordinator. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 11,706 chat messages across 2,931 replays, giving very high confidence in recurring chat-style conclusions.
Communication is below average in brevity relative to the top-100 cohort: messages average 3.8 words, and 49.5% are two words or fewer. Question/clarification language appears in 5.9% of nonblank messages, while game/server/meta language appears in 3.1%. Lexical variety is above average for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is very high on tactical/directive signaling and low on affiliative repair/support. Coordination vocabulary appears in 8.1% of messages and direct imperative openings in 2.1%; positive/praise markers appear in 1.6% and apology/self-correction markers in 0.9%.
Playfulness is below average and conflict intensity is high. Laughter/joke markers occur in 0.3% of messages, explicit adversarial markers in 0.4%, frustration markers in 4.3%, and all-caps emphasis in 12.3%. The chat style is comparatively hard-edged, with frustration or adversarial wording carrying more of the emotional signal than humor.
The main behavioral pattern is remarkably stable across the player's chronological message quartiles.
Evidence signature. Distinctive safe vocabulary/phrases include nails nails, hama, nails, se acabo, acabo, focus focus. Recurring clean message forms include “mb” (89×), “nails” (83×), “omg” (82×), “100” (71×), “lulw” (40×). The most frequent immediately adjacent chatters are york (4,619), jose (1,276), johs (627), twig (621); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are clear tactical signaling. The main interaction risk is that tone can become abrasive under pressure. Overall, the profile is driven most strongly by team-directive and competitive intensity, while affiliative / supportive is comparatively less prominent.
#8 — rusty
In this dataset, rusty presents primarily as a casual banterer. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 9,922 chat messages across 1,984 replays, giving very high confidence in recurring chat-style conclusions.
Communication is high in brevity relative to the top-100 cohort: messages average 1.9 words, and 80.2% are two words or fewer. Question/clarification language appears in 1.6% of nonblank messages, while game/server/meta language appears in 2.0%. Lexical variety is high for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is mid-range on tactical/directive signaling and low on affiliative repair/support. Coordination vocabulary appears in 3.6% of messages and direct imperative openings in 0.9%; positive/praise markers appear in 3.0% and apology/self-correction markers in 0.2%.
Playfulness is above average and conflict intensity is mid-range. Laughter/joke markers occur in 4.3% of messages, explicit adversarial markers in 0.3%, frustration markers in 2.5%, and all-caps emphasis in 6.8%. Humor is a major social tool here and generally outweighs adversarial language.
The main behavioral pattern is remarkably stable across the player's chronological message quartiles.
Evidence signature. Distinctive safe vocabulary/phrases include woop, savage, kneeled, wooo, rut, doh. Recurring clean message forms include “aw” (660×), “rude” (125×), “sick” (121×), “ns” (116×), “vn” (114×). The most frequent immediately adjacent chatters are york (2,021), jose (1,495), esta (1,362), decline (660); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are social energy and humor. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by brevity and playfulness, while affiliative / supportive is comparatively less prominent.
#9 — woofy
In this dataset, woofy presents primarily as a conversational problem-solver. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 9,262 chat messages across 2,057 replays, giving very high confidence in recurring chat-style conclusions.
Communication is below average in brevity relative to the top-100 cohort: messages average 3.5 words, and 51.3% are two words or fewer. Question/clarification language appears in 7.4% of nonblank messages, while game/server/meta language appears in 3.7%. Lexical variety is high for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is mid-range on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 4.4% of messages and direct imperative openings in 1.0%; positive/praise markers appear in 7.4% and apology/self-correction markers in 1.3%.
Playfulness is above average and conflict intensity is mid-range. Laughter/joke markers occur in 3.6% of messages, explicit adversarial markers in 0.4%, frustration markers in 3.0%, and all-caps emphasis in 0.9%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is remarkably stable across the player's chronological message quartiles.
Evidence signature. Distinctive safe vocabulary/phrases include cus, lmfao, whatup, cs, csiq, lowkey. Recurring clean message forms include “mb” (77×), “lmfao” (59×), “ggs” (55×), “ns” (50×), “idk” (39×). The most frequent immediately adjacent chatters are york (2,609), jose (1,230), twig (915), esta (833); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are a recognizable and consistent communication style. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by questioning / meta and playfulness, while brevity is comparatively less prominent.
#10 — crazy
In this dataset, crazy presents primarily as a analytical regular. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 9,251 chat messages across 3,123 replays, giving very high confidence in recurring chat-style conclusions.
Communication is low in brevity relative to the top-100 cohort: messages average 4.5 words, and 43.6% are two words or fewer. Question/clarification language appears in 9.2% of nonblank messages, while game/server/meta language appears in 5.1%. Lexical variety is high for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is above average on tactical/directive signaling and below average on affiliative repair/support. Coordination vocabulary appears in 5.1% of messages and direct imperative openings in 1.4%; positive/praise markers appear in 1.9% and apology/self-correction markers in 1.3%.
Playfulness is above average and conflict intensity is above average. Laughter/joke markers occur in 4.3% of messages, explicit adversarial markers in 0.8%, frustration markers in 4.0%, and all-caps emphasis in 2.0%. The chat style is comparatively hard-edged, with frustration or adversarial wording carrying more of the emotional signal than humor.
The main behavioral pattern is fairly stable across time, with some shifts in tone or topic.
Evidence signature. Distinctive safe vocabulary/phrases include roommate, rect, meatloaf, peppers, roommates, clef clef. Recurring clean message forms include “aw” (139×), “69” (105×), “np” (81×), “was in” (58×), “fake” (56×). The most frequent immediately adjacent chatters are york (2,358), jose (919), esta (821), johs (693); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are active questioning and system/meta engagement. The main interaction risk is that tone can become abrasive under pressure. Overall, the profile is driven most strongly by questioning / meta and team-directive, while brevity is comparatively less prominent.
#11 — decline
In this dataset, decline presents primarily as a casual banterer. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 8,547 chat messages across 2,003 replays, giving very high confidence in recurring chat-style conclusions.
Communication is above average in brevity relative to the top-100 cohort: messages average 2.7 words, and 69.6% are two words or fewer. Question/clarification language appears in 5.5% of nonblank messages, while game/server/meta language appears in 2.0%. Lexical variety is mid-range for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is mid-range on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 3.3% of messages and direct imperative openings in 1.3%; positive/praise markers appear in 11.3% and apology/self-correction markers in 1.3%.
Playfulness is above average and conflict intensity is mid-range. Laughter/joke markers occur in 12.3% of messages, explicit adversarial markers in 0.3%, frustration markers in 1.9%, and all-caps emphasis in 2.6%. Humor is a major social tool here and generally outweighs adversarial language.
The main behavioral pattern is remarkably stable across the player's chronological message quartiles.
Evidence signature. Distinctive safe vocabulary/phrases include alr, beaut, yorky, alr ggs, somepoint, geez. Recurring clean message forms include “ez” (157×), “ns” (151×), “wow” (113×), “dang” (86×), “xd” (82×). The most frequent immediately adjacent chatters are york (2,684), jose (2,033), esta (1,098), rusty (660); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are social energy and humor. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by playfulness and expressiveness, while questioning / meta is comparatively less prominent.
#12 — buffalo
In this dataset, buffalo presents primarily as a balanced/transactional regular. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 7,352 chat messages across 2,702 replays, giving very high confidence in recurring chat-style conclusions.
Communication is high in brevity relative to the top-100 cohort: messages average 2.1 words, and 81.5% are two words or fewer. Question/clarification language appears in 4.1% of nonblank messages, while game/server/meta language appears in 1.8%. Lexical variety is low for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is below average on tactical/directive signaling and above average on affiliative repair/support. Coordination vocabulary appears in 3.2% of messages and direct imperative openings in 0.7%; positive/praise markers appear in 23.5% and apology/self-correction markers in 3.4%.
Playfulness is mid-range and conflict intensity is below average. Laughter/joke markers occur in 10.2% of messages, explicit adversarial markers in 0.2%, frustration markers in 1.8%, and all-caps emphasis in 0.6%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is remarkably stable across the player's chronological message quartiles.
Evidence signature. Distinctive safe vocabulary/phrases include ope, halp, ah mb, wat ah, ah hm, gotta press. Recurring clean message forms include “mb” (229×), “ah” (219×), “ns” (154×), “wat” (144×), “hm” (74×). The most frequent immediately adjacent chatters are york (1,753), jose (1,358), esta (910), jaxx (609); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are a recognizable and consistent communication style. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by brevity and affiliative / supportive, while questioning / meta is comparatively less prominent.
#13 — bob
In this dataset, bob presents primarily as a cooperative regular. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 7,263 chat messages across 2,197 replays, giving very high confidence in recurring chat-style conclusions.
Communication is mid-range in brevity relative to the top-100 cohort: messages average 2.8 words, and 60.3% are two words or fewer. Question/clarification language appears in 10.2% of nonblank messages, while game/server/meta language appears in 3.5%. Lexical variety is below average for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is high on tactical/directive signaling and above average on affiliative repair/support. Coordination vocabulary appears in 5.3% of messages and direct imperative openings in 1.5%; positive/praise markers appear in 17.7% and apology/self-correction markers in 1.9%.
Playfulness is below average and conflict intensity is mid-range. Laughter/joke markers occur in 1.0% of messages, explicit adversarial markers in 0.3%, frustration markers in 1.8%, and all-caps emphasis in 1.2%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is remarkably stable across the player's chronological message quartiles.
Evidence signature. Distinctive safe vocabulary/phrases include abi, qj, wah wah, ak, wah, aww. Recurring clean message forms include “ak” (74×), “in” (42×), “<3” (39×), “time” (38×), “boo” (36×). The most frequent immediately adjacent chatters are york (2,023), esta (1,352), jose (878), poison (678); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are clear tactical signaling. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by team-directive and affiliative / supportive, while playfulness is comparatively less prominent.
#14 — onum
In this dataset, onum presents primarily as a balanced/transactional regular. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 6,968 chat messages across 2,676 replays, giving very high confidence in recurring chat-style conclusions.
Communication is above average in brevity relative to the top-100 cohort: messages average 2.4 words, and 71.5% are two words or fewer. Question/clarification language appears in 6.8% of nonblank messages, while game/server/meta language appears in 3.4%. Lexical variety is low for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is mid-range on tactical/directive signaling and below average on affiliative repair/support. Coordination vocabulary appears in 3.2% of messages and direct imperative openings in 1.0%; positive/praise markers appear in 6.9% and apology/self-correction markers in 0.3%.
Playfulness is mid-range and conflict intensity is mid-range. Laughter/joke markers occur in 5.0% of messages, explicit adversarial markers in 0.3%, frustration markers in 3.8%, and all-caps emphasis in 1.2%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is remarkably stable across the player's chronological message quartiles.
Evidence signature. Distinctive safe vocabulary/phrases include die faster, neil'd, wut, rofl, imho, y'all. Recurring clean message forms include “ns” (74×), “ggs” (69×), “np” (46×), “wut” (37×), “brb” (35×). The most frequent immediately adjacent chatters are york (1,804), jose (1,369), esta (813), poison (511); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are a recognizable and consistent communication style. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by brevity and conflict intensity, while affiliative / supportive is comparatively less prominent.
#15 — meridian
In this dataset, meridian presents primarily as a casual banterer. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 6,867 chat messages across 2,025 replays, giving very high confidence in recurring chat-style conclusions.
Communication is mid-range in brevity relative to the top-100 cohort: messages average 2.7 words, and 64.0% are two words or fewer. Question/clarification language appears in 8.7% of nonblank messages, while game/server/meta language appears in 6.1%. Lexical variety is mid-range for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is above average on tactical/directive signaling and below average on affiliative repair/support. Coordination vocabulary appears in 4.5% of messages and direct imperative openings in 1.6%; positive/praise markers appear in 8.8% and apology/self-correction markers in 0.6%.
Playfulness is above average and conflict intensity is mid-range. Laughter/joke markers occur in 10.2% of messages, explicit adversarial markers in 0.7%, frustration markers in 1.5%, and all-caps emphasis in 10.9%. Humor is a major social tool here and generally outweighs adversarial language.
The main behavioral pattern is fairly stable across time, with some shifts in tone or topic.
Evidence signature. Distinctive safe vocabulary/phrases include gege, lads, nerds, lawn, sheesh, lk. Recurring clean message forms include “ns” (154×), “wow” (82×), “nt” (62×), “ha” (57×), “wat” (57×). The most frequent immediately adjacent chatters are york (1,504), esta (981), jose (864), poison (502); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are social energy and humor. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by team-directive and playfulness, while affiliative / supportive is comparatively less prominent.
#16 — vipr
In this dataset, vipr presents primarily as a casual banterer. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 6,818 chat messages across 2,266 replays, giving very high confidence in recurring chat-style conclusions.
Communication is above average in brevity relative to the top-100 cohort: messages average 2.5 words, and 68.8% are two words or fewer. Question/clarification language appears in 6.4% of nonblank messages, while game/server/meta language appears in 2.9%. Lexical variety is high for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is mid-range on tactical/directive signaling and above average on affiliative repair/support. Coordination vocabulary appears in 4.0% of messages and direct imperative openings in 0.7%; positive/praise markers appear in 14.5% and apology/self-correction markers in 3.3%.
Playfulness is above average and conflict intensity is mid-range. Laughter/joke markers occur in 6.1% of messages, explicit adversarial markers in 0.3%, frustration markers in 3.1%, and all-caps emphasis in 1.6%. Humor is a major social tool here and generally outweighs adversarial language.
The main behavioral pattern is remarkably stable across the player's chronological message quartiles.
Evidence signature. Distinctive safe vocabulary/phrases include dsf, yah, supp, dfs, aoe2, gtg. Recurring clean message forms include “mb” (152×), “ggs” (114×), “ns” (60×), “ah” (53×), “in” (38×). The most frequent immediately adjacent chatters are york (2,036), jose (921), esta (556), jaxx (375); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are social energy and humor. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by playfulness and affiliative / supportive, while team-directive is comparatively less prominent.
#17 — zz
In this dataset, zz presents primarily as a combative competitor with a secondary high-energy communicator pattern. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 6,565 chat messages across 2,161 replays, giving very high confidence in recurring chat-style conclusions.
Communication is below average in brevity relative to the top-100 cohort: messages average 3.8 words, and 50.7% are two words or fewer. Question/clarification language appears in 7.0% of nonblank messages, while game/server/meta language appears in 4.6%. Lexical variety is high for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is above average on tactical/directive signaling and low on affiliative repair/support. Coordination vocabulary appears in 5.4% of messages and direct imperative openings in 0.9%; positive/praise markers appear in 1.6% and apology/self-correction markers in 0.9%.
Playfulness is high and conflict intensity is very high. Laughter/joke markers occur in 7.8% of messages, explicit adversarial markers in 1.7%, frustration markers in 4.6%, and all-caps emphasis in 5.0%. Humor and adversarial language often coexist, so the style can read as competitive teasing or provocation rather than purely friendly banter.
The main behavioral pattern is remarkably stable across the player's chronological message quartiles.
Evidence signature. Distinctive safe vocabulary/phrases include unspec, rofl, lucker, unfair alert, opponent, zfense. Recurring clean message forms include “rofl” (149×), “ns” (69×), “wat” (53×), “what” (34×), “6v6” (31×). The most frequent immediately adjacent chatters are york (2,163), jose (909), jaxx (633), esta (533); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are social energy and humor. The main interaction risk is that tone can become abrasive under pressure. Overall, the profile is driven most strongly by conflict intensity and competitive intensity, while affiliative / supportive is comparatively less prominent.
#18 — twig
In this dataset, twig presents primarily as a balanced/transactional regular. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 6,143 chat messages across 1,867 replays, giving very high confidence in recurring chat-style conclusions.
Communication is mid-range in brevity relative to the top-100 cohort: messages average 3.1 words, and 56.3% are two words or fewer. Question/clarification language appears in 11.1% of nonblank messages, while game/server/meta language appears in 2.7%. Lexical variety is above average for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is below average on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 3.2% of messages and direct imperative openings in 0.7%; positive/praise markers appear in 6.8% and apology/self-correction markers in 0.6%.
