Survivor-Zombie Imbalance: Difference between revisions

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(Probably going to rewrite this entire thing, apart from the featured graph (too tedious to do labeling in R and not much past 2016 to even note). More graphs to come. As always, feel free to add your 2 cents.)
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<div style="position:fixed; left:10; background-color:white; padding:.5em">[[Survivor-Zombie Imbalance#1|'''TOP''']]<br>[[Survivor-Zombie Imbalance#2|'''INFO''']]<br>[[Survivor-Zombie Imbalance#3|'''CAV''']]<br>[[Survivor-Zombie Imbalance#4|'''WHY''']]<br><br>[[Survivor-Zombie Imbalance#5|'''EDV''']]<br><font color='lightgrey'>2005<br>2006</font><br><br>[[Survivor-Zombie Imbalance#6|'''TS''']]<br>[[Survivor-Zombie Imbalance#.C2.A02007|2007]]<br>[[Survivor-Zombie Imbalance#.C2.A02008|2008]]<br>[[Survivor-Zombie Imbalance#.C2.A02009|2009]]<br>[[Survivor-Zombie Imbalance#.C2.A02010|2010]]<br>[[Survivor-Zombie Imbalance#.C2.A02011|2011]]<br><br><br>[[Survivor-Zombie Imbalance#7|'''TLT''']]<br>[[Survivor-Zombie Imbalance#.C2.A02012|2012]]<br>[[Survivor-Zombie Imbalance#.C2.A02013|2013]]<br>[[Survivor-Zombie Imbalance#.C2.A02014|2014]]<br>[[Survivor-Zombie Imbalance#.C2.A02015|2015]]<br>[[Survivor-Zombie Imbalance#.C2.A02016|2016]]<br>[[Survivor-Zombie Imbalance#.C2.A02017|2017]]<br>[[Survivor-Zombie Imbalance#.C2.A02018|2018]]<br>[[Survivor-Zombie Imbalance#.C2.A02019|2019]]<br>[[Survivor-Zombie Imbalance#.C2.A02020|2020]]<br><br>[[Survivor-Zombie Imbalance#8|'''CONC''']]</div>
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=====<font color=white>1</font>=====
|style="text-align:center" | '''Contents'''
{|  
|-
| width="40px" style="border-right:solid 1px white;color:white" | ...........  || style='padding-left:10px' | [[File:Survivor-Zombie Ratio.png]]
|style="text-align:left" | [[Survivor-Zombie Imbalance#Interpreting the Graph|Interpreting the Graph]] [[Survivor-Zombie Imbalance#Factors Influencing the Ratio|Factors Influencing the Ratio]] [[Survivor-Zombie Imbalance#The Future and Conclusions|The Future and Conclusions]] [[Survivor-Zombie Imbalance#Gallery|Gallery and Further Reading]]
|}
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<div style="height: auto; width:800px; border: thin solid black; overflow:scroll">
<div style="width:600px;text-align:left">
[[File:SZI Graph.png|1300px]]
<big>'''The Survivor / Zombie Ratio, December 2005 to April 2020.'''</big><br>
The Y axis shows the ratio of survivors to zombies, with the dashed horizontal line at 1:1 indicating an equal number of survivors to zombies. Above the line favours survivors (e.g., 2:1 means two survivors for every one zombie). Below the line favours zombies. The tick marks on the X axis indicate the start of the year named below. At each time point (day), the ratio is the number of survivors divided by the number of zombies, collected at the 0:00 hour of the day.<sup>1</sup> The extra info on either side of the dashed horizontal line has some caveats.<sup>2</sup>
 
Data obtained from [http://www.urbandead.com/stats.csv Urban Dead statistics], April 2017 to current day. Older data from the [[Wikipedia:Wayback Machine|Wayback Machine]] was collected manually.<sup>3</sup>
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{{SZI Graph Legend|caption='''Survivor (<font color="#4491C4">blue</font>) and zombie (<font color="#5BBA5C">green</font>) populations from October 2005 to May 2016.''' Dips and peaks correspond to notable player [[:Category:Events|events]] (names) and [[News|game updates]] (numbers). Scroll horizontally to view full graph.}}




==Interpreting the Graph==
=====<font color=white>2</font>=====
The graph shows that significant player events and game updates correspond to peaks and dips in the survivor and zombie populations. Although many other, more subtle factors change player populations, it is assumed the ratio will not spontaneously shift without input from game updates and player events. As the norm, the ratio tends to favour survivors. As game updates and events become less prevalent, the ratio settles. Since August 2011, the ratio has refused to switch, and rests unfettered at 2:1 in favour of survivors. Ideally, players prefer one of three of the following ideal ratios.
<Big><big><big>'''INTERPRETING THE GRAPHS'''</BIG></big></big>


*'''Equal numbers of zombies and survivors'''. Rarely stated explicitly, implied by the word "balance", this viewpoint holds that [[Malton]]'s population should be split 50:50 between living and unliving. Members of both sides could easily find opponents. Often, people think that if one side numbers fewer than 50%, then it must have an inherent weakness, and so needs to be made more powerful. Game updates are often implemented to correct an uneven balance, but generally seem to only have a short term effect.
The first graph shows the survivor-zombie ratio. The graph below shows the absolute survivor and zombie populations in a series of three parts: Early Day Volatility (EDV), The Swings (TW), and The Long Tail (TLT).<sup>4</sup> These graphs go in-depth, listing most game updates and a small number of player-initiated events. While the game updates are listed regardless of their impact on the survivor-zombie ratio, partly due to the relative infrequency of the updates, the player events are (usually) listed if they seem to be responsible for a shift in the survivor-zombie ratio.
*'''Zombies heavily outnumber survivors'''. Considered to be particularly in-genre, here humans desperately try to survive against vastly larger numbers of zombies. The risk (or is that the opportunity?) here is that the zombies may wipe out the last of the survivors, and without survivors to play with or against, the game is over.
*'''Let it be (Laissez-faire)'''. This view says it's best that search and barricade rates are not adjusted, and that game mechanics are not changed to alter the ratio. Zombies are simply better than survivors as far as long-term combat and staying power goes, yet survivors almost always have the numbers advantage. This means that advantages given to zombies would increase the power of an already superior class, while advantages given to survivors only solidifies their strength in numbers. Leaving things as-is means that every event in-game is a result of player actions.


The ratio refuses to rest at a 50:50 split. Equal numbers usually only happens when the ratio switches. The longest interval at that ratio is only a month long—from November to December 2010. When zombies heavily outnumber survivors, the effect is short-lived and hinges on game updates or events (e.g. [[the Dead]] and events [[News/2005|2]], [[News/2005|3]], [[News/2008#January 23|15]]). For the past few years, the game has been left to its own devices. Without updates or large events, survivors are given the numbers advantage.
An underlying assumption is that the ratio only changes if a force acts on it, be it a game update or player event. Although it often seems "obvious" that a game update or player event caused a shift in the ratio, it is impossible to identify all player events occurring at a given time; not all have been [[:Category:History|written into history]]. And given a specific time point, multiple events could be happening at the same time. How do we determine the degree to which each event influenced the ratio?


Why is the ratio so?
Sometimes, however, an event is [[March of The Dead 2|so large]] that it undeniably caused a change in the ratio. Call it a [[Wikipedia:natural experiment|natural experiment]].


===Factors Influencing the Ratio===
All that said, '''the purpose of the following in-depth graph is to chronicle the game balance over the years, without pointing too many fingers.'''  
People will play the side they want to play. There is little to stop a player from playing the game as a survivor or zombie; it just matters what the player finds fun. This being so, players choose a side for many reasons.
*'''Game mechanics'''. This includes many things, for instance:
**Differences exist in AP required to perform complementary actions between survivors and zombies. It takes more AP to remove barricades than to build them, as is often cited. Zombie melee is more AP efficient than survivor melee ([[Guides:Damage Per Action|further details]]). In certain circumstances, [[User:Grim s/Rants/Revival Imbalance|revives are more AP efficient than zombies are at killing survivors]].
**Perceptions of game balance affect interest (i.e. a player may view their side as being underpowered).
**Survivors play differently than zombies. Survivor gameplay is more complex; they have a greater diversity of actions. Many survivor actions have no complement on the zombie side of things. For instance, survivors can search, speak better and use radios, and have more ways to kill. Zombie gameplay revolves around breaking barricades and killing survivors, mostly using the same button—the claw.
**It is takes less for zombies to get back into play than for survivors. Apart from [[Combat Revives]], killing a zombie does not cause it to "switch sides" and become a survivor; only AP is required for the zombie to play as a zombie again. Upon death, survivors must rely on other players in order to play as a survivor again. The point? When times are tough for survivors, a few things happen. Survivors stay as zombies longer, since many revivers are dead themselves and those who live may be AP-strapped. At this point AP is idle while these survivor "[[Mrh Cows|Mrh? Cows]]" sway at [[revive points]]. Thus zombie numbers are "artificially" larger (meaning fewer zombies are hunting survivors than would otherwise be thought); and survivor are less able to recuperate their numbers when they need the revives the most. (The net affect of this, or how much ratio is pulled toward zombies and how much to survivors, is debatable.)
*'''Game updates'''. Changes made by Kevan correlate with changes in the ratio, sometimes ending up with zombies favoured, but at other times, survivors are. Usually this is short-lived, but it might be interpreted that the ratio was permanently brought closer together after updates [[News/2005|1]] through [[News/2006#March 28|5]] were added.
*'''Player events'''. Outside groups inject many players into the game, who many prefer to play as one side over another. [[Yahoomas]] and [[the Dead]] are examples.
*'''Metagame'''. Much of the game exists outside of actual gameplay, where players communicate, create strategies, and organize events. The result is in-game AP is better used. If one side metagames more-so or to a greater extent then the other, then that side is advantaged.
*'''[[User:Odd Starter/On the imbalance of Survivors and Zombies|Survivors are the good guys]]'''. Or, similarly, people often play zombie apocalypse games to fight zombies and survive.
*'''Survivors have a significant sub-set, PKers; zombies don't'''. A notable portion of the survivor population are [[PKers]]. Conversely, [[ZKer]]s aren't so popular. (How significant?)
*'''Severely unbalanced ratios are self-correcting'''. Syringe search rates become higher with fewer survivors relative to zombies, and vice versa. Players might also leave out of boredom or frustration, when the ratio is large. For instance, when there are many zombies, it is more difficult to find survivors to eat. This is boring and frustrating and zombies might leave or convert to survivors. Thus ratios more extreme than 2:1 are difficult to maintain. It might be expected that a 50:50 ratio would be the easiest to maintain, yet this ratio is rare.


Presumably, if any of these factors are altered, the ratio will change. Some of these factors will produce short-lived changes, and others will be more persistent. It is not possible to determine precisely the individual effects of any of these factors, since each factor is inseparable from the other. However, when all these factors are put together and placed in the game world, it produces the ratios seen in the graph.
=====<font color=white>3</font>=====
<big><big>CAVEATS</big></big>
{|
| width='5px' style='vertical-align:top' | <sup>1</sup> || style='padding-top:5px' | Urban Dead's statistics updates its data on every hour of the day, yet characters only seem to [[idle|idle out]] on the 00:00 hour of the day. This creates a "climbing" effect where the data increases throughout the day until it hits the 00:00 mark and drops. For simplicity, data from other timepoints were excluded. (Note that the Urban Dead statistics page missed its mark a few times, and thus on certain days the data was collected on the 00:01 and 0:02 timepoints.)
|-
| width='5px' style='vertical-align:top' | <sup>2</sup> || style='padding-top:5px' |The percentage of days favouring either survivors or zombies was calculated by counting out the days when the ratio was above or below 1. The ratio never equals exactly 1, at least for the data shown here (see Caveat 1). To calculate the average ratio when the game favoured either survivors or zombies, the data was cut into two parts: one with the ratio above 1 (survivor favoured) and the other with the ratio below 1 (zombie favoured). Keep in mind, error exists because the data is sporadic before April 2007 (see Caveat 3).
|-
| width='5px' style='vertical-align:top' | <sup>3</sup> || style='padding-top:5px' |Only 28 data points are plotted before late April 2007; 4,732 points are plotted afterward. You can see the effect this has on the graph of the Survivor-Zombie Ratio due to the oddly straight lines, as opposed to the "noisy" line thereafter. On the in-depth graph below, all the columns of white space are locations of missing data. When calculating the facts discussed in Caveat 2, the data is more heavily weighed after April 2007; there's simply more data there that "drowns out" the scant data before it. Thus, these facts are an approximation.
|-
| width='5px' style='vertical-align:top' | <sup>4</sup> || style='padding-top:5px' |The scales are different on each part of the graph, which helps readability when the player populations become smaller.
|-
| width='5px' style='vertical-align:top' |  || style='padding-top:5px' |One final caveat: this page is mostly the opinion of [[User:A Helpful Little Gnome|one person]].
|}


==The Future and Conclusions==
=====<font color=white>4</font>=====
Urban Dead will probably continue to suffer the slow, stable decline characteristic of the population trend of the last few years. Game updates are non-existent and events rare, and those events that occurred are lost in the day-to-day variations in populations. Zombies have received the lion's share of buffs and updates, yet their numbers are normally lower than survivors. How much the ratio is due to difference in game mechanics for survivors and zombies and how much a result of player preference is unclear. The ratio will likely remain 2:1 in favour of survivors, unless new game updates produce long-lasting population changes and/or players decide to play the game differently.
<big><big>WHY ISN'T [INSERT EVENT HERE] ON THE GRAPH?</big></big>