Playfulness is mid-range and conflict intensity is mid-range. Laughter/joke markers occur in 1.4% of messages, explicit adversarial markers in 0.4%, frustration markers in 3.5%, and all-caps emphasis in 0.7%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is fairly stable across time, with some shifts in tone or topic.
Evidence signature. Distinctive safe vocabulary/phrases include ment, slendy, opa, waffle, du, eller. Recurring clean message forms include “:o” (49×), “aaa” (23×), “:(” (19×), “why” (18×), “ew” (18×). The most frequent immediately adjacent chatters are york (1,776), woofy (915), jose (653), xx2 (621); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are a recognizable and consistent communication style. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by questioning / meta and conflict intensity, while team-directive is comparatively less prominent.
#19 — derek
In this dataset, derek presents primarily as a task-focused teammate. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 5,873 chat messages across 1,011 replays, giving very high confidence in recurring chat-style conclusions.
Communication is below average in brevity relative to the top-100 cohort: messages average 3.8 words, and 47.0% are two words or fewer. Question/clarification language appears in 9.0% of nonblank messages, while game/server/meta language appears in 2.0%. Lexical variety is low for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is above average on tactical/directive signaling and low on affiliative repair/support. Coordination vocabulary appears in 3.3% of messages and direct imperative openings in 2.4%; positive/praise markers appear in 0.2% and apology/self-correction markers in 0.1%.
Playfulness is below average and conflict intensity is mid-range. Laughter/joke markers occur in 5.3% of messages, explicit adversarial markers in 0.5%, frustration markers in 1.1%, and all-caps emphasis in 6.3%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is fairly stable across time, with some shifts in tone or topic.
Evidence signature. Distinctive safe vocabulary/phrases include amogus amogus, skibidi clef, clef clef, amogus, marios, ked. Recurring clean message forms include “amogus” (238×), “amogus amogus amogus amogus amogus amogus ...” (110×), “skibidi clef clef clef 6 7” (103×), “sus” (41×), “fu[k” (40×). The most frequent immediately adjacent chatters are york (1,262), esta (801), gauze (555), johs (478); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are a recognizable and consistent communication style. The main interaction risk is that high-intensity presentation can amplify disagreements. Overall, the profile is driven most strongly by expressiveness and team-directive, while affiliative / supportive is comparatively less prominent.
#20 — ken
In this dataset, ken presents primarily as a task-focused teammate. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 5,362 chat messages across 1,427 replays, giving very high confidence in recurring chat-style conclusions.
Communication is low in brevity relative to the top-100 cohort: messages average 4.3 words, and 44.1% are two words or fewer. Question/clarification language appears in 8.5% of nonblank messages, while game/server/meta language appears in 3.9%. Lexical variety is above average for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is high on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 6.1% of messages and direct imperative openings in 1.3%; positive/praise markers appear in 6.4% and apology/self-correction markers in 1.8%.
Playfulness is above average and conflict intensity is above average. Laughter/joke markers occur in 4.5% of messages, explicit adversarial markers in 0.5%, frustration markers in 3.6%, and all-caps emphasis in 1.9%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is remarkably stable across the player's chronological message quartiles.
Evidence signature. Distinctive safe vocabulary/phrases include naw, bans ta, blue bans, centered, hit shots, pumpkin. Recurring clean message forms include “gj” (67×), “mb” (46×), “ggs” (45×), “ns” (37×), “np” (18×). The most frequent immediately adjacent chatters are york (1,496), jose (602), esta (465), poison (367); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are clear tactical signaling. The main interaction risk is that directive calls may land as commanding rather than collaborative. Overall, the profile is driven most strongly by team-directive and competitive intensity, while brevity is comparatively less prominent.
#21 — alien
In this dataset, alien presents primarily as a provocative humorist. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 4,639 chat messages across 1,865 replays, giving high confidence in recurring chat-style conclusions.
Communication is above average in brevity relative to the top-100 cohort: messages average 2.5 words, and 69.0% are two words or fewer. Question/clarification language appears in 10.7% of nonblank messages, while game/server/meta language appears in 3.6%. Lexical variety is high for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is above average on tactical/directive signaling and below average on affiliative repair/support. Coordination vocabulary appears in 4.6% of messages and direct imperative openings in 1.5%; positive/praise markers appear in 9.5% and apology/self-correction markers in 0.5%.
Playfulness is high and conflict intensity is high. Laughter/joke markers occur in 8.1% of messages, explicit adversarial markers in 1.4%, frustration markers in 4.8%, and all-caps emphasis in 6.2%. Humor and adversarial language often coexist, so the style can read as competitive teasing or provocation rather than purely friendly banter.
The main behavioral pattern is fairly stable across time, with some shifts in tone or topic.
Evidence signature. Distinctive safe vocabulary/phrases include rolf, pog, holy pog, refuses, ff, crepes. Recurring clean message forms include “xd” (98×), “what” (73×), “sure” (68×), “aw” (55×), “ff” (46×). The most frequent immediately adjacent chatters are york (1,076), jose (670), esta (523), jaxx (406); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are social energy and humor. The main interaction risk is that tone can become abrasive under pressure. Overall, the profile is driven most strongly by conflict intensity and playfulness, while affiliative / supportive is comparatively less prominent.
#22 — magduck
In this dataset, magduck presents primarily as a task-focused teammate. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 4,251 chat messages across 848 replays, giving high confidence in recurring chat-style conclusions.
Communication is below average in brevity relative to the top-100 cohort: messages average 3.8 words, and 48.2% are two words or fewer. Question/clarification language appears in 9.0% of nonblank messages, while game/server/meta language appears in 5.1%. Lexical variety is above average for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is high on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 5.6% of messages and direct imperative openings in 1.5%; positive/praise markers appear in 3.8% and apology/self-correction markers in 4.1%.
Playfulness is mid-range and conflict intensity is mid-range. Laughter/joke markers occur in 2.2% of messages, explicit adversarial markers in 0.6%, frustration markers in 3.7%, and all-caps emphasis in 0.7%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is remarkably stable across the player's chronological message quartiles.
Evidence signature. Distinctive safe vocabulary/phrases include kirby clan, tkx, bambi, ups, kirby, fk. Recurring clean message forms include “mb” (123×), “omg” (48×), “ez” (40×), “what” (35×), “gj” (25×). The most frequent immediately adjacent chatters are york (725), esta (624), johs (526), xx2 (497); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are clear tactical signaling. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by team-directive and questioning / meta, while brevity is comparatively less prominent.
#23 — kneegrow
In this dataset, kneegrow presents primarily as a balanced/transactional regular. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 4,231 chat messages across 1,569 replays, giving high confidence in recurring chat-style conclusions.
Communication is high in brevity relative to the top-100 cohort: messages average 1.9 words, and 78.6% are two words or fewer. Question/clarification language appears in 3.4% of nonblank messages, while game/server/meta language appears in 0.7%. Lexical variety is very high for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is low on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 1.3% of messages and direct imperative openings in 0.2%; positive/praise markers appear in 4.3% and apology/self-correction markers in 0.7%.
Playfulness is mid-range and conflict intensity is above average. Laughter/joke markers occur in 0.8% of messages, explicit adversarial markers in 0.3%, frustration markers in 4.4%, and all-caps emphasis in 1.3%. The chat style is comparatively hard-edged, with frustration or adversarial wording carrying more of the emotional signal than humor.
The main behavioral pattern is remarkably stable across the player's chronological message quartiles.
Evidence signature. Distinctive safe vocabulary/phrases include damb, oyo, ayo, ayo ayo, soz, gr8. Recurring clean message forms include “ayo” (171×), “:(” (115×), “:)” (95×), “np” (77×), “aw” (55×). The most frequent immediately adjacent chatters are york (1,058), jose (565), esta (465), jaxx (381); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are a recognizable and consistent communication style. The main interaction risk is that tone can become abrasive under pressure. Overall, the profile is driven most strongly by brevity and conflict intensity, while team-directive is comparatively less prominent.
#24 — aer0gen
In this dataset, aer0gen presents primarily as a casual banterer. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 3,776 chat messages across 1,738 replays, giving high confidence in recurring chat-style conclusions.
Communication is below average in brevity relative to the top-100 cohort: messages average 3.4 words, and 51.4% are two words or fewer. Question/clarification language appears in 4.4% of nonblank messages, while game/server/meta language appears in 5.1%. Lexical variety is very high for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is high on tactical/directive signaling and below average on affiliative repair/support. Coordination vocabulary appears in 5.4% of messages and direct imperative openings in 1.3%; positive/praise markers appear in 3.2% and apology/self-correction markers in 1.5%.
Playfulness is high and conflict intensity is above average. Laughter/joke markers occur in 4.3% of messages, explicit adversarial markers in 1.1%, frustration markers in 2.9%, and all-caps emphasis in 0.9%. Humor and adversarial language often coexist, so the style can read as competitive teasing or provocation rather than purely friendly banter.
The main behavioral pattern is remarkably stable across the player's chronological message quartiles.
Evidence signature. Distinctive safe vocabulary/phrases include holla, ded ggs, happ, asd, abt, jj. Recurring clean message forms include “ggs” (71×), “aw” (53×), “brb” (27×), “ns” (26×), “last 1” (20×). The most frequent immediately adjacent chatters are york (1,229), jose (464), esta (333), crazy (230); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are clear tactical signaling, social energy and humor. The main interaction risk is that directive calls may land as commanding rather than collaborative. Overall, the profile is driven most strongly by playfulness and team-directive, while affiliative / supportive is comparatively less prominent.
#25 — lemyn
In this dataset, lemyn presents primarily as a conversational problem-solver. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 3,681 chat messages across 1,192 replays, giving high confidence in recurring chat-style conclusions.
Communication is below average in brevity relative to the top-100 cohort: messages average 3.7 words, and 48.1% are two words or fewer. Question/clarification language appears in 15.0% of nonblank messages, while game/server/meta language appears in 3.6%. Lexical variety is above average for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is mid-range on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 4.1% of messages and direct imperative openings in 0.9%; positive/praise markers appear in 3.0% and apology/self-correction markers in 0.9%.
Playfulness is mid-range and conflict intensity is mid-range. Laughter/joke markers occur in 1.7% of messages, explicit adversarial markers in 0.2%, frustration markers in 2.4%, and all-caps emphasis in 1.2%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is remarkably stable across the player's chronological message quartiles.
Evidence signature. Distinctive safe vocabulary/phrases include amongus, skribbl, skribbl io, ejc1tkpd, io ejc1tkpd, open concept. Recurring clean message forms include “ns” (26×), “what” (19×), “haha” (18×), “np” (16×), “<3” (12×). The most frequent immediately adjacent chatters are york (1,035), johs (673), twig (447), esta (401); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are active questioning and system/meta engagement. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by questioning / meta and expressiveness, while brevity is comparatively less prominent.
#26 — bran
In this dataset, bran presents primarily as a balanced/transactional regular. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 3,609 chat messages across 783 replays, giving high confidence in recurring chat-style conclusions.
Communication is mid-range in brevity relative to the top-100 cohort: messages average 3.3 words, and 56.3% are two words or fewer. Question/clarification language appears in 8.7% of nonblank messages, while game/server/meta language appears in 2.8%. Lexical variety is high for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is above average on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 4.0% of messages and direct imperative openings in 1.2%; positive/praise markers appear in 3.3% and apology/self-correction markers in 0.4%.
Playfulness is above average and conflict intensity is high. Laughter/joke markers occur in 2.7% of messages, explicit adversarial markers in 0.3%, frustration markers in 4.8%, and all-caps emphasis in 3.7%. The chat style is comparatively hard-edged, with frustration or adversarial wording carrying more of the emotional signal than humor.
The main behavioral pattern is fairly stable across time, with some shifts in tone or topic.
Evidence signature. Distinctive safe vocabulary/phrases include mhm, bark bark, vnt, ak, abt, pusi. Recurring clean message forms include “vns” (28×), “ak” (20×), “mhm” (20×), “vn” (16×), “rip” (15×). The most frequent immediately adjacent chatters are york (1,182), johs (538), jaxx (475), woofy (401); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are a recognizable and consistent communication style. The main interaction risk is that tone can become abrasive under pressure. Overall, the profile is driven most strongly by conflict intensity and competitive intensity, while affiliative / supportive is comparatively less prominent.
#27 — pacattack
In this dataset, pacattack presents primarily as a banter-driven socializer with a secondary analytical regular pattern. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 3,312 chat messages across 1,269 replays, giving high confidence in recurring chat-style conclusions.
Communication is below average in brevity relative to the top-100 cohort: messages average 3.7 words, and 53.5% are two words or fewer. Question/clarification language appears in 8.2% of nonblank messages, while game/server/meta language appears in 4.6%. Lexical variety is very high for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is mid-range on tactical/directive signaling and below average on affiliative repair/support. Coordination vocabulary appears in 4.7% of messages and direct imperative openings in 0.9%; positive/praise markers appear in 5.1% and apology/self-correction markers in 0.7%.
Playfulness is high and conflict intensity is above average. Laughter/joke markers occur in 6.4% of messages, explicit adversarial markers in 0.5%, frustration markers in 3.4%, and all-caps emphasis in 1.2%. Humor is a major social tool here and generally outweighs adversarial language.
The main behavioral pattern is fairly stable across time, with some shifts in tone or topic.
Evidence signature. Distinctive safe vocabulary/phrases include lez, kek, sadge, cos, wot, tele. Recurring clean message forms include “np” (94×), “aw” (39×), “ns” (35×), “mb” (23×), “xd” (16×). The most frequent immediately adjacent chatters are york (772), jose (561), decline (300), esta (271); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are active questioning and system/meta engagement, social energy and humor. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by playfulness and questioning / meta, while affiliative / supportive is comparatively less prominent.
#28 — gauze
In this dataset, gauze presents primarily as a conversational problem-solver. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 2,909 chat messages across 646 replays, giving high confidence in recurring chat-style conclusions.
Communication is low in brevity relative to the top-100 cohort: messages average 4.2 words, and 42.5% are two words or fewer. Question/clarification language appears in 16.2% of nonblank messages, while game/server/meta language appears in 2.3%. Lexical variety is mid-range for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is mid-range on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 3.1% of messages and direct imperative openings in 1.1%; positive/praise markers appear in 2.8% and apology/self-correction markers in 0.5%.
Playfulness is mid-range and conflict intensity is above average. Laughter/joke markers occur in 4.7% of messages, explicit adversarial markers in 0.5%, frustration markers in 4.1%, and all-caps emphasis in 2.8%. The chat style is comparatively hard-edged, with frustration or adversarial wording carrying more of the emotional signal than humor.
The main behavioral pattern is remarkably stable across the player's chronological message quartiles.
Evidence signature. Distinctive safe vocabulary/phrases include hello hello, meme torch, torch, miku, logs, bee skin. Recurring clean message forms include “hello measure.” (49×), “ggs” (17×), “ggs gn” (17×), “bye” (13×). The most frequent immediately adjacent chatters are crazy (681), derek (555), york (491), johs (462); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are a recognizable and consistent communication style. The main interaction risk is that tone can become abrasive under pressure. Overall, the profile is driven most strongly by conflict intensity and questioning / meta, while brevity is comparatively less prominent.
#29 — shirley
In this dataset, shirley presents primarily as a conversational problem-solver. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 2,846 chat messages across 1,269 replays, giving high confidence in recurring chat-style conclusions.
Communication is mid-range in brevity relative to the top-100 cohort: messages average 3.3 words, and 51.7% are two words or fewer. Question/clarification language appears in 11.7% of nonblank messages, while game/server/meta language appears in 3.9%. Lexical variety is very high for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is mid-range on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 2.8% of messages and direct imperative openings in 1.5%; positive/praise markers appear in 3.8% and apology/self-correction markers in 0.7%.
Playfulness is mid-range and conflict intensity is below average. Laughter/joke markers occur in 1.4% of messages, explicit adversarial markers in 0.2%, frustration markers in 1.7%, and all-caps emphasis in 0.9%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is remarkably stable across the player's chronological message quartiles.
Evidence signature. Distinctive safe vocabulary/phrases include walter, leauge, hoodies, lemon, tf2, turkiye. Recurring clean message forms include “idk” (32×), “vns” (16×), “get in” (11×), “what” (9×), “????” (9×). The most frequent immediately adjacent chatters are york (796), esta (557), jaxx (491), poison (255); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are active questioning and system/meta engagement, low-conflict presentation. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by questioning / meta and team-directive, while conflict intensity is comparatively less prominent.