==Gallery==
The graph maker may have missed an important game event (and it should be included). But it's also important to minimize the number of events and game updates on the page, as there's only so much room available. Larger scale events, such as roaming hordes and "big picture" moments in history (e.g., protests) are typically included. While some events clearly had no impact on the ratio, such as [[The Big Bash 4]], they are still listed here. This is mainly included for the reader's interest, since the earlier versions of events tended to have a stronger impact.
<div style="height: auto; width:800px; border: thin solid black; overflow:scroll">
 
[[File:Survivor-Zombie Ratio.png]]
A few [[cities|second city]] events are included for interest, even though their respective populations are not present in [[Malton|Malton's]] statistics. Some of the simpler or cosmetic game updates are also not mentioned, such as bug fixes, server upgrades, and unofficial changes ([[News/2005#December_18|example]]).
</div>
 
Scrollable. On average, the ratio is 1.55 survivors per zombie.
 
 
 
 
=====<font color=white>5</font>=====
<BIG><BIG><BIG>'''EARLY DAY VOLATILITY'''</BIG></BIG></BIG><br><big>Plot of <font color='#98c1d9'>'''Survivor'''</font> and <font color='#8bd08b'>'''Zombie'''</font> populations. <br>2005 to 2006.</big>
 
<div style="width:560px">The first year or so of Urban Dead's history was marked by rapid game updates, establishing fundamental mechanics that flattened the ratio close to equality. These changes came quickly on the heels of social upheaval, the kind consisting of protests, violent riots, and roaming zombie hordes. It was an energetic, though uncertain time.</div>