#30 — vesuvius
In this dataset, vesuvius presents primarily as a combative competitor. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 2,769 chat messages across 419 replays, giving high confidence in recurring chat-style conclusions.
Communication is high in brevity relative to the top-100 cohort: messages average 2.1 words, and 76.7% are two words or fewer. Question/clarification language appears in 7.1% of nonblank messages, while game/server/meta language appears in 1.4%. Lexical variety is below average for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is mid-range on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 2.6% of messages and direct imperative openings in 1.6%; positive/praise markers appear in 5.5% and apology/self-correction markers in 2.0%.
Playfulness is above average and conflict intensity is high. Laughter/joke markers occur in 16.4% of messages, explicit adversarial markers in 0.7%, frustration markers in 6.7%, and all-caps emphasis in 7.1%. The chat style is comparatively hard-edged, with frustration or adversarial wording carrying more of the emotional signal than humor.
The main behavioral pattern is fairly stable across time, with some shifts in tone or topic.
Evidence signature. Distinctive safe vocabulary/phrases include gt, kk, ayo, ns bruh, thc, dec. Recurring clean message forms include “ns” (59×), “mb” (41×), “nt” (28×), “np” (23×), “wow” (18×). The most frequent immediately adjacent chatters are york (659), jose (438), jaxx (281), esta (254); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are a recognizable and consistent communication style. The main interaction risk is that tone can become abrasive under pressure. Overall, the profile is driven most strongly by conflict intensity and brevity, while questioning / meta is comparatively less prominent.
#31 — mavis
In this dataset, mavis presents primarily as a task-focused teammate. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 2,418 chat messages across 566 replays, giving high confidence in recurring chat-style conclusions.
Communication is below average in brevity relative to the top-100 cohort: messages average 3.8 words, and 49.2% are two words or fewer. Question/clarification language appears in 8.9% of nonblank messages, while game/server/meta language appears in 7.9%. Lexical variety is mid-range for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is above average on tactical/directive signaling and low on affiliative repair/support. Coordination vocabulary appears in 5.3% of messages and direct imperative openings in 1.1%; positive/praise markers appear in 2.3% and apology/self-correction markers in 0.9%.
Playfulness is mid-range and conflict intensity is above average. Laughter/joke markers occur in 4.0% of messages, explicit adversarial markers in 1.1%, frustration markers in 7.3%, and all-caps emphasis in 0.2%. The chat style is comparatively hard-edged, with frustration or adversarial wording carrying more of the emotional signal than humor.
The main behavioral pattern is fairly stable across time, with some shifts in tone or topic.
Evidence signature. Distinctive safe vocabulary/phrases include die fkn, fkn, lose lose, field hockey, smh, bah. Recurring clean message forms include “bruh” (26×), “rip” (18×), “ffs” (17×), “what” (17×), “ggs” (16×). The most frequent immediately adjacent chatters are esta (551), york (543), johs (297), jose (174); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are a recognizable and consistent communication style. The main interaction risk is that tone can become abrasive under pressure. Overall, the profile is driven most strongly by competitive intensity and conflict intensity, while affiliative / supportive is comparatively less prominent.
#32 — tina
In this dataset, tina presents primarily as a casual banterer. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 2,061 chat messages across 897 replays, giving high confidence in recurring chat-style conclusions.
Communication is above average in brevity relative to the top-100 cohort: messages average 2.4 words, and 67.1% are two words or fewer. Question/clarification language appears in 10.9% of nonblank messages, while game/server/meta language appears in 2.8%. Lexical variety is very high for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is high on tactical/directive signaling and below average on affiliative repair/support. Coordination vocabulary appears in 5.1% of messages and direct imperative openings in 1.6%; positive/praise markers appear in 1.7% and apology/self-correction markers in 2.9%.
Playfulness is high and conflict intensity is above average. Laughter/joke markers occur in 4.3% of messages, explicit adversarial markers in 0.7%, frustration markers in 7.1%, and all-caps emphasis in 1.1%. Humor and adversarial language often coexist, so the style can read as competitive teasing or provocation rather than purely friendly banter.
The main behavioral pattern is remarkably stable across the player's chronological message quartiles.
Evidence signature. Distinctive safe vocabulary/phrases include charity, awk, happ, g2g, lord, walk dog. Recurring clean message forms include “omg” (43×), “xd” (30×), “mb” (27×), “ggs” (21×), “ugh” (13×). The most frequent immediately adjacent chatters are york (737), jaxx (317), jose (292), xx2 (178); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are clear tactical signaling, social energy and humor. The main interaction risk is that tone can become abrasive under pressure. Overall, the profile is driven most strongly by team-directive and playfulness, while affiliative / supportive is comparatively less prominent.
#33 — solqom
In this dataset, solqom presents primarily as a task-focused teammate. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 2,005 chat messages across 766 replays, giving high confidence in recurring chat-style conclusions.
Communication is below average in brevity relative to the top-100 cohort: messages average 4.4 words, and 53.6% are two words or fewer. Question/clarification language appears in 6.6% of nonblank messages, while game/server/meta language appears in 4.1%. Lexical variety is high for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is above average on tactical/directive signaling and above average on affiliative repair/support. Coordination vocabulary appears in 6.6% of messages and direct imperative openings in 0.9%; positive/praise markers appear in 8.7% and apology/self-correction markers in 2.8%.
Playfulness is above average and conflict intensity is mid-range. Laughter/joke markers occur in 3.2% of messages, explicit adversarial markers in 0.1%, frustration markers in 2.9%, and all-caps emphasis in 2.3%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is fairly stable across time, with some shifts in tone or topic.
Evidence signature. Distinctive safe vocabulary/phrases include eldest, bud, probs, wut, tihnk, apologies. Recurring clean message forms include “ns” (64×), “:d” (41×), “wut” (23×), “gn” (16×), “vn” (14×). The most frequent immediately adjacent chatters are esta (508), johs (485), york (336), poison (210); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are teammate reinforcement and repair. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by expressiveness and affiliative / supportive, while brevity is comparatively less prominent.
#34 — evel
In this dataset, evel presents primarily as a balanced/transactional regular. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 1,926 chat messages across 703 replays, giving moderate confidence in recurring chat-style conclusions.
Communication is mid-range in brevity relative to the top-100 cohort: messages average 3.5 words, and 55.8% are two words or fewer. Question/clarification language appears in 10.2% of nonblank messages, while game/server/meta language appears in 2.6%. Lexical variety is above average for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is mid-range on tactical/directive signaling and below average on affiliative repair/support. Coordination vocabulary appears in 3.3% of messages and direct imperative openings in 0.8%; positive/praise markers appear in 2.5% and apology/self-correction markers in 0.5%.
Playfulness is above average and conflict intensity is below average. Laughter/joke markers occur in 4.0% of messages, explicit adversarial markers in 0.2%, frustration markers in 1.6%, and all-caps emphasis in 0.7%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is remarkably stable across the player's chronological message quartiles.
Evidence signature. Distinctive safe vocabulary/phrases include epic epic, err, abit, epic, vegan, rofl. Recurring clean message forms include “epic” (143×), “xd” (23×), “rofl” (19×), “fail” (16×), “..” (10×). The most frequent immediately adjacent chatters are york (667), jaxx (238), jose (218), johs (183); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are low-conflict presentation. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by playfulness and questioning / meta, while affiliative / supportive is comparatively less prominent.
#35 — yojimbo
In this dataset, yojimbo presents primarily as a high-energy communicator. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 1,721 chat messages across 475 replays, giving moderate confidence in recurring chat-style conclusions.
Communication is below average in brevity relative to the top-100 cohort: messages average 3.9 words, and 49.7% are two words or fewer. Question/clarification language appears in 5.9% of nonblank messages, while game/server/meta language appears in 4.3%. Lexical variety is mid-range for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is above average on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 7.3% of messages and direct imperative openings in 0.9%; positive/praise markers appear in 5.1% and apology/self-correction markers in 1.9%.
Playfulness is above average and conflict intensity is high. Laughter/joke markers occur in 6.2% of messages, explicit adversarial markers in 1.4%, frustration markers in 3.7%, and all-caps emphasis in 3.4%. The chat style is comparatively hard-edged, with frustration or adversarial wording carrying more of the emotional signal than humor.
The main behavioral pattern is noticeably variable across time, so the profile should be read as an average over changing phases.
Evidence signature. Distinctive safe vocabulary/phrases include mock, o7, flying backwards, smd, start start, cuz. Recurring clean message forms include “ns” (27×), “np” (21×), “:d” (20×), “ggs” (18×), “n1” (9×). The most frequent immediately adjacent chatters are york (468), jose (189), decline (124), jaxx (103); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are a recognizable and consistent communication style. The main interaction risk is that tone can become abrasive under pressure. Overall, the profile is driven most strongly by conflict intensity and competitive intensity, while brevity is comparatively less prominent.
#36 — measure
In this dataset, measure presents primarily as a minimalist signaler. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 1,710 chat messages across 1,126 replays, giving moderate confidence in recurring chat-style conclusions.
Communication is very high in brevity relative to the top-100 cohort: messages average 1.2 words, and 91.7% are two words or fewer. Question/clarification language appears in 9.1% of nonblank messages, while game/server/meta language appears in 0.3%. Lexical variety is low for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is low on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 0.6% of messages and direct imperative openings in 0.6%; positive/praise markers appear in 1.9% and apology/self-correction markers in 2.8%.
Playfulness is below average and conflict intensity is below average. Laughter/joke markers occur in 5.0% of messages, explicit adversarial markers in 0.1%, frustration markers in 1.0%, and all-caps emphasis in 1.2%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is fairly stable across time, with some shifts in tone or topic.
Evidence signature. Distinctive safe vocabulary/phrases include asdf, rus, ikr, sok, ikr ns, wth. Recurring clean message forms include “ikr” (83×), “ns” (67×), “np” (44×), “mb” (38×), “mf” (34×). The most frequent immediately adjacent chatters are york (635), jose (241), jaxx (174), esta (159); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are low-conflict presentation. The main interaction risk is that extreme brevity can make intent ambiguous. Overall, the profile is driven most strongly by brevity and affiliative / supportive, while team-directive is comparatively less prominent.
#37 — badger
In this dataset, badger presents primarily as a balanced/transactional regular. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 1,675 chat messages across 748 replays, giving moderate confidence in recurring chat-style conclusions.
Communication is mid-range in brevity relative to the top-100 cohort: messages average 3.0 words, and 61.4% are two words or fewer. Question/clarification language appears in 11.1% of nonblank messages, while game/server/meta language appears in 2.7%. Lexical variety is mid-range for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is below average on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 2.7% of messages and direct imperative openings in 0.8%; positive/praise markers appear in 13.7% and apology/self-correction markers in 0.9%.
Playfulness is mid-range and conflict intensity is above average. Laughter/joke markers occur in 4.2% of messages, explicit adversarial markers in 0.7%, frustration markers in 3.9%, and all-caps emphasis in 1.0%. The chat style is comparatively hard-edged, with frustration or adversarial wording carrying more of the emotional signal than humor.
The main behavioral pattern is fairly stable across time, with some shifts in tone or topic.
Evidence signature. Distinctive safe vocabulary/phrases include bugger, yeh, ded gn, thx, stoic, ummm. Recurring clean message forms include “gn” (33×), “ggs” (20×), “ok gn” (12×), “np” (9×), “thx” (8×). The most frequent immediately adjacent chatters are york (439), esta (248), jose (198), jaxx (104); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are a recognizable and consistent communication style. The main interaction risk is that tone can become abrasive under pressure. Overall, the profile is driven most strongly by conflict intensity and affiliative / supportive, while team-directive is comparatively less prominent.
#38 — guss
In this dataset, guss presents primarily as a on-field coordinator. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 1,612 chat messages across 659 replays, giving moderate confidence in recurring chat-style conclusions.
Communication is below average in brevity relative to the top-100 cohort: messages average 3.6 words, and 52.5% are two words or fewer. Question/clarification language appears in 6.5% of nonblank messages, while game/server/meta language appears in 4.3%. Lexical variety is high for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is high on tactical/directive signaling and below average on affiliative repair/support. Coordination vocabulary appears in 5.6% of messages and direct imperative openings in 1.7%; positive/praise markers appear in 10.2% and apology/self-correction markers in 0.4%.
Playfulness is mid-range and conflict intensity is above average. Laughter/joke markers occur in 1.4% of messages, explicit adversarial markers in 0.6%, frustration markers in 3.7%, and all-caps emphasis in 1.2%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is fairly stable across time, with some shifts in tone or topic.
Evidence signature. Distinctive safe vocabulary/phrases include ar, det, karta, inte, att, och. Recurring clean message forms include “end it” (16×), “fast” (8×), “nope” (7×), “tf” (6×), “what” (6×). The most frequent immediately adjacent chatters are york (402), esta (284), poison (205), jose (170); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are clear tactical signaling. The main interaction risk is that directive calls may land as commanding rather than collaborative. Overall, the profile is driven most strongly by team-directive and competitive intensity, while affiliative / supportive is comparatively less prominent.
#39 — slight
In this dataset, slight presents primarily as a balanced/transactional regular. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 1,535 chat messages across 568 replays, giving moderate confidence in recurring chat-style conclusions.
Communication is mid-range in brevity relative to the top-100 cohort: messages average 3.7 words, and 55.6% are two words or fewer. Question/clarification language appears in 4.4% of nonblank messages, while game/server/meta language appears in 4.5%. Lexical variety is below average for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is above average on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 5.3% of messages and direct imperative openings in 1.0%; positive/praise markers appear in 25.3% and apology/self-correction markers in 1.0%.
Playfulness is mid-range and conflict intensity is mid-range. Laughter/joke markers occur in 8.0% of messages, explicit adversarial markers in 0.8%, frustration markers in 1.6%, and all-caps emphasis in 0.4%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is fairly stable across time, with some shifts in tone or topic.
Evidence signature. Distinctive safe vocabulary/phrases include wowza, jerks, cya, sup apa, roids, whew. Recurring clean message forms include “ns” (51×), “cya” (9×), “haha” (9×), “ggs” (7×), “nw” (6×). The most frequent immediately adjacent chatters are york (473), _deangelos (237), jose (224), pacattack (112); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are a recognizable and consistent communication style. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by team-directive and playfulness, while brevity is comparatively less prominent.
#40 — jeff
In this dataset, jeff presents primarily as a high-energy communicator. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 1,478 chat messages across 613 replays, giving moderate confidence in recurring chat-style conclusions.
Communication is below average in brevity relative to the top-100 cohort: messages average 3.9 words, and 52.9% are two words or fewer. Question/clarification language appears in 7.4% of nonblank messages, while game/server/meta language appears in 3.3%. Lexical variety is below average for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is low on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 3.0% of messages and direct imperative openings in 0.2%; positive/praise markers appear in 17.5% and apology/self-correction markers in 0.3%.
Playfulness is above average and conflict intensity is mid-range. Laughter/joke markers occur in 8.2% of messages, explicit adversarial markers in 0.8%, frustration markers in 1.3%, and all-caps emphasis in 1.2%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is noticeably variable across time, so the profile should be read as an average over changing phases.
Evidence signature. Distinctive safe vocabulary/phrases include tic, clap clap, ooh, clap, suddenly, bikes. Recurring clean message forms include “=)” (56×), “haha” (41×), “brb” (8×), “wow” (7×), “yay!” (5×). The most frequent immediately adjacent chatters are esta (278), york (246), _ImTryingMyBestGG (123), jose (123); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are a recognizable and consistent communication style. The main interaction risk is that high-intensity presentation can amplify disagreements. Overall, the profile is driven most strongly by expressiveness and playfulness, while team-directive is comparatively less prominent.
#41 — kate_wolf
In this dataset, kate_wolf presents primarily as a conversational problem-solver. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 1,473 chat messages across 659 replays, giving moderate confidence in recurring chat-style conclusions.