{|  
{|  
| width='100px;position:absolute' | [[File:oneone.png|560px]][[File:onetwo.png|560px]]|| style="vertical-align: top; width:600px;position:absolute" |
&nbsp;<big><big><span style='line-height:47px'>'''2005'''</span></big></big>
{| style='padding-top:6px'
|'''July 3rd.'''  [[Urban Dead]] goes live. [[News/2005|Between now and October 27th]]:
|}
* Survivors can [[speak]] and zombies have begun to make [[Death_Rattle#Death_Rattle|noises]].
* [[Wirecutters]] have a use and survivors can jump out of windows.
* [[Zerging|Zergers]] are now punished semi-automatically.
* Survivors only get half the XP for [[PKer|attacking each other]], compared to attacking zombies.
* [[First Aid Kits]] can be used on other players, and [[Dna_extractor#DNA_Extractor|DNA Extractors]] on zombies. Survivors have begun tagging buildings with [[graffiti|messages]], as well as [[construction|barricading]] them. Survivors have gotten [[body building|tougher]].
* Players may begin the game as a [[corpse]].
* New zombies move more slowly, requiring 2AP without the [[Lurching Gait]] skill. They also forget how to [[Zombie_Skills/Memories_of_Life|open doors]].
* [[Dead bodies]] can now be dumped out of buildings. Experienced survivors are [[Zombie Hunter|hunting zombies]]. All survivors are also getting better at hitting zombies, which now need 10 AP to stand up again.
* Players now have a [[contacts|contact list]]. Headshots reduce some XP,  instead of removing all of it.
{| style='padding-top:18px'
|'''October 27th.''' [[First Siege of Caiger Mall]]. [[Statistics|Game statistics]] first available.
|-
| <span style='line-height:14px'>'''November 4th.''' [[Profile|Profiles]] are now editable.</span>
|}
{| style='padding-top:11px'
|'''November 18th & 22nd.''' The power is on. Survivors are now hooking up buildings with [[generators]], which doctors are using to perform [[Surgery#List_of_Scientific_skills|surgery]]. A few days later, the [[Mobile Phone Mast|mobile phone network]] reactivated.
|}
{| style='padding-top:12px;'
| rowspan="2" width="75px" style='border-right: solid 1px grey' | <big><big>'''2006'''</big></big>  || style='padding-left:5px' | '''December 19th, 22nd, & 30th.''' [[News/2005#December_19|Another change to headshot]] serves as a launching point for players to go [[On Strike]]. Later in the month, [[User:Kevan|Kevan]] adds [[Zombie Skills/Feeding Groan|feeding groan]] and opens [[large building|large buildings]] to movement.
|-
| style='padding-left:5px;border-top: dashed 1px grey' |  '''January 3rd. & 19th.''' Stemming from the protests last month, Malton's [[Mall Tour '06|first mall tour forms]]. Hundreds of zombies storm the city's malls and brings them to ruin. Under the cover of battle, scientist discover how to revive [[brain rot|brain rotten zombies]].
|}
{| style='padding-top:7px;'
| '''February 3rd & 4th.''' [[tangling grasp|Tangling Grasp]] is added. The Mall Tour '06 sets its sights on Caiger Mall, leading to an exhausting [[Second_Siege_of_Caiger_Mall|siege]] that ends in a zombie defeat as March closes.
|}
{| style='padding-top:39px;'
| '''March 9th.''' Zombies can now recognize the groans of members of their own [[group|horde]].
|}
{| style='padding-top:20px;'
| '''March 28th.''' Syringe nerf. Revivifying zombies takes 10 AP, up from 1.
|}
{| style='padding-top:25px;'
| '''April 28th.''' Some of the more belligerent (or forward-thinking) zombies have begun [[ransack|ransacking]] buildings. Survivors have finally figured out how to shine the light in powered buildings to where the loot is, improving [[search odds]].
|}
{| style='padding-top:15px;'
| '''June 1st, 3rd & 6th.''' A series of communication-related updates give a use to [[radio|handheld radios]] but restrict the 26.00 - 28.00 MHz band to [[Radio_operators#Radio_Operation|skilled operators]]. Zombies can [[Zombie Skills/Scent Death|smell]] distant hordes and bodies.
|}
{| style='padding-top:0px;'
| '''June 16th.''' Critically-wounded survivors are now at risk of being [[feeding Drag|dragged]] from buildings by hungry zombies. Ransacked buildings must now be cleared of zombies before survivors can barricade them. '''July 3rd.''' Following in the footsteps of last year's strike and the mall tour, the first [[The Big Bash|Big Bash]] forms, eating the eastern and southern portions of Malton before blending with the next year's [[Mall Tour '07|mall tour]].
|}
{| style='padding-top:5px;'
| '''July 18th.''' DNA-Extractors provide profile info and allow the survivor to immediately revive the zombie.
|}
{| style='padding-top:37px;'
| '''August 18th & 28th.''' Survivors gain an unlikely foothold in the zombie homeland of [[Ridleybank]], turning into a two month siege, the [[Battle of Blackmore]], at the suburb's only [[NecroTech Building]]. Although frequently outnumbering the zombies, the survivors eventually succumb to a [[Shacknews|coordinated attack]] on October the 13th. Later in August, survivors become more effective with knives, while the zombie sense of death sharpens and have learned to make crude, [[flailing gesture|flailing gestures]].
|}
{| style='padding-top:60px;'
| '''October 23rd.''' [[Caiger Mall]] falls to zombies for [[Third Siege of Caiger Mall|the first time]].
|}
{| style='padding-top:0px;'
| <span style='line-height:10px'> '''October 31st.''' Malton's first [[fog]]. Players cannot see outside their current location until dawn tomorrow.</span>
|}
{| style='padding-top:28px;'
| '''November 20th.''' The external military repairs Malton's two forts, patching holes in the walls and leaving the only entrances at the gatehouse.
|}
|-
|
=====<font color=white>6</font>=====
<br><BIG><BIG><BIG>'''THE SWINGS'''</BIG></BIG></BIG><br><big>Plot of <font color='#98c1d9'>'''Survivor'''</font> and <font color='#8bd08b'>'''Zombie'''</font> populations. <br>2007 to Mid 2011.</big>
<div style="width:560px">While the ratio tries to stabilize at 3:2 in favour of survivors, mega hordes repeatedly swing the ratio back in favour of zombies... mainly by eating the humans. At the same time, crucial zombie game updates add potency to coordinated zombies who siege buildings and hold territory. Hence, "The Swings."  </div>
|-
| width='100px' | [[File:twoone.png|560px]][[File:twotwo.png|560px]][[File:twothree.png|560px]][[File:twofour.png|560px]] ||  style="vertical-align: top;padding-top:65px;width:600px;position:absolute" |
===&nbsp;<span style='line-height:8px'>'''2007'''</span>===
{| style='padding-top:8px'
|'''January 14th, 19th & February 3rd.''' [[Mall Tour '07]] begins. New skills enables zombies to detect [[Scent Blood|infected survivors]] and [[Scent Death|locate nearby horde members]]. Around this time, [[X:00]] tactics is developed. In early February, zombies get XP for de-barricading, ransacking buildings, and destroying machinery.  '''March 6th.''' Survivors begin the useless pastime of collecting and exhibiting [[decorations|museum decorations]].
|}
{| style='padding-top:10px'
|'''April 8th & 20th.''' [[The Battle of Santlerville]], which lasts deep into May, sweeps the [[Santlerville|suburb]]... until the zombie invasion disperses in defeat. Some quality of life changes to profiles allow, among other things, for survivors to auto-discard unwanted items.
|}
{| style='padding-top:0px'
|<span style='line-height:13px'>'''May 31st.''' Survivors start wearing [[clothes|clothing]], ending an era of dangly bits for zombies to grab hold of.</span>
|}
{| style='padding-top:0px'
|'''June 18th.''' Yahoo publishes an article on Urban Dead, prompting over 10,000 players to join in days. Clueless level 1 survivors wander the streets, eaten and idling out in the coming weeks.
|}
{| style='padding-top:0px'
|'''July 29th.''' Though easily mistaken for a typo, zombies clench the [[Battle of SantLUEville]] in victory.
|}
{| style='padding-top:0px'
|'''August 14th & 24th.''' The more territorial zombies can [[ruin]] buildings, needing a toolbox to repair. By next week, even the more agile survivors are slipping on the rubble of ruined buildings, preventing freerunning. Survivors tuning into the right channel can now catch [[EMRP|external military reports]].
|}
{| style='padding-top:0px'
|<span style='line-height:10px'>'''October 10th.''' The [[Second Big Bash]] begins, again wrecking the city's eastern and southern regions.
|}
===&nbsp;<span style='line-height:0px'>'''2008'''</span>===
{| style='padding-top:9px'
|'''January 2nd & 23rd.''' The Second Big Bash hits a month long  [[Battle of Pitneybank|siege at Pitneybank]]. A controversial and incredibly influence game update in the third week of fighting, [[interference|barricade interference]], makes holding [[Giddings Mall]] and other tactical locations against the [[Beachhead Tactic|zombie beachheads]] untenable. <br/>'''February 25th & 28th.''' While a second city, [[Monroeville]], opens, a massive, [[The Dead|world-ending horde]] fuelled by an [[Wikipedia:Something Awful|external forum]] [[March of The Dead|marches on the city]]. The survivor population drops to 31%, the lowest to-date. <br/>'''March 28th.''' [[Monroeville]] is quarantined, blocking character creation. Headshot becomes permanent.
|}
{| style='padding-top:46px'
|<span style='line-height:10px'>'''May 28th.''' [[Decay]] sets in, making ruined buildings more costly to repair.</span>
|}
{| style='padding-top:0px'
|'''June 13th.''' [[Monroeville]] reopens, closing forever only four weeks later.
|}
{| style='padding-top:55px'
|'''August 25th.''' Only [[The Monroeville 100|100 survivors remain in Monroeville]].
|}
{| style='padding-top:39px'
|<span style='line-height:1px'>'''October 14th.''' Zombies get the [[flesh Rot|flesh rot]] skill, [[digestion]], and mall [[FAK]] rates are nerfed.</span>
|}
{| style='padding-top:0px'
|'''October 28th.''' [[Borehamwood]], another playable map, opens.
|}
{| style='padding-top:5px;padding-bottom:5px'
|'''November 28th.''' A month later, [[Borehamwood]] closes forever.
|}
===&nbsp;<span style='line-height:0px'>'''2009'''</span>===
{| style='padding-top:0px'
|<span style='line-height:0px'>'''January 9th.''' [[Mall Tour '09]] begins, then demolishes most of [[Malton]]'s malls.</span>
|}
{| style='padding-top:10px'
|'''February 7th.''' The [[The Borehamwood 100|last 100 survivors in Borehamwood]] pick their way through the rubble and empty countryside.
|}
{| style='padding-top:119px'
|'''July 3rd.''' Groans made inside closed doors are now muffled. Survivors find the old, [[Emergency Broadcast System]] hidden in [[the Coram Building]].
|}
===&nbsp;<span style='line-height:0px'>'''2010'''</span>===
{| style='padding-top:162px'
|'''June 1st & 3rd.''' Hundreds of players congregate at [[Ellicott Place Railway Station]], adjacent to [[border|Malton's border]]. The plan: [[Escape]]. The outcome: nothing in particular. Shortly after, [[Big Bash 3|The Big Bash 3]] begins shambling across the city, putting an end to what they believe is a fatal condition called "breathing."
|}
{| style='padding-top:22px'
|'''August 16th.''' The last game mechanics update. Survivors receive a niche, rarely useful skill: [[Scout Safehouse]]. Zombies also receive a niche, though slightly more useful skill: [[Bellow]].
|}
===&nbsp;<span style='line-height:0px'>'''2011'''</span>===
{| style='padding-top:65px'
|'''March 27th (ish).''' The world almost ends again. [[The Dead 2.0|The Dead]] [[March of The Dead 2|march on Malton for a second time]], leading to the most drastic population inequality in Malton's (recorded) history.* Survivor numbers plummet to its lowest in mid May, settling at 15%. Efforts to reduce this percentage even lower, preferably to 0%, are met with massive resistance from a key game mechanic: syringe search rates depend on the survivor-zombie ratio. The low relative abundance of survivors allow them to easily find syringes, even in ruined [[NecroTech|NecroTechs]]. Eventually, The Dead lose steam, leading to The Long Tail.
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<small>* Technically, the first day of Malton's history (July 3rd, 2005) would have favoured survivors completely, as initially &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;players could not start the game as [[News/2005#July_19|corpses until mid July]].</small>
|}
|-
|-
| [[File:SZI Graph Total Population.png|Total Population changes from 2006 to 2013 each year marked over x axis. Total Population is a function of people signing up; it has dropped dramatically. Nothing appears to coincide with the ??? label, except the official disbanding of [[Red Rum]].|thumb|400px]] || [[File:UD-SZI-Absolute-Graph.png|November 2005 to May 2011 absolute graph. This shows the actual changes in standing numbers over time, the magnitude of keys events can be seen easily.|thumb|400px]]
|
=====<font color=white>7</font>=====
<br><BIG><BIG><BIG>'''THE LONG TAIL'''</BIG></BIG></BIG><br><big>Plot of <font color='#98c1d9'>'''Survivor'''</font> and <font color='#8bd08b'>'''Zombie'''</font> populations. <br>Mid 2011 to 2020.</big>
 