Communication is low in brevity relative to the top-100 cohort: messages average 5.4 words, and 39.3% are two words or fewer. Question/clarification language appears in 6.9% of nonblank messages, while game/server/meta language appears in 5.2%. Lexical variety is mid-range for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is above average on tactical/directive signaling and above average on affiliative repair/support. Coordination vocabulary appears in 7.1% of messages and direct imperative openings in 0.6%; positive/praise markers appear in 15.6% and apology/self-correction markers in 3.9%.
Playfulness is mid-range and conflict intensity is above average. Laughter/joke markers occur in 3.7% of messages, explicit adversarial markers in 0.5%, frustration markers in 4.1%, and all-caps emphasis in 0.3%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is fairly stable across time, with some shifts in tone or topic.
Evidence signature. Distinctive safe vocabulary/phrases include cello, y'all, master class, percent, na, pilot. Recurring clean message forms include “ggs” (29×), “brb” (12×), “ns” (12×), “glhf” (10×), “f me” (7×). The most frequent immediately adjacent chatters are york (507), esta (197), crazy (152), poison (120); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are active questioning and system/meta engagement. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by questioning / meta and affiliative / supportive, while brevity is comparatively less prominent.
#42 — two_bad
In this dataset, two_bad presents primarily as a very terse communicator. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 1,383 chat messages across 715 replays, giving moderate confidence in recurring chat-style conclusions.
Communication is high in brevity relative to the top-100 cohort: messages average 1.6 words, and 87.1% are two words or fewer. Question/clarification language appears in 2.5% of nonblank messages, while game/server/meta language appears in 3.7%. Lexical variety is mid-range for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is low on tactical/directive signaling and above average on affiliative repair/support. Coordination vocabulary appears in 1.2% of messages and direct imperative openings in 0.7%; positive/praise markers appear in 5.1% and apology/self-correction markers in 3.4%.
Playfulness is mid-range and conflict intensity is low. Laughter/joke markers occur in 3.1% of messages, explicit adversarial markers in 0.0%, frustration markers in 1.3%, and all-caps emphasis in 0.1%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is remarkably stable across the player's chronological message quartiles.
Evidence signature. Distinctive safe vocabulary/phrases include ayy, mfer, aaa, ehehe, wha, wp nt. Recurring clean message forms include “mb” (41×), “ns” (40×), “wp” (14×), “ha” (14×), “nt” (12×). The most frequent immediately adjacent chatters are york (289), jose (263), xx2 (143), rusty (139); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are low-conflict presentation. The main interaction risk is that extreme brevity can make intent ambiguous. Overall, the profile is driven most strongly by brevity and affiliative / supportive, while competitive intensity is comparatively less prominent.
#43 — blarg
In this dataset, blarg presents primarily as a cooperative regular. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 1,375 chat messages across 691 replays, giving moderate confidence in recurring chat-style conclusions.
Communication is mid-range in brevity relative to the top-100 cohort: messages average 3.1 words, and 66.7% are two words or fewer. Question/clarification language appears in 5.9% of nonblank messages, while game/server/meta language appears in 3.6%. Lexical variety is below average for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is mid-range on tactical/directive signaling and above average on affiliative repair/support. Coordination vocabulary appears in 3.9% of messages and direct imperative openings in 0.7%; positive/praise markers appear in 27.9% and apology/self-correction markers in 0.9%.
Playfulness is mid-range and conflict intensity is below average. Laughter/joke markers occur in 5.7% of messages, explicit adversarial markers in 0.1%, frustration markers in 1.3%, and all-caps emphasis in 0.4%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is fairly stable across time, with some shifts in tone or topic.
Evidence signature. Distinctive safe vocabulary/phrases include qq, beep boop, various, climate, boop, random teams. Recurring clean message forms include “ns” (24×), “gn” (18×), “ggs” (17×), “np” (12×), “mb” (8×). The most frequent immediately adjacent chatters are york (423), jose (181), xx2 (148), esta (130); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are low-conflict presentation. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by affiliative / supportive and expressiveness, while conflict intensity is comparatively less prominent.
#44 — molotov
In this dataset, molotov presents primarily as a balanced/transactional regular. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 1,365 chat messages across 393 replays, giving moderate confidence in recurring chat-style conclusions.
Communication is above average in brevity relative to the top-100 cohort: messages average 2.4 words, and 72.8% are two words or fewer. Question/clarification language appears in 13.3% of nonblank messages, while game/server/meta language appears in 2.6%. Lexical variety is below average for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is below average on tactical/directive signaling and high on affiliative repair/support. Coordination vocabulary appears in 3.1% of messages and direct imperative openings in 0.9%; positive/praise markers appear in 14.8% and apology/self-correction markers in 3.5%.
Playfulness is below average and conflict intensity is above average. Laughter/joke markers occur in 2.6% of messages, explicit adversarial markers in 0.1%, frustration markers in 4.0%, and all-caps emphasis in 7.2%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is fairly stable across time, with some shifts in tone or topic.
Evidence signature. Distinctive safe vocabulary/phrases include night yo, lmfao, aah, fk, fked, quant. Recurring clean message forms include “mb” (38×), “yo” (31×), “lmfao” (18×), “fk” (17×), “noo” (13×). The most frequent immediately adjacent chatters are york (482), jose (183), alien (115), crazy (112); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are teammate reinforcement and repair. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by affiliative / supportive and brevity, while playfulness is comparatively less prominent.
#45 — chaco
In this dataset, chaco presents primarily as a cooperative regular. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 1,201 chat messages across 621 replays, giving moderate confidence in recurring chat-style conclusions.
Communication is mid-range in brevity relative to the top-100 cohort: messages average 3.1 words, and 62.1% are two words or fewer. Question/clarification language appears in 8.2% of nonblank messages, while game/server/meta language appears in 3.5%. Lexical variety is high for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is below average on tactical/directive signaling and high on affiliative repair/support. Coordination vocabulary appears in 3.9% of messages and direct imperative openings in 0.3%; positive/praise markers appear in 17.8% and apology/self-correction markers in 2.0%.
Playfulness is above average and conflict intensity is mid-range. Laughter/joke markers occur in 2.8% of messages, explicit adversarial markers in 0.1%, frustration markers in 2.5%, and all-caps emphasis in 2.0%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is noticeably variable across time, so the profile should be read as an average over changing phases.
Evidence signature. Distinctive safe vocabulary/phrases include gdi, buenas, buenos, ggwp, ggs gn, ug. Recurring clean message forms include “{*}” (28×), “ggs gn!” (22×), “mb” (15×), “ns” (12×), “gdi” (10×). The most frequent immediately adjacent chatters are york (326), esta (173), poison (161), jose (142); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are teammate reinforcement and repair. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by affiliative / supportive and expressiveness, while team-directive is comparatively less prominent.
#46 — pepe
In this dataset, pepe presents primarily as a very terse communicator. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 1,176 chat messages across 863 replays, giving moderate confidence in recurring chat-style conclusions.
Communication is very high in brevity relative to the top-100 cohort: messages average 1.5 words, and 89.1% are two words or fewer. Question/clarification language appears in 3.1% of nonblank messages, while game/server/meta language appears in 0.8%. Lexical variety is low for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is below average on tactical/directive signaling and below average on affiliative repair/support. Coordination vocabulary appears in 2.1% of messages and direct imperative openings in 0.6%; positive/praise markers appear in 2.8% and apology/self-correction markers in 2.0%.
Playfulness is below average and conflict intensity is mid-range. Laughter/joke markers occur in 3.8% of messages, explicit adversarial markers in 0.8%, frustration markers in 2.2%, and all-caps emphasis in 0.3%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is fairly stable across time, with some shifts in tone or topic.
Evidence signature. Distinctive safe vocabulary/phrases include ggs laters, laters, offside, bah, ops, dejavu. Recurring clean message forms include “hm” (44×), “bah” (39×), “rly” (35×), “lies” (26×), “7y” (25×). The most frequent immediately adjacent chatters are york (312), jose (247), esta (164), decline (111); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are a recognizable and consistent communication style. The main interaction risk is that extreme brevity can make intent ambiguous. Overall, the profile is driven most strongly by brevity and conflict intensity, while questioning / meta is comparatively less prominent.
#47 — sneaky
In this dataset, sneaky presents primarily as a high-energy communicator. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 1,087 chat messages across 305 replays, giving moderate confidence in recurring chat-style conclusions.
Communication is mid-range in brevity relative to the top-100 cohort: messages average 3.4 words, and 53.4% are two words or fewer. Question/clarification language appears in 7.2% of nonblank messages, while game/server/meta language appears in 4.6%. Lexical variety is above average for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is mid-range on tactical/directive signaling and below average on affiliative repair/support. Coordination vocabulary appears in 4.6% of messages and direct imperative openings in 0.6%; positive/praise markers appear in 2.8% and apology/self-correction markers in 0.1%.
Playfulness is high and conflict intensity is mid-range. Laughter/joke markers occur in 8.0% of messages, explicit adversarial markers in 0.3%, frustration markers in 2.2%, and all-caps emphasis in 1.7%. Humor is a major social tool here and generally outweighs adversarial language.
The main behavioral pattern is fairly stable across time, with some shifts in tone or topic.
Evidence signature. Distinctive safe vocabulary/phrases include yepp, ferrari, kebab, det, kan, mm. Recurring clean message forms include “xd” (49×), “mm” (19×), “haha” (9×), “: d” (9×), “nt” (6×). The most frequent immediately adjacent chatters are johs (361), york (243), esta (135), poison (109); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are social energy and humor. The main interaction risk is that high-intensity presentation can amplify disagreements. Overall, the profile is driven most strongly by expressiveness and playfulness, while affiliative / supportive is comparatively less prominent.
#48 — albator
In this dataset, albator presents primarily as a supportive social teammate with a secondary minimalist signaler pattern. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 1,046 chat messages across 837 replays, giving moderate confidence in recurring chat-style conclusions.
Communication is very high in brevity relative to the top-100 cohort: messages average 1.4 words, and 89.9% are two words or fewer. Question/clarification language appears in 4.2% of nonblank messages, while game/server/meta language appears in 1.0%. Lexical variety is low for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is low on tactical/directive signaling and high on affiliative repair/support. Coordination vocabulary appears in 0.7% of messages and direct imperative openings in 0.2%; positive/praise markers appear in 26.8% and apology/self-correction markers in 3.1%.
Playfulness is low and conflict intensity is low. Laughter/joke markers occur in 0.2% of messages, explicit adversarial markers in 0.1%, frustration markers in 0.4%, and all-caps emphasis in 0.4%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is remarkably stable across the player's chronological message quartiles.
Evidence signature. Distinctive safe vocabulary/phrases include bb gn, oo oo, gn bb, oo ggs, pff, oo. Recurring clean message forms include “oo” (95×), “bb gn” (47×), “ggs gn” (27×), “mb” (17×), “ggs” (15×). The most frequent immediately adjacent chatters are york (220), esta (207), jose (197), johs (88); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are teammate reinforcement and repair, low-conflict presentation. The main interaction risk is that extreme brevity can make intent ambiguous. Overall, the profile is driven most strongly by brevity and affiliative / supportive, while playfulness is comparatively less prominent.
#49 — han_yolo
In this dataset, han_yolo presents primarily as a very terse communicator. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 1,009 chat messages across 457 replays, giving moderate confidence in recurring chat-style conclusions.
Communication is high in brevity relative to the top-100 cohort: messages average 1.6 words, and 85.7% are two words or fewer. Question/clarification language appears in 3.1% of nonblank messages, while game/server/meta language appears in 1.2%. Lexical variety is low for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is low on tactical/directive signaling and above average on affiliative repair/support. Coordination vocabulary appears in 1.1% of messages and direct imperative openings in 0.3%; positive/praise markers appear in 21.6% and apology/self-correction markers in 1.1%.
Playfulness is mid-range and conflict intensity is above average. Laughter/joke markers occur in 7.4% of messages, explicit adversarial markers in 0.2%, frustration markers in 5.6%, and all-caps emphasis in 1.9%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is fairly stable across time, with some shifts in tone or topic.
Evidence signature. Distinctive safe vocabulary/phrases include buh, gtg sleep, allright, gn guys, ah ah, sleep gn. Recurring clean message forms include “ah” (30×), “omg” (25×), “ns” (19×), “n1” (19×), “ggs” (12×). The most frequent immediately adjacent chatters are york (231), esta (159), jose (133), decline (83); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are teammate reinforcement and repair. The main interaction risk is that extreme brevity can make intent ambiguous. Overall, the profile is driven most strongly by brevity and affiliative / supportive, while questioning / meta is comparatively less prominent.
#50 — _bolognese
In this dataset, _bolognese presents primarily as a casual banterer. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 942 chat messages across 176 replays, giving moderate confidence in recurring chat-style conclusions.
Communication is above average in brevity relative to the top-100 cohort: messages average 2.6 words, and 68.5% are two words or fewer. Question/clarification language appears in 5.1% of nonblank messages, while game/server/meta language appears in 3.6%. Lexical variety is very high for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is above average on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 3.9% of messages and direct imperative openings in 1.5%; positive/praise markers appear in 4.7% and apology/self-correction markers in 2.9%.
Playfulness is above average and conflict intensity is mid-range. Laughter/joke markers occur in 3.1% of messages, explicit adversarial markers in 0.9%, frustration markers in 1.2%, and all-caps emphasis in 0.5%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is fairly stable across time, with some shifts in tone or topic.
Evidence signature. Distinctive safe vocabulary/phrases include chi, exhibition, eas, yare, slendy, parser. Recurring clean message forms include “mb” (17×), “ns” (17×), “np” (11×), “wp” (6×), “ow” (6×). The most frequent immediately adjacent chatters are esta (315), york (106), jose (91), johs (83); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are a recognizable and consistent communication style. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by playfulness and team-directive, while competitive intensity is comparatively less prominent.
#51 — waver
In this dataset, waver presents primarily as a directive tactician. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 918 chat messages across 359 replays, giving moderate confidence in recurring chat-style conclusions.
Communication is low in brevity relative to the top-100 cohort: messages average 5.1 words, and 47.4% are two words or fewer. Question/clarification language appears in 9.1% of nonblank messages, while game/server/meta language appears in 3.5%. Lexical variety is above average for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is very high on tactical/directive signaling and above average on affiliative repair/support. Coordination vocabulary appears in 7.1% of messages and direct imperative openings in 1.7%; positive/praise markers appear in 18.2% and apology/self-correction markers in 1.4%.
Playfulness is above average and conflict intensity is above average. Laughter/joke markers occur in 4.8% of messages, explicit adversarial markers in 0.4%, frustration markers in 4.4%, and all-caps emphasis in 1.1%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is noticeably variable across time, so the profile should be read as an average over changing phases.
Evidence signature. Distinctive safe vocabulary/phrases include naa, o7, lads, lawl, rugby, rats. Recurring clean message forms include “ns” (23×), “o/” (13×), “o7” (9×), “wp” (8×), “gg wp” (6×). The most frequent immediately adjacent chatters are york (384), decline (131), jose (114), esta (109); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are clear tactical signaling. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by team-directive and expressiveness, while brevity is comparatively less prominent.
#52 — demoledor
In this dataset, demoledor presents primarily as a supportive social teammate with a secondary very terse communicator pattern. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 911 chat messages across 656 replays, giving moderate confidence in recurring chat-style conclusions.
Communication is high in brevity relative to the top-100 cohort: messages average 1.6 words, and 86.9% are two words or fewer. Question/clarification language appears in 3.4% of nonblank messages, while game/server/meta language appears in 2.5%. Lexical variety is low for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is low on tactical/directive signaling and high on affiliative repair/support. Coordination vocabulary appears in 2.1% of messages and direct imperative openings in 0.5%; positive/praise markers appear in 10.5% and apology/self-correction markers in 3.8%.
Playfulness is low and conflict intensity is low. Laughter/joke markers occur in 0.7% of messages, explicit adversarial markers in 0.0%, frustration markers in 0.9%, and all-caps emphasis in 0.9%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is fairly stable across time, with some shifts in tone or topic.
Evidence signature. Distinctive safe vocabulary/phrases include ggs ggs, se acabo, ggs hola, acabo, ggs np, tomorrow ggs. Recurring clean message forms include “ggs” (208×), “np” (26×), “mb” (18×), “y/y” (18×), “gn” (18×). The most frequent immediately adjacent chatters are york (221), esta (122), xx2 (95), jose (84); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are teammate reinforcement and repair, low-conflict presentation. The main interaction risk is that extreme brevity can make intent ambiguous. Overall, the profile is driven most strongly by brevity and affiliative / supportive, while playfulness is comparatively less prominent.
#53 — goose
In this dataset, goose presents primarily as a analytical regular. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 861 chat messages across 336 replays, giving moderate confidence in recurring chat-style conclusions.
Communication is low in brevity relative to the top-100 cohort: messages average 5.1 words, and 39.1% are two words or fewer. Question/clarification language appears in 10.8% of nonblank messages, while game/server/meta language appears in 4.5%. Lexical variety is mid-range for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is above average on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 5.8% of messages and direct imperative openings in 0.8%; positive/praise markers appear in 6.0% and apology/self-correction markers in 1.4%.
Playfulness is above average and conflict intensity is above average. Laughter/joke markers occur in 6.9% of messages, explicit adversarial markers in 0.5%, frustration markers in 3.5%, and all-caps emphasis in 4.9%. The chat style is comparatively hard-edged, with frustration or adversarial wording carrying more of the emotional signal than humor.
The main behavioral pattern is noticeably variable across time, so the profile should be read as an average over changing phases.
Evidence signature. Distinctive safe vocabulary/phrases include sports app, real sports, dead dead, seori, g00se, ladder alive. Recurring clean message forms include “yo” (17×), “idk” (7×), “it might be dead” (6×), “:o” (4×), “gl hf” (4×). The most frequent immediately adjacent chatters are york (218), xx2 (126), jose (108), bran (85); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are active questioning and system/meta engagement. The main interaction risk is that tone can become abrasive under pressure. Overall, the profile is driven most strongly by competitive intensity and conflict intensity, while brevity is comparatively less prominent.
#54 — _(|Mikesol|)
In this dataset, _(|Mikesol|) presents primarily as a casual banterer. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 841 chat messages across 139 replays, giving moderate confidence in recurring chat-style conclusions.
Communication is low in brevity relative to the top-100 cohort: messages average 4.5 words, and 44.8% are two words or fewer. Question/clarification language appears in 12.5% of nonblank messages, while game/server/meta language appears in 3.2%. Lexical variety is mid-range for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is above average on tactical/directive signaling and below average on affiliative repair/support. Coordination vocabulary appears in 6.9% of messages and direct imperative openings in 1.0%; positive/praise markers appear in 5.1% and apology/self-correction markers in 0.4%.
Playfulness is above average and conflict intensity is low. Laughter/joke markers occur in 12.6% of messages, explicit adversarial markers in 0.1%, frustration markers in 1.2%, and all-caps emphasis in 0.1%. Humor is a major social tool here and generally outweighs adversarial language.
The main behavioral pattern is fairly stable across time, with some shifts in tone or topic.
Evidence signature. Distinctive safe vocabulary/phrases include heyo, biking, t1, runescape, mayo, bike. Recurring clean message forms include “heyo” (31×), “rip” (12×), “haha” (9×), “n1” (7×), “mayo” (7×). The most frequent immediately adjacent chatters are woofy (154), twig (148), york (147), jose (116); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are social energy and humor, low-conflict presentation. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by playfulness and team-directive, while brevity is comparatively less prominent.
#55 — neil
In this dataset, neil presents primarily as a high-intensity competitor. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 817 chat messages across 126 replays, giving moderate confidence in recurring chat-style conclusions.
Communication is below average in brevity relative to the top-100 cohort: messages average 3.5 words, and 48.8% are two words or fewer. Question/clarification language appears in 12.8% of nonblank messages, while game/server/meta language appears in 4.0%. Lexical variety is mid-range for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is above average on tactical/directive signaling and below average on affiliative repair/support. Coordination vocabulary appears in 4.0% of messages and direct imperative openings in 1.2%; positive/praise markers appear in 3.1% and apology/self-correction markers in 0.5%.
Playfulness is below average and conflict intensity is high. Laughter/joke markers occur in 1.6% of messages, explicit adversarial markers in 1.1%, frustration markers in 4.5%, and all-caps emphasis in 6.6%. The chat style is comparatively hard-edged, with frustration or adversarial wording carrying more of the emotional signal than humor.
The main behavioral pattern is noticeably variable across time, so the profile should be read as an average over changing phases.
Evidence signature. Distinctive safe vocabulary/phrases include guys guys, yung lean, va fan, suger, yung, winrate. Recurring clean message forms include “hello” (18×), “guys” (12×), “ez” (7×), “big” (4×), “???” (4×). The most frequent immediately adjacent chatters are york (329), jaxx (194), johs (84), jose (78); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are a recognizable and consistent communication style. The main interaction risk is that tone can become abrasive under pressure. Overall, the profile is driven most strongly by conflict intensity and competitive intensity, while affiliative / supportive is comparatively less prominent.
#56 — nosneros
In this dataset, nosneros presents primarily as a balanced/transactional regular. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 816 chat messages across 288 replays, giving moderate confidence in recurring chat-style conclusions.
Communication is high in brevity relative to the top-100 cohort: messages average 1.9 words, and 78.7% are two words or fewer. Question/clarification language appears in 8.0% of nonblank messages, while game/server/meta language appears in 1.1%. Lexical variety is low for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is below average on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 1.6% of messages and direct imperative openings in 1.0%; positive/praise markers appear in 20.3% and apology/self-correction markers in 0.1%.
Playfulness is mid-range and conflict intensity is mid-range. Laughter/joke markers occur in 5.5% of messages, explicit adversarial markers in 0.1%, frustration markers in 2.6%, and all-caps emphasis in 2.0%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is noticeably variable across time, so the profile should be read as an average over changing phases.
Evidence signature. Distinctive safe vocabulary/phrases include greetings, sup nerds, agh, aw, hop, welp. Recurring clean message forms include “aw” (23×), “welp” (10×), “:)” (10×), “wow” (9×), “omg” (8×). The most frequent immediately adjacent chatters are york (180), jose (110), aer0gen (76), crazy (52); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are a recognizable and consistent communication style. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by brevity and affiliative / supportive, while questioning / meta is comparatively less prominent.
#57 — van
In this dataset, van presents primarily as a conversational problem-solver. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 815 chat messages across 440 replays, giving moderate confidence in recurring chat-style conclusions.
Communication is low in brevity relative to the top-100 cohort: messages average 5.9 words, and 45.9% are two words or fewer. Question/clarification language appears in 7.6% of nonblank messages, while game/server/meta language appears in 15.0%. Lexical variety is below average for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is mid-range on tactical/directive signaling and above average on affiliative repair/support. Coordination vocabulary appears in 6.9% of messages and direct imperative openings in 0.2%; positive/praise markers appear in 15.1% and apology/self-correction markers in 1.8%.
Playfulness is below average and conflict intensity is below average. Laughter/joke markers occur in 3.6% of messages, explicit adversarial markers in 0.4%, frustration markers in 2.0%, and all-caps emphasis in 0.1%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is noticeably variable across time, so the profile should be read as an average over changing phases.
Evidence signature. Distinctive safe vocabulary/phrases include restarting, azure, parser, clan chat, virginia, awhile. Recurring clean message forms include “oops” (15×), “ggs” (12×), “sigh” (6×), “rip” (6×), “ugh” (5×). The most frequent immediately adjacent chatters are york (199), esta (137), jose (71), johs (66); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are low-conflict presentation. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by questioning / meta and affiliative / supportive, while brevity is comparatively less prominent.
#58 — toma
In this dataset, toma presents primarily as a casual banterer. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 787 chat messages across 165 replays, giving moderate confidence in recurring chat-style conclusions.
Communication is mid-range in brevity relative to the top-100 cohort: messages average 2.8 words, and 60.6% are two words or fewer. Question/clarification language appears in 11.4% of nonblank messages, while game/server/meta language appears in 6.2%. Lexical variety is above average for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is above average on tactical/directive signaling and below average on affiliative repair/support. Coordination vocabulary appears in 3.4% of messages and direct imperative openings in 2.0%; positive/praise markers appear in 3.8% and apology/self-correction markers in 1.0%.
Playfulness is above average and conflict intensity is above average. Laughter/joke markers occur in 6.0% of messages, explicit adversarial markers in 1.0%, frustration markers in 2.7%, and all-caps emphasis in 1.4%. Humor is a major social tool here and generally outweighs adversarial language.
The main behavioral pattern is noticeably variable across time, so the profile should be read as an average over changing phases.
Evidence signature. Distinctive safe vocabulary/phrases include vipro, este, sik, ikea, sus sus, doh. Recurring clean message forms include “rip” (13×), “sus” (8×), “ez” (8×), “lets go” (6×), “doh” (6×). The most frequent immediately adjacent chatters are esta (181), york (87), jose (85), magduck (77); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are active questioning and system/meta engagement, social energy and humor. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by playfulness and questioning / meta, while affiliative / supportive is comparatively less prominent.
#59 — goal
In this dataset, goal presents primarily as a conversational problem-solver. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 716 chat messages across 290 replays, giving moderate confidence in recurring chat-style conclusions.
Communication is low in brevity relative to the top-100 cohort: messages average 5.1 words, and 36.0% are two words or fewer. Question/clarification language appears in 7.0% of nonblank messages, while game/server/meta language appears in 5.0%. Lexical variety is mid-range for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is mid-range on tactical/directive signaling and below average on affiliative repair/support. Coordination vocabulary appears in 6.8% of messages and direct imperative openings in 0.6%; positive/praise markers appear in 4.1% and apology/self-correction markers in 1.4%.
Playfulness is mid-range and conflict intensity is mid-range. Laughter/joke markers occur in 4.3% of messages, explicit adversarial markers in 2.4%, frustration markers in 3.4%, and all-caps emphasis in 0.1%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is noticeably variable across time, so the profile should be read as an average over changing phases.
Evidence signature. Distinctive safe vocabulary/phrases include sushi, play mins, hottub, regularly, download, double randa. Recurring clean message forms include “mb” (4×), “not it” (4×), “fail” (4×), “ggs” (3×), “ah” (2×). The most frequent immediately adjacent chatters are york (176), poison (130), vipr (64), jose (63); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are a recognizable and consistent communication style. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by questioning / meta and competitive intensity, while brevity is comparatively less prominent.
#60 — apathy
In this dataset, apathy presents primarily as a minimalist signaler. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 703 chat messages across 560 replays, giving moderate confidence in recurring chat-style conclusions.
Communication is very high in brevity relative to the top-100 cohort: messages average 1.0 words, and 89.0% are two words or fewer. Question/clarification language appears in 1.4% of nonblank messages, while game/server/meta language appears in 1.0%. Lexical variety is low for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is low on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 0.1% of messages and direct imperative openings in 0.0%; positive/praise markers appear in 5.0% and apology/self-correction markers in 1.6%.
Playfulness is low and conflict intensity is low. Laughter/joke markers occur in 0.0% of messages, explicit adversarial markers in 0.0%, frustration markers in 0.1%, and all-caps emphasis in 0.3%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is fairly stable across time, with some shifts in tone or topic.
Evidence signature. Distinctive safe vocabulary/phrases include allo, apa apa, eek, wasn't, whoops, apa. Recurring clean message forms include “:(” (104×), “apa bad” (21×), “;x” (13×), “wasn't me” (12×), “allo” (10×). The most frequent immediately adjacent chatters are jose (219), york (205), esta (76), rusty (72); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are low-conflict presentation. The main interaction risk is that extreme brevity can make intent ambiguous. Overall, the profile is driven most strongly by brevity and affiliative / supportive, while team-directive is comparatively less prominent.
#61 — don
In this dataset, don presents primarily as a high-intensity competitor. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 681 chat messages across 104 replays, giving moderate confidence in recurring chat-style conclusions.
Communication is mid-range in brevity relative to the top-100 cohort: messages average 3.0 words, and 53.2% are two words or fewer. Question/clarification language appears in 14.1% of nonblank messages, while game/server/meta language appears in 2.6%. Lexical variety is low for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is high on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 4.8% of messages and direct imperative openings in 2.1%; positive/praise markers appear in 3.4% and apology/self-correction markers in 0.7%.
Playfulness is low and conflict intensity is above average. Laughter/joke markers occur in 0.1% of messages, explicit adversarial markers in 0.0%, frustration markers in 4.6%, and all-caps emphasis in 16.6%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is fairly stable across time, with some shifts in tone or topic.
Evidence signature. Distinctive safe vocabulary/phrases include har, har har, epic def, epic epic, epic, jw. Recurring clean message forms include “def” (27×), “epic” (27×), “ns” (14×), “is don the best?” (9×), “n1” (8×). The most frequent immediately adjacent chatters are york (127), woofy (59), jose (59), esta (51); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are clear tactical signaling. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by competitive intensity and team-directive, while playfulness is comparatively less prominent.
#62 — nikon
In this dataset, nikon presents primarily as a casual banterer. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 667 chat messages across 152 replays, giving moderate confidence in recurring chat-style conclusions.
Communication is mid-range in brevity relative to the top-100 cohort: messages average 2.7 words, and 64.0% are two words or fewer. Question/clarification language appears in 11.9% of nonblank messages, while game/server/meta language appears in 2.6%. Lexical variety is above average for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is below average on tactical/directive signaling and above average on affiliative repair/support. Coordination vocabulary appears in 3.3% of messages and direct imperative openings in 0.6%; positive/praise markers appear in 12.8% and apology/self-correction markers in 1.7%.
Playfulness is above average and conflict intensity is mid-range. Laughter/joke markers occur in 6.3% of messages, explicit adversarial markers in 0.0%, frustration markers in 3.3%, and all-caps emphasis in 1.7%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is noticeably variable across time, so the profile should be read as an average over changing phases.
Evidence signature. Distinctive safe vocabulary/phrases include alty, pero, muy, ggs yall, bagel, hows goin. Recurring clean message forms include “wow” (11×), “ns” (7×), “haha” (5×), “hahaha” (5×), “yo!” (3×). The most frequent immediately adjacent chatters are york (316), twig (69), jose (69), lemyn (58); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are a recognizable and consistent communication style. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by playfulness and expressiveness, while team-directive is comparatively less prominent.
#63 — guardian
In this dataset, guardian presents primarily as a on-field coordinator with a secondary minimalist signaler pattern. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 650 chat messages across 265 replays, giving moderate confidence in recurring chat-style conclusions.
Communication is very high in brevity relative to the top-100 cohort: messages average 1.3 words, and 90.5% are two words or fewer. Question/clarification language appears in 15.7% of nonblank messages, while game/server/meta language appears in 1.8%. Lexical variety is low for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is high on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 5.7% of messages and direct imperative openings in 3.8%; positive/praise markers appear in 4.3% and apology/self-correction markers in 2.6%.
Playfulness is mid-range and conflict intensity is mid-range. Laughter/joke markers occur in 9.4% of messages, explicit adversarial markers in 0.0%, frustration markers in 3.1%, and all-caps emphasis in 2.2%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is noticeably variable across time, so the profile should be read as an average over changing phases.
Evidence signature. Distinctive safe vocabulary/phrases include iam, curse, helpppp, god pass, aha, aaaa. Recurring clean message forms include “my god” (29×), “??” (21×), “curse” (14×), “:(” (14×), “pass” (13×). The most frequent immediately adjacent chatters are york (98), jose (87), esta (75), rusty (56); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are clear tactical signaling. The main interaction risk is that extreme brevity can make intent ambiguous. Overall, the profile is driven most strongly by brevity and team-directive, while questioning / meta is comparatively less prominent.
#64 — jikox
In this dataset, jikox presents primarily as a minimalist signaler. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 603 chat messages across 426 replays, giving moderate confidence in recurring chat-style conclusions.
Communication is very high in brevity relative to the top-100 cohort: messages average 1.5 words, and 90.3% are two words or fewer. Question/clarification language appears in 1.0% of nonblank messages, while game/server/meta language appears in 0.4%. Lexical variety is low for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is below average on tactical/directive signaling and above average on affiliative repair/support. Coordination vocabulary appears in 1.0% of messages and direct imperative openings in 1.0%; positive/praise markers appear in 7.2% and apology/self-correction markers in 0.6%.