<div style="width:560px">The lack of player events and game updates stagnates the game. It also provides convincing evidence that the "default" ratio is about three survivors for every two zombies, or about 60% survivors and 40% zombies. That is, unless something disrupts it.</div>
|-
|-
| [[File:UD-SZI-Relative-Graph.png|November 2005 to May 2011 relative graph. By using the percentage of each, one can see changes independent of the ever changing total active population and some effects which are more well hidden on the absolute values become obvious here.|thumb|400px]] || [[File:Barhah.jpg|September 2005 to April 2009. [[A Brief History Of Barhah]] compares population statistics with a timeline of sieges and zombie campaigns.|thumb|400px]]
| width='100px' | [[File:threeone.png|560px]][[File:threetwo.png|560px]][[File:threethree.png|560px]][[File:threefour.png|560px]][[File:threefive.png|560px]][[File:threesix.png|560px]] ||  style="vertical-align: top; width:600px;position:absolute" |  
 
 
 
 
 
 
 
&nbsp;<big><big><span style='line-height:0px'>'''2011 <small>(continued)</small>'''</span></big></big>
 
{| style='padding-top:46px'
|'''October 3rd.''' Malton's last [[Mall Tour '11|mall tour]]. Although the late stage of the game tempers the size of the horde, survivors fare far worse. The malls&ndash;nearly empty, nearly ruined, or ruined already&ndash;fall easily to the horde.
|}
 
 
 
===&nbsp;<span style='line-height:0px'>'''2012'''</span>===
 
{| style='padding-top:0px'
|The first year in Urban Dead's history when nothing in particular happens. At least according to this graph, anyway.
|}
|}


==See Also==
*[[Game Balance]] (out of date)
*[[Equilibrium]] (out of date, poor quality)
*[[UDWiki:Project Timeline|Game Timeline]] (pre-2013)
*See [[Survivor-Zombie Imbalance/Ratio History|Ratio History]] for descriptions of notable ratio changes. Mostly pre-2010.


==External Links==
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
===&nbsp;<span style='line-height:26px'>'''2013'''</span>===
 
{| style='padding-top:140px'
|'''June 1st.''' [[Big Bash 4|The Big Bash 4]], the last bash and the last player event on this graph. This Bash is gravely concerned for survivor safety; survivors, who for a moment believe the zombies have their best interests in mind, quickly realize the zombies feel they are ''too'' safe. In other words, many zombies eat many survivors.
|}
 
 
 
 
 
 
 
 
 
 
 
===&nbsp;<span style='line-height:0px'>'''2014'''</span>===
<font face=white>.</font>
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
===&nbsp;<span style='line-height:28px'>'''2015'''</span>===
 
{| style='padding-top:192px'
|'''July 3rd.''' On Urban Dead's birthday, [[User:Kevan|Kevan]] opens up [http://www.urbandead.com/survey.cgi the State of the Apocalypse Survey]. The survey asked what suggestions you would add, the flavour and gameplay changes you are interested in, and what you like best and least. The results were never officially released, nor leaked surreptitiously. Kevan never appeared to act on the results, so far as anyone can tell.
|}
 
 
 
 
 
 
 
 
 
===&nbsp;<span style='line-height:0px'>'''2016'''</span>===
<font face=white>.</font>
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
===&nbsp;<span style='line-height:0px'>'''2017'''</span>===
{| style='padding-top:332px'
|'''November 3rd.''' Mass [[zerging]]. It is so obvious that it can be seen from space (i.e., this graph). Zombie numbers spike roughly 1,300 over two days, then plummet on the third. Levels of normal and revivifying bodies remain untouched, as do survivors, suggesting the zombies were banned en masse.
|}
===&nbsp;<span style='line-height:0px'>'''2018'''</span>===
<font face=white>.</font>
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
===&nbsp;<span style='line-height:0px'>'''2019'''</span>===
<font face=white>.</font>
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
===&nbsp;<span style='line-height:0px'>'''2020'''</span>===
{| style='padding-top:46px'
|'''February 19th.''' For the first (legitimate) time since the Dead's second march in 2011, the ratio favours zombies. Nevertheless, the shift towards zombies is small and survivors regain their ground in April.
|}
|}
 
=====<font color=white>8</font>=====
<Big><big><big>'''CONCLUSION'''</BIG></big></big>
 
The ratio stabilized as time went on. By The Long Tail, there were three survivors for every two zombies. (To be precise, it's an average of 1.55 survivors per zombie over the entire game history.) Is this a sign of game imbalance?
 