Playfulness is below average and conflict intensity is low. Laughter/joke markers occur in 4.1% of messages, explicit adversarial markers in 0.0%, frustration markers in 0.4%, and all-caps emphasis in 0.2%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The main behavioral pattern is fairly stable across time, with some shifts in tone or topic.
Evidence signature. Distinctive safe vocabulary/phrases include ggs gtg, ggs ns, ready ready, ns ggs, np ggs, eso. Recurring clean message forms include “ns” (87×), “ggs” (52×), “np” (40×), “ready” (11×), “nw” (8×). The most frequent immediately adjacent chatters are york (156), jose (126), jaxx (84), esta (54); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are low-conflict presentation. The main interaction risk is that extreme brevity can make intent ambiguous. Overall, the profile is driven most strongly by brevity and affiliative / supportive, while questioning / meta is comparatively less prominent.
#65 — biell
In this dataset, biell presents primarily as a cooperative regular. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 492 chat messages across 352 replays, giving limited confidence in recurring chat-style conclusions.
Communication is low in brevity relative to the top-100 cohort: messages average 5.0 words, and 49.6% are two words or fewer. Question/clarification language appears in 7.5% of nonblank messages, while game/server/meta language appears in 6.5%. Lexical variety is below average for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is mid-range on tactical/directive signaling and above average on affiliative repair/support. Coordination vocabulary appears in 8.5% of messages and direct imperative openings in 0.2%; positive/praise markers appear in 4.3% and apology/self-correction markers in 2.0%.
Playfulness is low and conflict intensity is below average. Laughter/joke markers occur in 0.6% of messages, explicit adversarial markers in 0.2%, frustration markers in 2.6%, and all-caps emphasis in 0.0%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include np ggs, ggs np, ggs ggs, ladder needs, soil, ggs. Recurring clean message forms include “ggs” (53×), “np” (24×), “ns” (16×), “knee” (4×), “jaxx” (3×). The most frequent immediately adjacent chatters are york (156), jose (76), xx2 (44), crazy (42); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are low-conflict presentation. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by affiliative / supportive and questioning / meta, while brevity is comparatively less prominent.
#66 — jade
In this dataset, jade presents primarily as a conversational problem-solver. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 463 chat messages across 110 replays, giving limited confidence in recurring chat-style conclusions.
Communication is low in brevity relative to the top-100 cohort: messages average 4.4 words, and 46.0% are two words or fewer. Question/clarification language appears in 12.1% of nonblank messages, while game/server/meta language appears in 5.8%. Lexical variety is low for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is above average on tactical/directive signaling and above average on affiliative repair/support. Coordination vocabulary appears in 7.6% of messages and direct imperative openings in 0.6%; positive/praise markers appear in 9.1% and apology/self-correction markers in 3.2%.
Playfulness is low and conflict intensity is low. Laughter/joke markers occur in 1.3% of messages, explicit adversarial markers in 0.0%, frustration markers in 0.6%, and all-caps emphasis in 1.1%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include mach1, df tracker, recoiless hc, hc recoiless, sanctum, play need. Recurring clean message forms include “not enough players to play, need 8.” (14×), “^.^” (13×), “o.o” (10×), “nt” (6×), “r3 ball_4cave, ball_4midnight, ball_4galatea” (5×). The most frequent immediately adjacent chatters are woofy (54), jose (52), york (48), don (47); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are low-conflict presentation. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by questioning / meta and team-directive, while playfulness is comparatively less prominent.
#67 — fluffy
In this dataset, fluffy presents primarily as a casual banterer. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 453 chat messages across 143 replays, giving limited confidence in recurring chat-style conclusions.
Communication is low in brevity relative to the top-100 cohort: messages average 4.4 words, and 44.2% are two words or fewer. Question/clarification language appears in 14.6% of nonblank messages, while game/server/meta language appears in 2.6%. Lexical variety is above average for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is below average on tactical/directive signaling and below average on affiliative repair/support. Coordination vocabulary appears in 3.5% of messages and direct imperative openings in 0.0%; positive/praise markers appear in 5.3% and apology/self-correction markers in 1.1%.
Playfulness is above average and conflict intensity is mid-range. Laughter/joke markers occur in 5.5% of messages, explicit adversarial markers in 1.3%, frustration markers in 2.2%, and all-caps emphasis in 0.4%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include tarmac, dodd, quantum juice, radio, digits, category. Recurring clean message forms include “ggs” (7×), “xd” (6×), “mb” (3×), “uh oh” (2×), “haha” (2×). The most frequent immediately adjacent chatters are york (117), jose (73), bran (65), magduck (61); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are a recognizable and consistent communication style. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by questioning / meta and playfulness, while brevity is comparatively less prominent.
#68 — falcon
In this dataset, falcon presents primarily as a balanced/transactional regular. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 441 chat messages across 166 replays, giving limited confidence in recurring chat-style conclusions.
Communication is high in brevity relative to the top-100 cohort: messages average 1.9 words, and 79.5% are two words or fewer. Question/clarification language appears in 8.0% of nonblank messages, while game/server/meta language appears in 4.1%. Lexical variety is below average for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is low on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 1.8% of messages and direct imperative openings in 0.5%; positive/praise markers appear in 11.1% and apology/self-correction markers in 3.6%.
Playfulness is above average and conflict intensity is mid-range. Laughter/joke markers occur in 10.7% of messages, explicit adversarial markers in 0.7%, frustration markers in 1.8%, and all-caps emphasis in 0.5%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include xp, wow play, xp server, server need, play coop, hh. Recurring clean message forms include “wow” (12×), “np” (11×), “mb” (8×), “oo” (5×), “ggs” (5×). The most frequent immediately adjacent chatters are york (75), jose (62), decline (55), esta (48); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are a recognizable and consistent communication style. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by brevity and playfulness, while team-directive is comparatively less prominent.
#69 — phyx
In this dataset, phyx presents primarily as a cooperative regular. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 383 chat messages across 118 replays, giving limited confidence in recurring chat-style conclusions.
Communication is below average in brevity relative to the top-100 cohort: messages average 4.2 words, and 54.3% are two words or fewer. Question/clarification language appears in 8.9% of nonblank messages, while game/server/meta language appears in 2.6%. Lexical variety is mid-range for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is mid-range on tactical/directive signaling and above average on affiliative repair/support. Coordination vocabulary appears in 5.7% of messages and direct imperative openings in 0.3%; positive/praise markers appear in 19.6% and apology/self-correction markers in 1.8%.
Playfulness is mid-range and conflict intensity is below average. Laughter/joke markers occur in 3.7% of messages, explicit adversarial markers in 0.0%, frustration markers in 2.9%, and all-caps emphasis in 0.0%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include gg's, haha fair, misread, would've, lool, woops. Recurring clean message forms include “ns” (7×), “lool” (4×), “woops” (3×), “gg's all” (3×), “ah okay” (2×). The most frequent immediately adjacent chatters are york (103), esta (48), alien (40), woofy (40); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are low-conflict presentation. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by affiliative / supportive and questioning / meta, while conflict intensity is comparatively less prominent.
#70 — _(: bol :)
In this dataset, _(: bol :) presents primarily as a balanced/transactional regular. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 378 chat messages across 71 replays, giving limited confidence in recurring chat-style conclusions.
Communication is above average in brevity relative to the top-100 cohort: messages average 2.4 words, and 73.5% are two words or fewer. Question/clarification language appears in 2.6% of nonblank messages, while game/server/meta language appears in 2.4%. Lexical variety is very high for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is mid-range on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 2.6% of messages and direct imperative openings in 1.1%; positive/praise markers appear in 3.2% and apology/self-correction markers in 2.1%.
Playfulness is above average and conflict intensity is mid-range. Laughter/joke markers occur in 2.4% of messages, explicit adversarial markers in 0.0%, frustration markers in 4.2%, and all-caps emphasis in 0.5%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include eas, ayy, yare, wowo, hm, sticking. Recurring clean message forms include “np” (6×), “hm” (5×), “vn” (5×), “eas” (4×), “ow” (4×). The most frequent immediately adjacent chatters are poison (113), esta (108), york (69), ken (46); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are a recognizable and consistent communication style. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by brevity and playfulness, while questioning / meta is comparatively less prominent.
#71 — _Paradigm
In this dataset, _Paradigm presents primarily as a task-focused teammate. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 354 chat messages across 73 replays, giving limited confidence in recurring chat-style conclusions.
Communication is low in brevity relative to the top-100 cohort: messages average 3.9 words, and 43.8% are two words or fewer. Question/clarification language appears in 12.1% of nonblank messages, while game/server/meta language appears in 3.7%. Lexical variety is mid-range for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is high on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 5.9% of messages and direct imperative openings in 1.1%; positive/praise markers appear in 5.4% and apology/self-correction markers in 0.6%.
Playfulness is below average and conflict intensity is high. Laughter/joke markers occur in 0.8% of messages, explicit adversarial markers in 0.8%, frustration markers in 8.5%, and all-caps emphasis in 1.4%. The chat style is comparatively hard-edged, with frustration or adversarial wording carrying more of the emotional signal than humor.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include french, raja, chant, jax, dock, access. Recurring clean message forms include “aw” (6×), “wow” (6×), “sad” (4×), “wat” (3×), “gn all” (3×). The most frequent immediately adjacent chatters are jaxx (85), york (53), solqom (24), vesuvius (23); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are clear tactical signaling. The main interaction risk is that tone can become abrasive under pressure. Overall, the profile is driven most strongly by conflict intensity and team-directive, while brevity is comparatively less prominent.
#72 — _ImTryingMyBestGG
In this dataset, _ImTryingMyBestGG presents primarily as a banter-driven socializer. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 316 chat messages across 29 replays, giving limited confidence in recurring chat-style conclusions.
Communication is low in brevity relative to the top-100 cohort: messages average 5.1 words, and 29.1% are two words or fewer. Question/clarification language appears in 6.3% of nonblank messages, while game/server/meta language appears in 1.3%. Lexical variety is high for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is above average on tactical/directive signaling and low on affiliative repair/support. Coordination vocabulary appears in 7.0% of messages and direct imperative openings in 0.9%; positive/praise markers appear in 4.1% and apology/self-correction markers in 0.0%.
Playfulness is high and conflict intensity is mid-range. Laughter/joke markers occur in 12.0% of messages, explicit adversarial markers in 0.6%, frustration markers in 4.1%, and all-caps emphasis in 0.0%. Humor is a major social tool here and generally outweighs adversarial language.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include supressor, lmfaoooo, dombs, lmfao, xd lmfao, turbo. Recurring clean message forms include “xd” (6×), “lmfao” (5×), “lmfaoooo” (3×), “york” (2×), “nt” (2×). The most frequent immediately adjacent chatters are jeff (123), ken (46), falcon (25), xx2 (21); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are social energy and humor. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by playfulness and team-directive, while brevity is comparatively less prominent.
#73 — _bigguy
In this dataset, _bigguy presents primarily as a supportive social teammate with a secondary very terse communicator pattern. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 286 chat messages across 189 replays, giving limited confidence in recurring chat-style conclusions.
Communication is very high in brevity relative to the top-100 cohort: messages average 1.5 words, and 89.9% are two words or fewer. Question/clarification language appears in 4.9% of nonblank messages, while game/server/meta language appears in 1.0%. Lexical variety is low for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is low on tactical/directive signaling and very high on affiliative repair/support. Coordination vocabulary appears in 1.7% of messages and direct imperative openings in 0.0%; positive/praise markers appear in 43.0% and apology/self-correction markers in 6.3%.
Playfulness is below average and conflict intensity is low. Laughter/joke markers occur in 3.8% of messages, explicit adversarial markers in 0.0%, frustration markers in 1.4%, and all-caps emphasis in 0.0%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include crap, noooo, kk, ns sup, sup hows, mb. Recurring clean message forms include “mb” (11×), “ns” (7×), “1 more” (7×), “ggs” (6×), “crap!” (5×). The most frequent immediately adjacent chatters are york (80), jose (74), esta (42), johs (22); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are teammate reinforcement and repair, low-conflict presentation. The main interaction risk is that extreme brevity can make intent ambiguous. Overall, the profile is driven most strongly by affiliative / supportive and brevity, while competitive intensity is comparatively less prominent.
#74 — _Be Kaind, rewind
In this dataset, _Be Kaind, rewind presents primarily as a minimalist signaler. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 281 chat messages across 62 replays, giving limited confidence in recurring chat-style conclusions.
Communication is very high in brevity relative to the top-100 cohort: messages average 1.4 words, and 90.4% are two words or fewer. Question/clarification language appears in 2.8% of nonblank messages, while game/server/meta language appears in 0.4%. Lexical variety is low for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is low on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 0.7% of messages and direct imperative openings in 0.0%; positive/praise markers appear in 20.6% and apology/self-correction markers in 1.1%.
Playfulness is low and conflict intensity is below average. Laughter/joke markers occur in 1.4% of messages, explicit adversarial markers in 0.4%, frustration markers in 0.0%, and all-caps emphasis in 0.7%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include ghj, sn, bs ns, ns ns, nw ns, np gj. Recurring clean message forms include “ns” (26×), “np” (11×), “gj” (6×), “nt” (5×), “nvm” (4×). The most frequent immediately adjacent chatters are jose (72), poison (58), kneegrow (36), jaxx (34); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are low-conflict presentation. The main interaction risk is that extreme brevity can make intent ambiguous. Overall, the profile is driven most strongly by brevity and affiliative / supportive, while questioning / meta is comparatively less prominent.
#75 — _deangelos
In this dataset, _deangelos presents primarily as a conversational problem-solver. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 270 chat messages across 6 replays, giving limited confidence in recurring chat-style conclusions.
Communication is low in brevity relative to the top-100 cohort: messages average 5.3 words, and 32.6% are two words or fewer. Question/clarification language appears in 24.4% of nonblank messages, while game/server/meta language appears in 3.3%. Lexical variety is below average for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is mid-range on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 9.6% of messages and direct imperative openings in 0.0%; positive/praise markers appear in 3.0% and apology/self-correction markers in 1.9%.
Playfulness is low and conflict intensity is low. Laughter/joke markers occur in 1.1% of messages, explicit adversarial markers in 0.0%, frustration markers in 1.9%, and all-caps emphasis in 0.0%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include spurs, arsenal, liverpool, pep, timed, uk. Recurring clean message forms include “:d” (15×), “right yeah” (4×), “uk” (3×), “ok cool” (2×), “for real?” (2×). The most frequent immediately adjacent chatters are slight (237), york (74), crazy (46), zz (23); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are low-conflict presentation. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by questioning / meta and team-directive, while brevity is comparatively less prominent.
#76 — _dominik.dubovec103
In this dataset, _dominik.dubovec103 presents primarily as a balanced/transactional regular. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 269 chat messages across 59 replays, giving limited confidence in recurring chat-style conclusions.
Communication is mid-range in brevity relative to the top-100 cohort: messages average 2.8 words, and 64.9% are two words or fewer. Question/clarification language appears in 8.2% of nonblank messages, while game/server/meta language appears in 3.0%. Lexical variety is low for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is above average on tactical/directive signaling and above average on affiliative repair/support. Coordination vocabulary appears in 4.1% of messages and direct imperative openings in 1.1%; positive/praise markers appear in 19.0% and apology/self-correction markers in 1.1%.
Playfulness is above average and conflict intensity is mid-range. Laughter/joke markers occur in 13.8% of messages, explicit adversarial markers in 0.0%, frustration markers in 5.2%, and all-caps emphasis in 0.4%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include miranda kills, helldivers, xd xd, miranda, need kills, xd. Recurring clean message forms include “xd” (5×), “nice one” (3×), “hehe” (3×), “:d” (3×), “heh” (2×). The most frequent immediately adjacent chatters are york (99), crazy (45), jose (44), esta (34); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are a recognizable and consistent communication style. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by competitive intensity and affiliative / supportive, while questioning / meta is comparatively less prominent.
#77 — _[GiveWell.org]ABlank
In this dataset, _[GiveWell.org]ABlank presents primarily as a analytical regular. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 258 chat messages across 87 replays, giving limited confidence in recurring chat-style conclusions.
Communication is below average in brevity relative to the top-100 cohort: messages average 4.2 words, and 58.5% are two words or fewer. Question/clarification language appears in 14.7% of nonblank messages, while game/server/meta language appears in 12.0%. Lexical variety is below average for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is above average on tactical/directive signaling and above average on affiliative repair/support. Coordination vocabulary appears in 5.8% of messages and direct imperative openings in 0.8%; positive/praise markers appear in 19.8% and apology/self-correction markers in 0.8%.
Playfulness is mid-range and conflict intensity is mid-range. Laughter/joke markers occur in 7.0% of messages, explicit adversarial markers in 0.0%, frustration markers in 7.0%, and all-caps emphasis in 0.0%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include howdy howdy, howdy, baking, play random, random, pubs. Recurring clean message forms include “good game” (21×), “howdy” (10×), “nice shot” (8×), “baking” (5×), “:joy:” (2×). The most frequent immediately adjacent chatters are york (97), xx2 (74), jose (25), esta (24); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are active questioning and system/meta engagement. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by questioning / meta and affiliative / supportive, while brevity is comparatively less prominent.
#78 — _prunejuice
In this dataset, _prunejuice presents primarily as a combative competitor. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 258 chat messages across 55 replays, giving limited confidence in recurring chat-style conclusions.
Communication is below average in brevity relative to the top-100 cohort: messages average 3.7 words, and 48.1% are two words or fewer. Question/clarification language appears in 12.8% of nonblank messages, while game/server/meta language appears in 3.1%. Lexical variety is low for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is above average on tactical/directive signaling and low on affiliative repair/support. Coordination vocabulary appears in 3.9% of messages and direct imperative openings in 1.6%; positive/praise markers appear in 0.4% and apology/self-correction markers in 0.0%.
Playfulness is low and conflict intensity is very high. Laughter/joke markers occur in 0.0% of messages, explicit adversarial markers in 5.4%, frustration markers in 11.6%, and all-caps emphasis in 46.1%. The chat style is comparatively hard-edged, with frustration or adversarial wording carrying more of the emotional signal than humor.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include prune, frail, owned, ledow, clef, yer. Recurring clean message forms include “fu” (11×), “owned” (11×), “clef” (6×), “prune” (4×). The most frequent immediately adjacent chatters are york (104), esta (63), johs (22), xx2 (6); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are a recognizable and consistent communication style. The main interaction risk is that tone can become abrasive under pressure. Overall, the profile is driven most strongly by conflict intensity and competitive intensity, while playfulness is comparatively less prominent.
#79 — nick
In this dataset, nick presents primarily as a task-focused teammate. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 228 chat messages across 82 replays, giving limited confidence in recurring chat-style conclusions.
Communication is mid-range in brevity relative to the top-100 cohort: messages average 2.6 words, and 63.6% are two words or fewer. Question/clarification language appears in 17.5% of nonblank messages, while game/server/meta language appears in 4.4%. Lexical variety is mid-range for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is above average on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 5.3% of messages and direct imperative openings in 1.3%; positive/praise markers appear in 7.0% and apology/self-correction markers in 0.4%.
Playfulness is below average and conflict intensity is mid-range. Laughter/joke markers occur in 2.6% of messages, explicit adversarial markers in 0.4%, frustration markers in 3.1%, and all-caps emphasis in 1.8%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include rdy, cursor, cryptic, play playing, small, tourny. Recurring clean message forms include “ggs” (2×), “rdy?” (2×), “tourn” (2×), “:/” (1×), “sup esta” (1×). The most frequent immediately adjacent chatters are toma (43), york (40), jose (32), esta (24); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are a recognizable and consistent communication style. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by team-directive and questioning / meta, while playfulness is comparatively less prominent.
#80 — stam
In this dataset, stam presents primarily as a cooperative regular. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 219 chat messages across 84 replays, giving limited confidence in recurring chat-style conclusions.
Communication is mid-range in brevity relative to the top-100 cohort: messages average 3.3 words, and 64.4% are two words or fewer. Question/clarification language appears in 9.6% of nonblank messages, while game/server/meta language appears in 5.9%. Lexical variety is mid-range for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is low on tactical/directive signaling and above average on affiliative repair/support. Coordination vocabulary appears in 2.7% of messages and direct imperative openings in 0.5%; positive/praise markers appear in 13.7% and apology/self-correction markers in 3.7%.
Playfulness is above average and conflict intensity is mid-range. Laughter/joke markers occur in 5.5% of messages, explicit adversarial markers in 0.5%, frustration markers in 3.7%, and all-caps emphasis in 0.0%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include rofl, stylish, resolution, cmon, fired, kd. Recurring clean message forms include “rofl” (7×), “malakaaa” (3×), “mb” (3×), “works” (2×), “f me” (2×). The most frequent immediately adjacent chatters are johs (43), york (43), jose (34), esta (28); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are a recognizable and consistent communication style. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by questioning / meta and affiliative / supportive, while team-directive is comparatively less prominent.
#81 — infi
In this dataset, infi presents primarily as a high-intensity competitor. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 214 chat messages across 117 replays, giving limited confidence in recurring chat-style conclusions.
Communication is high in brevity relative to the top-100 cohort: messages average 2.0 words, and 74.4% are two words or fewer. Question/clarification language appears in 10.1% of nonblank messages, while game/server/meta language appears in 2.4%. Lexical variety is low for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is above average on tactical/directive signaling and below average on affiliative repair/support. Coordination vocabulary appears in 6.8% of messages and direct imperative openings in 1.0%; positive/praise markers appear in 2.4% and apology/self-correction markers in 0.0%.
Playfulness is above average and conflict intensity is high. Laughter/joke markers occur in 19.3% of messages, explicit adversarial markers in 0.0%, frustration markers in 6.8%, and all-caps emphasis in 30.9%. The chat style is comparatively hard-edged, with frustration or adversarial wording carrying more of the emotional signal than humor.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include click click, rofl, click, rolf, whos, rocket league. Recurring clean message forms include “rofl” (6×), “goal” (3×), “rof” (2×), “rolf” (2×), “xd” (2×). The most frequent immediately adjacent chatters are york (43), jaxx (37), jose (23), xx2 (20); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are a recognizable and consistent communication style. The main interaction risk is that tone can become abrasive under pressure. Overall, the profile is driven most strongly by competitive intensity and brevity, while affiliative / supportive is comparatively less prominent.
#82 — _lekai
In this dataset, _lekai presents primarily as a supportive social teammate with a secondary minimalist signaler pattern. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 197 chat messages across 39 replays, giving limited confidence in recurring chat-style conclusions.
Communication is very high in brevity relative to the top-100 cohort: messages average 1.5 words, and 91.4% are two words or fewer. Question/clarification language appears in 2.5% of nonblank messages, while game/server/meta language appears in 0.0%. Lexical variety is low for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is low on tactical/directive signaling and high on affiliative repair/support. Coordination vocabulary appears in 0.5% of messages and direct imperative openings in 0.0%; positive/praise markers appear in 20.8% and apology/self-correction markers in 2.0%.
Playfulness is low and conflict intensity is low. Laughter/joke markers occur in 0.5% of messages, explicit adversarial markers in 0.0%, frustration markers in 0.0%, and all-caps emphasis in 0.0%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include bns, hs, ns gj, nuts, ns, gj. Recurring clean message forms include “ns” (15×), “gj” (6×), “np” (5×), “mb” (4×), “nuts” (4×). The most frequent immediately adjacent chatters are york (83), jose (39), johs (24), derek (17); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are teammate reinforcement and repair, low-conflict presentation. The main interaction risk is that extreme brevity can make intent ambiguous. Overall, the profile is driven most strongly by brevity and affiliative / supportive, while team-directive is comparatively less prominent.
#83 — _pien.mimi
In this dataset, _pien.mimi presents primarily as a high-energy communicator. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 191 chat messages across 30 replays, giving limited confidence in recurring chat-style conclusions.
Communication is low in brevity relative to the top-100 cohort: messages average 3.9 words, and 44.5% are two words or fewer. Question/clarification language appears in 9.4% of nonblank messages, while game/server/meta language appears in 4.7%. Lexical variety is above average for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is mid-range on tactical/directive signaling and above average on affiliative repair/support. Coordination vocabulary appears in 4.2% of messages and direct imperative openings in 1.0%; positive/praise markers appear in 6.3% and apology/self-correction markers in 3.1%.
Playfulness is above average and conflict intensity is mid-range. Laughter/joke markers occur in 8.4% of messages, explicit adversarial markers in 0.0%, frustration markers in 2.6%, and all-caps emphasis in 3.7%. Humor is a major social tool here and generally outweighs adversarial language.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include exp, glhf, hiya, alr, south america, bi. Recurring clean message forms include “glhf!” (8×), “glhf” (4×), “hiya” (4×), “ggs!” (2×), “mb” (2×). The most frequent immediately adjacent chatters are poison (51), lemyn (36), zz (29), vipr (23); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are active questioning and system/meta engagement, social energy and humor. The main interaction risk is that high-intensity presentation can amplify disagreements. Overall, the profile is driven most strongly by expressiveness and playfulness, while brevity is comparatively less prominent.
#84 — chelsea
In this dataset, chelsea presents primarily as a banter-driven socializer with a secondary very terse communicator pattern. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 187 chat messages across 44 replays, giving limited confidence in recurring chat-style conclusions.
Communication is high in brevity relative to the top-100 cohort: messages average 1.8 words, and 82.4% are two words or fewer. Question/clarification language appears in 7.0% of nonblank messages, while game/server/meta language appears in 2.1%. Lexical variety is high for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is low on tactical/directive signaling and high on affiliative repair/support. Coordination vocabulary appears in 0.0% of messages and direct imperative openings in 0.5%; positive/praise markers appear in 4.8% and apology/self-correction markers in 3.2%.
Playfulness is high and conflict intensity is above average. Laughter/joke markers occur in 10.7% of messages, explicit adversarial markers in 0.0%, frustration markers in 5.9%, and all-caps emphasis in 2.7%. Humor is a major social tool here and generally outweighs adversarial language.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include xdd, mt, hello guys, xd, nanon, sim. Recurring clean message forms include “xd” (7×), “xdd” (6×), “hello” (3×), “noo” (2×), “ops” (2×). The most frequent immediately adjacent chatters are esta (33), _Nanon (25), derek (22), guardian (17); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are teammate reinforcement and repair, social energy and humor. The main interaction risk is that extreme brevity can make intent ambiguous. Overall, the profile is driven most strongly by playfulness and brevity, while team-directive is comparatively less prominent.
#85 — shl
In this dataset, shl presents primarily as a balanced/transactional regular. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 177 chat messages across 21 replays, giving limited confidence in recurring chat-style conclusions.
Communication is low in brevity relative to the top-100 cohort: messages average 4.2 words, and 44.6% are two words or fewer. Question/clarification language appears in 10.7% of nonblank messages, while game/server/meta language appears in 1.1%. Lexical variety is mid-range for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is mid-range on tactical/directive signaling and above average on affiliative repair/support. Coordination vocabulary appears in 0.6% of messages and direct imperative openings in 2.3%; positive/praise markers appear in 7.3% and apology/self-correction markers in 0.6%.
Playfulness is below average and conflict intensity is below average. Laughter/joke markers occur in 2.3% of messages, explicit adversarial markers in 0.0%, frustration markers in 2.3%, and all-caps emphasis in 2.3%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include gpt, invented, legend, make alti, ggwp, destroy. Recurring clean message forms include “:)” (3×), “6v6” (2×), “legends never die” (2×), “ggwp” (2×), “dem0” (2×). The most frequent immediately adjacent chatters are zz (52), demoledor (38), york (25), jaxx (8); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are a recognizable and consistent communication style. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by expressiveness and affiliative / supportive, while brevity is comparatively less prominent.
#86 — malacats
In this dataset, malacats presents primarily as a balanced/transactional regular. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 142 chat messages across 18 replays, giving low confidence in recurring chat-style conclusions.
Communication is above average in brevity relative to the top-100 cohort: messages average 2.6 words, and 68.3% are two words or fewer. Question/clarification language appears in 13.4% of nonblank messages, while game/server/meta language appears in 1.4%. Lexical variety is below average for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is below average on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 2.1% of messages and direct imperative openings in 0.7%; positive/praise markers appear in 2.8% and apology/self-correction markers in 0.0%.
Playfulness is below average and conflict intensity is above average. Laughter/joke markers occur in 2.8% of messages, explicit adversarial markers in 0.0%, frustration markers in 4.2%, and all-caps emphasis in 14.8%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include baes, baby baes, aw aw, aw, whore, use acid. Recurring clean message forms include “aw” (20×), “mad” (6×), “hi!” (4×), “luck” (4×), “who” (3×). The most frequent immediately adjacent chatters are jaxx (45), zz (37), york (31), esta (18); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are a recognizable and consistent communication style. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by competitive intensity and expressiveness, while team-directive is comparatively less prominent.
#87 — payne
In this dataset, payne presents primarily as a cooperative regular. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 121 chat messages across 78 replays, giving low confidence in recurring chat-style conclusions.
Communication is mid-range in brevity relative to the top-100 cohort: messages average 2.7 words, and 59.5% are two words or fewer. Question/clarification language appears in 6.6% of nonblank messages, while game/server/meta language appears in 4.1%. Lexical variety is low for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is below average on tactical/directive signaling and above average on affiliative repair/support. Coordination vocabulary appears in 2.5% of messages and direct imperative openings in 0.8%; positive/praise markers appear in 4.1% and apology/self-correction markers in 1.7%.
Playfulness is low and conflict intensity is low. Laughter/joke markers occur in 1.7% of messages, explicit adversarial markers in 0.0%, frustration markers in 0.8%, and all-caps emphasis in 0.0%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include ggs yall, ggs ggs, yall, tt, ggs, best best. Recurring clean message forms include “ggs” (14×), “ggs yall” (7×), “ready” (3×), “cya” (2×), “yo” (2×). The most frequent immediately adjacent chatters are jose (20), york (18), woofy (17), esta (11); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are low-conflict presentation. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by affiliative / supportive and brevity, while conflict intensity is comparatively less prominent.
#88 — _aioli engineer
In this dataset, _aioli engineer presents primarily as a on-field coordinator. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 116 chat messages across 6 replays, giving low confidence in recurring chat-style conclusions.
Communication is low in brevity relative to the top-100 cohort: messages average 4.9 words, and 33.6% are two words or fewer. Question/clarification language appears in 10.3% of nonblank messages, while game/server/meta language appears in 2.6%. Lexical variety is below average for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is very high on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 6.9% of messages and direct imperative openings in 2.6%; positive/praise markers appear in 2.6% and apology/self-correction markers in 0.9%.
Playfulness is below average and conflict intensity is low. Laughter/joke markers occur in 3.4% of messages, explicit adversarial markers in 0.0%, frustration markers in 0.9%, and all-caps emphasis in 0.0%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include it's supposed, superloopy, cone, cursor, rotate, plane it's. Recurring clean message forms include “hello cffourie” (1×), “welcome to the world's largest community o...” (1×), “i hope u enjoy ur stay” (1×), “juked” (1×), “ups” (1×). The most frequent immediately adjacent chatters are ken (82), woofy (18), esta (15), pacattack (8); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are clear tactical signaling, low-conflict presentation. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by team-directive and questioning / meta, while brevity is comparatively less prominent.
#89 — _x.org
In this dataset, _x.org presents primarily as a casual banterer. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 112 chat messages across 13 replays, giving low confidence in recurring chat-style conclusions.
Communication is low in brevity relative to the top-100 cohort: messages average 3.9 words, and 47.3% are two words or fewer. Question/clarification language appears in 16.1% of nonblank messages, while game/server/meta language appears in 1.8%. Lexical variety is very high for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is high on tactical/directive signaling and below average on affiliative repair/support. Coordination vocabulary appears in 4.5% of messages and direct imperative openings in 1.8%; positive/praise markers appear in 4.5% and apology/self-correction markers in 0.0%.
Playfulness is above average and conflict intensity is mid-range. Laughter/joke markers occur in 3.6% of messages, explicit adversarial markers in 0.0%, frustration markers in 4.5%, and all-caps emphasis in 0.9%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include ingbo, andy, flb, online, estarossa, gtg sleep. Recurring clean message forms include “welp” (1×), “go 6vs6” (1×), “what coop?” (1×), “as long as few more come” (1×). The most frequent immediately adjacent chatters are york (93), esta (18), jose (15), bob (8); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are clear tactical signaling, active questioning and system/meta engagement. The main interaction risk is that directive calls may land as commanding rather than collaborative. Overall, the profile is driven most strongly by team-directive and questioning / meta, while brevity is comparatively less prominent.