Of course, "it depends." What things ''should'' look like is an opinion (pick one, none, or more):
 
*'''Equal numbers of zombies and survivors'''. This is the most "on the nose" interpretation of game balance. It implies that if survivors are more numerous, they are stronger than zombies (and vice versa). Typically this takes the form of one side being more efficient with AP, whether its killing the opposing side, revivifying them, or barricade dynamics.
*'''Zombies heavily outnumber survivors'''. The most in-genre, and some believe this is a way to [[end of the game]]. While it presents both great danger and excitement for survivors, it runs the risk of creating frustration in survivors who stay dead for long periods of time and for zombies who find nothing to munch on. The self-correcting nature of revivification rates through [[Syringe#NecroTech_Revivification_Syringe|syringe search odds]], as well as [[Imagine/DIRT:NAP|Dirt Nap]] tactics and new characters signing up, makes this scenario unlikely to hold up over the long term.
*'''An unstable ratio.''' Sometimes survivors outnumber zombies. Sometimes zombies outnumber survivors. The game might be the most fun if the ratio never stabilizes over the long term.
*'''Let it be (Laissez-faire)'''. In other words, don't alter the game mechanics and let the ratio go wherever it will. ''This is the current state of the game.''
 
The opinion of this author: the ratio favours survivors because they have more things to do and are more fun to play. The [[Action Points|AP]] efficiency of actions is secondary to this. The fact that players choose the side they want to play damages the idea that AP efficiency is the cause for the relative overabundance of survivors... with the exception of the few and far between [[Dual Nature]] players.
 
Consider game [[Wikipedia:chemical equilibrium|equilibrium]]. Whenever a survivor is killed, they become zombies until they are revived. The rate at which survivors go through this process depends on how much AP it takes to kill them, to find syringes, find survivors to revive, and then revive them. But the game balance cannot be reduced to the math of AP efficiency. If dead survivors ''want'' to be alive, they [[Mrh Cow|go to revive points]], get revived, and try not to die again. This increases the rate at which survivors are revived, but it is based on player preference rather than the direct cost of AP. To drive the point home, if every player suddenly decides they only want to be zombies, then they purchase [[brain rot]] or jump out of buildings. This would greatly slow the rate at which zombies become survivors, increasing the relative abundance of zombies. If we really wanted to know how balanced the game is from an AP efficiency perspective, everyone would need to play as Dual Nature.
 
 
 
<Big><big><big>'''OLDER GRAPHS'''</BIG></big></big>
{|
|-
| [[File:SZI Graph.png|Survivor (<font color="#4491C4">blue</font>) and zombie (<font color="#5BBA5C">green</font>) populations from October 2005 to May 2016. Dips and peaks correspond to notable player [[:Category:Events|events]] (names) and [[News|game updates]] (numbers).|thumb|400px]] || [[File:Barhah.jpg|September 2005 to April 2009. [[A Brief History Of Barhah]] compares population statistics with a timeline of sieges and zombie campaigns.|thumb|400px]]
|-
| [[File:UD-SZI-Relative-Graph.png|November 2005 to May 2011 relative graph. By using the percentage of each, one can see changes independent of the ever changing total active population and some effects which are more well hidden on the absolute values become obvious here.|thumb|400px]] || [[File:UD-SZI-Absolute-Graph.png|November 2005 to May 2011 absolute graph. This shows the actual changes in standing numbers over time, the magnitude of keys events can be seen easily.|thumb|400px]]
|}
 
<Big><big><big>'''SEE ALSO'''</BIG></big></big>
* [[Statistics]]
* [[Timeline]]
* [[UDWiki:Project Timeline]]
* [[News]]
* [[Game Balance]]
* [[Equilibrium]]
* [[Game Assumptions]]
* See [[Survivor-Zombie Imbalance/Ratio History|Ratio History]] for descriptions of notable ratio changes. Mostly pre-2010.
* Odd Starter's [[User:Odd_Starter/On_the_imbalance_of_Survivors_and_Zombies|On the imbalance of Survivors and Zombies]]
* Grim s 's [[User:Grim s/Rants/Revival Imbalance|Revival Imbalance]]
* [[:Category:History]]
* [http://www.urbandead.com/stats.html Game Statistics Page]
* [http://www.urbandead.com/stats.html Game Statistics Page]
* [http://www.urbandead.com/stats.csv Game Statistics Log] for comprehensive data post April 22, 2007
* [http://www.urbandead.com/stats.csv Game Statistics Log] for comprehensive data post April 22, 2007
* [http://web.archive.org/web/*/http://www.urbandead.com/stats.html Wayback Machine] for sporadic data pre April 22, 2007
* [http://web.archive.org/web/*/http://www.urbandead.com/stats.html Wayback Machine] for sporadic data pre April 22, 2007
 
__TOC__
[[Category:Statistics]]
__NOEDITSECTION__
[[Category:History]]

Revision as of 13:58, 23 June 2020

1
........... Survivor-Zombie Ratio.png

The Survivor / Zombie Ratio, December 2005 to April 2020.
The Y axis shows the ratio of survivors to zombies, with the dashed horizontal line at 1:1 indicating an equal number of survivors to zombies. Above the line favours survivors (e.g., 2:1 means two survivors for every one zombie). Below the line favours zombies. The tick marks on the X axis indicate the start of the year named below. At each time point (day), the ratio is the number of survivors divided by the number of zombies, collected at the 0:00 hour of the day.1 The extra info on either side of the dashed horizontal line has some caveats.2

Data obtained from Urban Dead statistics, April 2017 to current day. Older data from the Wayback Machine was collected manually.3


2

INTERPRETING THE GRAPHS

The first graph shows the survivor-zombie ratio. The graph below shows the absolute survivor and zombie populations in a series of three parts: Early Day Volatility (EDV), The Swings (TW), and The Long Tail (TLT).4 These graphs go in-depth, listing most game updates and a small number of player-initiated events. While the game updates are listed regardless of their impact on the survivor-zombie ratio, partly due to the relative infrequency of the updates, the player events are (usually) listed if they seem to be responsible for a shift in the survivor-zombie ratio.

An underlying assumption is that the ratio only changes if a force acts on it, be it a game update or player event. Although it often seems "obvious" that a game update or player event caused a shift in the ratio, it is impossible to identify all player events occurring at a given time; not all have been written into history. And given a specific time point, multiple events could be happening at the same time. How do we determine the degree to which each event influenced the ratio?

Sometimes, however, an event is so large that it undeniably caused a change in the ratio. Call it a natural experiment.

All that said, the purpose of the following in-depth graph is to chronicle the game balance over the years, without pointing too many fingers.

3

CAVEATS

1 Urban Dead's statistics updates its data on every hour of the day, yet characters only seem to idle out on the 00:00 hour of the day. This creates a "climbing" effect where the data increases throughout the day until it hits the 00:00 mark and drops. For simplicity, data from other timepoints were excluded. (Note that the Urban Dead statistics page missed its mark a few times, and thus on certain days the data was collected on the 00:01 and 0:02 timepoints.)
2 The percentage of days favouring either survivors or zombies was calculated by counting out the days when the ratio was above or below 1. The ratio never equals exactly 1, at least for the data shown here (see Caveat 1). To calculate the average ratio when the game favoured either survivors or zombies, the data was cut into two parts: one with the ratio above 1 (survivor favoured) and the other with the ratio below 1 (zombie favoured). Keep in mind, error exists because the data is sporadic before April 2007 (see Caveat 3).
3 Only 28 data points are plotted before late April 2007; 4,732 points are plotted afterward. You can see the effect this has on the graph of the Survivor-Zombie Ratio due to the oddly straight lines, as opposed to the "noisy" line thereafter. On the in-depth graph below, all the columns of white space are locations of missing data. When calculating the facts discussed in Caveat 2, the data is more heavily weighed after April 2007; there's simply more data there that "drowns out" the scant data before it. Thus, these facts are an approximation.
4 The scales are different on each part of the graph, which helps readability when the player populations become smaller.
One final caveat: this page is mostly the opinion of one person.
4

WHY ISN'T [INSERT EVENT HERE] ON THE GRAPH?

The graph maker may have missed an important game event (and it should be included). But it's also important to minimize the number of events and game updates on the page, as there's only so much room available. Larger scale events, such as roaming hordes and "big picture" moments in history (e.g., protests) are typically included. While some events clearly had no impact on the ratio, such as The Big Bash 4, they are still listed here. This is mainly included for the reader's interest, since the earlier versions of events tended to have a stronger impact.

A few second city events are included for interest, even though their respective populations are not present in Malton's statistics. Some of the simpler or cosmetic game updates are also not mentioned, such as bug fixes, server upgrades, and unofficial changes (example).



5

EARLY DAY VOLATILITY
Plot of Survivor and Zombie populations.
2005 to 2006.

The first year or so of Urban Dead's history was marked by rapid game updates, establishing fundamental mechanics that flattened the ratio close to equality. These changes came quickly on the heels of social upheaval, the kind consisting of protests, violent riots, and roaming zombie hordes. It was an energetic, though uncertain time.
Oneone.pngOnetwo.png




 2005

July 3rd. Urban Dead goes live. Between now and October 27th:
  • Survivors can speak and zombies have begun to make noises.
  • Wirecutters have a use and survivors can jump out of windows.
  • Zergers are now punished semi-automatically.
  • Survivors only get half the XP for attacking each other, compared to attacking zombies.
  • First Aid Kits can be used on other players, and DNA Extractors on zombies. Survivors have begun tagging buildings with messages, as well as barricading them. Survivors have gotten tougher.
  • Players may begin the game as a corpse.
  • New zombies move more slowly, requiring 2AP without the Lurching Gait skill. They also forget how to open doors.
  • Dead bodies can now be dumped out of buildings. Experienced survivors are hunting zombies. All survivors are also getting better at hitting zombies, which now need 10 AP to stand up again.
  • Players now have a contact list. Headshots reduce some XP, instead of removing all of it.
October 27th. First Siege of Caiger Mall. Game statistics first available.
November 4th. Profiles are now editable.
November 18th & 22nd. The power is on. Survivors are now hooking up buildings with generators, which doctors are using to perform surgery. A few days later, the mobile phone network reactivated.
2006 December 19th, 22nd, & 30th. Another change to headshot serves as a launching point for players to go On Strike. Later in the month, Kevan adds feeding groan and opens large buildings to movement.
January 3rd. & 19th. Stemming from the protests last month, Malton's first mall tour forms. Hundreds of zombies storm the city's malls and brings them to ruin. Under the cover of battle, scientist discover how to revive brain rotten zombies.
February 3rd & 4th. Tangling Grasp is added. The Mall Tour '06 sets its sights on Caiger Mall, leading to an exhausting siege that ends in a zombie defeat as March closes.
March 9th. Zombies can now recognize the groans of members of their own horde.
March 28th. Syringe nerf. Revivifying zombies takes 10 AP, up from 1.


April 28th. Some of the more belligerent (or forward-thinking) zombies have begun ransacking buildings. Survivors have finally figured out how to shine the light in powered buildings to where the loot is, improving search odds.
June 1st, 3rd & 6th. A series of communication-related updates give a use to handheld radios but restrict the 26.00 - 28.00 MHz band to skilled operators. Zombies can smell distant hordes and bodies.
June 16th. Critically-wounded survivors are now at risk of being dragged from buildings by hungry zombies. Ransacked buildings must now be cleared of zombies before survivors can barricade them. July 3rd. Following in the footsteps of last year's strike and the mall tour, the first Big Bash forms, eating the eastern and southern portions of Malton before blending with the next year's mall tour.
July 18th. DNA-Extractors provide profile info and allow the survivor to immediately revive the zombie.
August 18th & 28th. Survivors gain an unlikely foothold in the zombie homeland of Ridleybank, turning into a two month siege, the Battle of Blackmore, at the suburb's only NecroTech Building. Although frequently outnumbering the zombies, the survivors eventually succumb to a coordinated attack on October the 13th. Later in August, survivors become more effective with knives, while the zombie sense of death sharpens and have learned to make crude, flailing gestures.
October 23rd. Caiger Mall falls to zombies for the first time.
October 31st. Malton's first fog. Players cannot see outside their current location until dawn tomorrow.
November 20th. The external military repairs Malton's two forts, patching holes in the walls and leaving the only entrances at the gatehouse.
6


THE SWINGS
Plot of Survivor and Zombie populations.
2007 to Mid 2011.

While the ratio tries to stabilize at 3:2 in favour of survivors, mega hordes repeatedly swing the ratio back in favour of zombies... mainly by eating the humans. At the same time, crucial zombie game updates add potency to coordinated zombies who siege buildings and hold territory. Hence, "The Swings."
Twoone.pngTwotwo.pngTwothree.pngTwofour.png


 2007

January 14th, 19th & February 3rd. Mall Tour '07 begins. New skills enables zombies to detect infected survivors and locate nearby horde members. Around this time, X:00 tactics is developed. In early February, zombies get XP for de-barricading, ransacking buildings, and destroying machinery. March 6th. Survivors begin the useless pastime of collecting and exhibiting museum decorations.
April 8th & 20th. The Battle of Santlerville, which lasts deep into May, sweeps the suburb... until the zombie invasion disperses in defeat. Some quality of life changes to profiles allow, among other things, for survivors to auto-discard unwanted items.
May 31st. Survivors start wearing clothing, ending an era of dangly bits for zombies to grab hold of.
June 18th. Yahoo publishes an article on Urban Dead, prompting over 10,000 players to join in days. Clueless level 1 survivors wander the streets, eaten and idling out in the coming weeks.
July 29th. Though easily mistaken for a typo, zombies clench the Battle of SantLUEville in victory.
August 14th & 24th. The more territorial zombies can ruin buildings, needing a toolbox to repair. By next week, even the more agile survivors are slipping on the rubble of ruined buildings, preventing freerunning. Survivors tuning into the right channel can now catch external military reports.
October 10th. The Second Big Bash begins, again wrecking the city's eastern and southern regions.