#90 — patron
In this dataset, patron presents primarily as a banter-driven socializer. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 110 chat messages across 53 replays, giving low confidence in recurring chat-style conclusions.
Communication is mid-range in brevity relative to the top-100 cohort: messages average 2.9 words, and 53.6% are two words or fewer. Question/clarification language appears in 5.5% of nonblank messages, while game/server/meta language appears in 1.8%. Lexical variety is very high for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is low on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 1.8% of messages and direct imperative openings in 0.0%; positive/praise markers appear in 8.2% and apology/self-correction markers in 0.9%.
Playfulness is high and conflict intensity is mid-range. Laughter/joke markers occur in 6.4% of messages, explicit adversarial markers in 0.9%, frustration markers in 2.7%, and all-caps emphasis in 0.0%. Humor is a major social tool here and generally outweighs adversarial language.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include okc, wolves, yee, yrs, retire, tos. Recurring clean message forms include “ggs” (4×), “yee” (2×), “those were my first games in yrs” (1×), “can we please do 1 more” (1×), “thank you” (1×). The most frequent immediately adjacent chatters are york (59), jose (20), xx2 (10), zz (9); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are social energy and humor. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by playfulness and conflict intensity, while team-directive is comparatively less prominent.
#91 — _Wokkocher
In this dataset, _Wokkocher presents primarily as a questioning/meta analyst. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 101 chat messages across 36 replays, giving low confidence in recurring chat-style conclusions.
Communication is below average in brevity relative to the top-100 cohort: messages average 4.1 words, and 54.5% are two words or fewer. Question/clarification language appears in 17.8% of nonblank messages, while game/server/meta language appears in 6.9%. Lexical variety is above average for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is low on tactical/directive signaling and above average on affiliative repair/support. Coordination vocabulary appears in 3.0% of messages and direct imperative openings in 0.0%; positive/praise markers appear in 1.0% and apology/self-correction markers in 2.0%.
Playfulness is above average and conflict intensity is below average. Laughter/joke markers occur in 4.0% of messages, explicit adversarial markers in 0.0%, frustration markers in 2.0%, and all-caps emphasis in 2.0%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include meaning, phlex, isnt dead, thx, play whats, date. Recurring clean message forms include “omg” (2×), “ur right” (1×), “i wonder this game isnt dead” (1×), “true” (1×), “i always read frozen water...” (1×). The most frequent immediately adjacent chatters are johs (30), esta (17), poison (14), woofy (13); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are active questioning and system/meta engagement, low-conflict presentation. The main interaction risk is that meta discussion can pull attention away from immediate play. Overall, the profile is driven most strongly by questioning / meta and expressiveness, while team-directive is comparatively less prominent.
#92 — xochis
In this dataset, xochis presents primarily as a balanced/transactional regular. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 100 chat messages across 65 replays, giving low confidence in recurring chat-style conclusions.
Communication is high in brevity relative to the top-100 cohort: messages average 1.8 words, and 77.6% are two words or fewer. Question/clarification language appears in 7.1% of nonblank messages, while game/server/meta language appears in 2.0%. Lexical variety is below average for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is below average on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 1.0% of messages and direct imperative openings in 1.0%; positive/praise markers appear in 0.0% and apology/self-correction markers in 0.0%.
Playfulness is below average and conflict intensity is low. Laughter/joke markers occur in 4.1% of messages, explicit adversarial markers in 0.0%, frustration markers in 1.0%, and all-caps emphasis in 0.0%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include se acabo, acabo, dormir, se, que, era. Recurring clean message forms include “banca” (3×), “:)” (3×), “se acabo” (3×), “pinche maliya” (3×), “:(” (2×). The most frequent immediately adjacent chatters are demoledor (26), york (19), jose (18), zz (8); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are low-conflict presentation. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by brevity and affiliative / supportive, while conflict intensity is comparatively less prominent.
#93 — bamboo
In this dataset, bamboo presents primarily as a cooperative regular. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 96 chat messages across 60 replays, giving low confidence in recurring chat-style conclusions.
Communication is above average in brevity relative to the top-100 cohort: messages average 2.5 words, and 69.5% are two words or fewer. Question/clarification language appears in 10.5% of nonblank messages, while game/server/meta language appears in 4.2%. Lexical variety is high for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is above average on tactical/directive signaling and above average on affiliative repair/support. Coordination vocabulary appears in 3.2% of messages and direct imperative openings in 2.1%; positive/praise markers appear in 12.6% and apology/self-correction markers in 1.1%.
Playfulness is high and conflict intensity is low. Laughter/joke markers occur in 6.3% of messages, explicit adversarial markers in 0.0%, frustration markers in 1.1%, and all-caps emphasis in 0.0%. Humor is a major social tool here and generally outweighs adversarial language.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include acc, gracias, hm, washed, ah hm, look think. Recurring clean message forms include “hm” (4×), “ah ok” (2×), “ah” (2×), “gracias” (2×), “like you form teams?” (1×). The most frequent immediately adjacent chatters are esta (27), york (18), jose (15), mavis (15); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are teammate reinforcement and repair, social energy and humor, low-conflict presentation. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by playfulness and affiliative / supportive, while competitive intensity is comparatively less prominent.
#94 — _<AI>{T}
In this dataset, _
Communication is low in brevity relative to the top-100 cohort: messages average 8.5 words, and 10.5% are two words or fewer. Question/clarification language appears in 24.2% of nonblank messages, while game/server/meta language appears in 11.6%. Lexical variety is mid-range for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is high on tactical/directive signaling and below average on affiliative repair/support. Coordination vocabulary appears in 9.5% of messages and direct imperative openings in 1.1%; positive/praise markers appear in 1.1% and apology/self-correction markers in 0.0%.
Playfulness is above average and conflict intensity is mid-range. Laughter/joke markers occur in 10.5% of messages, explicit adversarial markers in 0.0%, frustration markers in 6.3%, and all-caps emphasis in 0.0%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include tourney coming, jeez, tourney, updates, ppl, apparently. Recurring clean message forms include “im guessing 6v6 is no longer around?” (1×), “as a whale, i hate 4v4” (1×), “but yeah theres like 3 ppl still playing t...” (1×), “i started playing in high school and im 35...” (1×), “tell that to my back and kne” (1×). The most frequent immediately adjacent chatters are xx2 (57), esta (34), ken (11), blarg (10); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are clear tactical signaling, active questioning and system/meta engagement. The main interaction risk is that directive calls may land as commanding rather than collaborative. Overall, the profile is driven most strongly by questioning / meta and team-directive, while brevity is comparatively less prominent.
#95 — _The Red Baron
In this dataset, _The Red Baron presents primarily as a conversational problem-solver. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 91 chat messages across 46 replays, giving low confidence in recurring chat-style conclusions.
Communication is mid-range in brevity relative to the top-100 cohort: messages average 2.6 words, and 61.5% are two words or fewer. Question/clarification language appears in 17.6% of nonblank messages, while game/server/meta language appears in 13.2%. Lexical variety is mid-range for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is low on tactical/directive signaling and above average on affiliative repair/support. Coordination vocabulary appears in 2.2% of messages and direct imperative openings in 0.0%; positive/praise markers appear in 12.1% and apology/self-correction markers in 4.4%.
Playfulness is below average and conflict intensity is high. Laughter/joke markers occur in 1.1% of messages, explicit adversarial markers in 5.5%, frustration markers in 5.5%, and all-caps emphasis in 1.1%. The chat style is comparatively hard-edged, with frustration or adversarial wording carrying more of the emotional signal than humor.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include played ages, better ping, ages, havent played, lezz, laggg. Recurring clean message forms include “n1” (2×), “bb” (2×), “does it always take so long?” (1×), “havent played in ages” (1×), “still this stupid randa rule?” (1×). The most frequent immediately adjacent chatters are esta (24), york (21), jose (12), rusty (9); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are a recognizable and consistent communication style. The main interaction risk is that tone can become abrasive under pressure. Overall, the profile is driven most strongly by conflict intensity and questioning / meta, while team-directive is comparatively less prominent.
#96 — _mlg
In this dataset, _mlg presents primarily as a questioning/meta analyst. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 90 chat messages across 29 replays, giving low confidence in recurring chat-style conclusions.
Communication is low in brevity relative to the top-100 cohort: messages average 5.5 words, and 24.4% are two words or fewer. Question/clarification language appears in 26.7% of nonblank messages, while game/server/meta language appears in 10.0%. Lexical variety is very high for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is below average on tactical/directive signaling and below average on affiliative repair/support. Coordination vocabulary appears in 4.4% of messages and direct imperative openings in 0.0%; positive/praise markers appear in 4.4% and apology/self-correction markers in 0.0%.
Playfulness is mid-range and conflict intensity is below average. Laughter/joke markers occur in 1.1% of messages, explicit adversarial markers in 1.1%, frustration markers in 0.0%, and all-caps emphasis in 0.0%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include tror, gillar, bodies, ar, aswell, core. Recurring clean message forms include “remote mine guss” (2×), “johs” (2×), “is cleffffffffffff a bot?” (1×), “i'm” (1×), “can anyone help in coop” (1×). The most frequent immediately adjacent chatters are york (49), esta (9), guss (8), poison (7); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are active questioning and system/meta engagement, low-conflict presentation. The main interaction risk is that meta discussion can pull attention away from immediate play. Overall, the profile is driven most strongly by questioning / meta and playfulness, while brevity is comparatively less prominent.
#97 — falc
In this dataset, falc presents primarily as a supportive social teammate with a secondary minimalist signaler pattern. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 88 chat messages across 76 replays, giving low confidence in recurring chat-style conclusions.
Communication is very high in brevity relative to the top-100 cohort: messages average 1.0 words, and 100.0% are two words or fewer. Question/clarification language appears in 2.3% of nonblank messages, while game/server/meta language appears in 0.0%. Lexical variety is low for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is low on tactical/directive signaling and high on affiliative repair/support. Coordination vocabulary appears in 0.0% of messages and direct imperative openings in 0.0%; positive/praise markers appear in 6.8% and apology/self-correction markers in 45.5%.
Playfulness is low and conflict intensity is low. Laughter/joke markers occur in 0.0% of messages, explicit adversarial markers in 0.0%, frustration markers in 0.0%, and all-caps emphasis in 0.0%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include ggs mb, mb mb, mb ggs, mb, mb gj, ggs. Recurring clean message forms include “mb” (37×), “ggs” (12×), “gj” (2×), “vn” (2×), “nao” (1×). The most frequent immediately adjacent chatters are jose (15), jaxx (12), johs (10), york (10); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are teammate reinforcement and repair, low-conflict presentation. The main interaction risk is that extreme brevity can make intent ambiguous. Overall, the profile is driven most strongly by brevity and affiliative / supportive, while playfulness is comparatively less prominent.
#98 — oldie
In this dataset, oldie presents primarily as a directive tactician. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 88 chat messages across 63 replays, giving low confidence in recurring chat-style conclusions.
Communication is low in brevity relative to the top-100 cohort: messages average 5.1 words, and 22.7% are two words or fewer. Question/clarification language appears in 2.3% of nonblank messages, while game/server/meta language appears in 17.0%. Lexical variety is above average for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is very high on tactical/directive signaling and low on affiliative repair/support. Coordination vocabulary appears in 21.6% of messages and direct imperative openings in 2.3%; positive/praise markers appear in 2.3% and apology/self-correction markers in 1.1%.
Playfulness is below average and conflict intensity is above average. Laughter/joke markers occur in 1.1% of messages, explicit adversarial markers in 10.2%, frustration markers in 6.8%, and all-caps emphasis in 0.0%. The chat style is comparatively hard-edged, with frustration or adversarial wording carrying more of the emotional signal than humor.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include pew, pew pew, trash, play tbd, play cause, ask question. Recurring clean message forms include “ha” (2×), “ban pew pew” (2×), “luck” (1×), “i just want to kill” (1×), “i do what i want” (1×). The most frequent immediately adjacent chatters are york (26), esta (14), poison (10), jaxx (9); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are clear tactical signaling. The main interaction risk is that tone can become abrasive under pressure. Overall, the profile is driven most strongly by team-directive and conflict intensity, while brevity is comparatively less prominent.
#99 — _\+/
In this dataset, _\+/ presents primarily as a balanced/transactional regular. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 82 chat messages across 38 replays, giving low confidence in recurring chat-style conclusions.
Communication is above average in brevity relative to the top-100 cohort: messages average 2.7 words, and 72.0% are two words or fewer. Question/clarification language appears in 3.7% of nonblank messages, while game/server/meta language appears in 7.3%. Lexical variety is low for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is low on tactical/directive signaling and mid-range on affiliative repair/support. Coordination vocabulary appears in 1.2% of messages and direct imperative openings in 0.0%; positive/praise markers appear in 17.1% and apology/self-correction markers in 0.0%.
Playfulness is below average and conflict intensity is low. Laughter/joke markers occur in 4.9% of messages, explicit adversarial markers in 0.0%, frustration markers in 0.0%, and all-caps emphasis in 0.0%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include ortho, vn ns, win nt, vns vn, vns, nt vn. Recurring clean message forms include “nt” (9×), “vn” (5×), “ns” (5×), “vns” (5×), “wow vns” (1×). The most frequent immediately adjacent chatters are york (21), jose (18), jaxx (11), buffalo (8); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are low-conflict presentation. The main interaction risk is that no single friction pattern dominates the text. Overall, the profile is driven most strongly by brevity and expressiveness, while conflict intensity is comparatively less prominent.
#100 — phlexxo
In this dataset, phlexxo presents primarily as a very terse communicator. This is an in-game communication profile, not a clinical or offline personality diagnosis. The evidence base is 81 chat messages across 61 replays, giving low confidence in recurring chat-style conclusions.
Communication is high in brevity relative to the top-100 cohort: messages average 1.6 words, and 82.7% are two words or fewer. Question/clarification language appears in 3.7% of nonblank messages, while game/server/meta language appears in 1.2%. Lexical variety is low for this group, which helps distinguish repetitive signaling from more varied conversation.
Team-facing behavior is mid-range on tactical/directive signaling and high on affiliative repair/support. Coordination vocabulary appears in 3.7% of messages and direct imperative openings in 1.2%; positive/praise markers appear in 21.0% and apology/self-correction markers in 4.9%.
Playfulness is mid-range and conflict intensity is low. Laughter/joke markers occur in 9.9% of messages, explicit adversarial markers in 0.0%, frustration markers in 0.0%, and all-caps emphasis in 1.2%. The emotional presentation is comparatively restrained or mixed rather than dominated by either humor or confrontation.
The sample is too small for strong longitudinal conclusions; a few sessions can materially shift the percentages.
Evidence signature. Distinctive safe vocabulary/phrases include hio, havent heard, pf, weirdest, pass pls, yay. Recurring clean message forms include “huhu” (7×), “7y” (3×), “sure” (3×), “yay” (2×), “all good” (2×). The most frequent immediately adjacent chatters are johs (27), york (25), esta (8), twig (6); this is a conversation-neighborhood signal, not proof of friendship or direct replies.
Integrated interpretation. Best-supported strengths are teammate reinforcement and repair, low-conflict presentation. The main interaction risk is that extreme brevity can make intent ambiguous. Overall, the profile is driven most strongly by brevity and affiliative / supportive, while questioning / meta is comparatively less prominent.
Interpretive cautions
Chat is situational. Game pressure, running jokes, team composition, language background, and server culture can strongly alter wording. High “conflict intensity” can represent joking among regulars; low “positive language” can simply reflect terse tactical communication. The analysis is most reliable for players with thousands of messages and progressively less reliable near the bottom of the top-100 list.
Potentially sensitive or offensive recurring terms were intentionally filtered from the displayed vocabulary examples, although those messages still contributed to broad surface-level linguistic counts where appropriate. No inference of medical, psychiatric, political, religious, sexual, racial/ethnic, or other protected personal characteristics is made.