 2008

January 2nd & 23rd. The Second Big Bash hits a month long siege at Pitneybank. A controversial and incredibly influence game update in the third week of fighting, barricade interference, makes holding Giddings Mall and other tactical locations against the zombie beachheads untenable.
February 25th & 28th. While a second city, Monroeville, opens, a massive, world-ending horde fuelled by an external forum marches on the city. The survivor population drops to 31%, the lowest to-date.
March 28th. Monroeville is quarantined, blocking character creation. Headshot becomes permanent.
May 28th. Decay sets in, making ruined buildings more costly to repair.
June 13th. Monroeville reopens, closing forever only four weeks later.
August 25th. Only 100 survivors remain in Monroeville.
October 14th. Zombies get the flesh rot skill, digestion, and mall FAK rates are nerfed.
October 28th. Borehamwood, another playable map, opens.
November 28th. A month later, Borehamwood closes forever.

 2009

January 9th. Mall Tour '09 begins, then demolishes most of Malton's malls.
February 7th. The last 100 survivors in Borehamwood pick their way through the rubble and empty countryside.
July 3rd. Groans made inside closed doors are now muffled. Survivors find the old, Emergency Broadcast System hidden in the Coram Building.






 2010

June 1st & 3rd. Hundreds of players congregate at Ellicott Place Railway Station, adjacent to Malton's border. The plan: Escape. The outcome: nothing in particular. Shortly after, The Big Bash 3 begins shambling across the city, putting an end to what they believe is a fatal condition called "breathing."
August 16th. The last game mechanics update. Survivors receive a niche, rarely useful skill: Scout Safehouse. Zombies also receive a niche, though slightly more useful skill: Bellow.





 2011

March 27th (ish). The world almost ends again. The Dead march on Malton for a second time, leading to the most drastic population inequality in Malton's (recorded) history.* Survivor numbers plummet to its lowest in mid May, settling at 15%. Efforts to reduce this percentage even lower, preferably to 0%, are met with massive resistance from a key game mechanic: syringe search rates depend on the survivor-zombie ratio. The low relative abundance of survivors allow them to easily find syringes, even in ruined NecroTechs. Eventually, The Dead lose steam, leading to The Long Tail.


     * Technically, the first day of Malton's history (July 3rd, 2005) would have favoured survivors completely, as initially         players could not start the game as corpses until mid July.


7


THE LONG TAIL
Plot of Survivor and Zombie populations.
Mid 2011 to 2020.

The lack of player events and game updates stagnates the game. It also provides convincing evidence that the "default" ratio is about three survivors for every two zombies, or about 60% survivors and 40% zombies. That is, unless something disrupts it.
Threeone.pngThreetwo.pngThreethree.pngThreefour.pngThreefive.pngThreesix.png




 2011 (continued)

October 3rd. Malton's last mall tour. Although the late stage of the game tempers the size of the horde, survivors fare far worse. The malls–nearly empty, nearly ruined, or ruined already–fall easily to the horde.


 2012

The first year in Urban Dead's history when nothing in particular happens. At least according to this graph, anyway.














 2013

June 1st. The Big Bash 4, the last bash and the last player event on this graph. This Bash is gravely concerned for survivor safety; survivors, who for a moment believe the zombies have their best interests in mind, quickly realize the zombies feel they are too safe. In other words, many zombies eat many survivors.






 2014

.















 2015

July 3rd. On Urban Dead's birthday, Kevan opens up the State of the Apocalypse Survey. The survey asked what suggestions you would add, the flavour and gameplay changes you are interested in, and what you like best and least. The results were never officially released, nor leaked surreptitiously. Kevan never appeared to act on the results, so far as anyone can tell.





 2016

.















 2017

November 3rd. Mass zerging. It is so obvious that it can be seen from space (i.e., this graph). Zombie numbers spike roughly 1,300 over two days, then plummet on the third. Levels of normal and revivifying bodies remain untouched, as do survivors, suggesting the zombies were banned en masse.

 2018

.















 2019

.














 2020

February 19th. For the first (legitimate) time since the Dead's second march in 2011, the ratio favours zombies. Nevertheless, the shift towards zombies is small and survivors regain their ground in April.
8

CONCLUSION

The ratio stabilized as time went on. By The Long Tail, there were three survivors for every two zombies. (To be precise, it's an average of 1.55 survivors per zombie over the entire game history.) Is this a sign of game imbalance?

Of course, "it depends." What things should look like is an opinion (pick one, none, or more):

  • Equal numbers of zombies and survivors. This is the most "on the nose" interpretation of game balance. It implies that if survivors are more numerous, they are stronger than zombies (and vice versa). Typically this takes the form of one side being more efficient with AP, whether its killing the opposing side, revivifying them, or barricade dynamics.
  • Zombies heavily outnumber survivors. The most in-genre, and some believe this is a way to end of the game. While it presents both great danger and excitement for survivors, it runs the risk of creating frustration in survivors who stay dead for long periods of time and for zombies who find nothing to munch on. The self-correcting nature of revivification rates through syringe search odds, as well as Dirt Nap tactics and new characters signing up, makes this scenario unlikely to hold up over the long term.
  • An unstable ratio. Sometimes survivors outnumber zombies. Sometimes zombies outnumber survivors. The game might be the most fun if the ratio never stabilizes over the long term.
  • Let it be (Laissez-faire). In other words, don't alter the game mechanics and let the ratio go wherever it will. This is the current state of the game.

The opinion of this author: the ratio favours survivors because they have more things to do and are more fun to play. The AP efficiency of actions is secondary to this. The fact that players choose the side they want to play damages the idea that AP efficiency is the cause for the relative overabundance of survivors... with the exception of the few and far between Dual Nature players.

Consider game equilibrium. Whenever a survivor is killed, they become zombies until they are revived. The rate at which survivors go through this process depends on how much AP it takes to kill them, to find syringes, find survivors to revive, and then revive them. But the game balance cannot be reduced to the math of AP efficiency. If dead survivors want to be alive, they go to revive points, get revived, and try not to die again. This increases the rate at which survivors are revived, but it is based on player preference rather than the direct cost of AP. To drive the point home, if every player suddenly decides they only want to be zombies, then they purchase brain rot or jump out of buildings. This would greatly slow the rate at which zombies become survivors, increasing the relative abundance of zombies. If we really wanted to know how balanced the game is from an AP efficiency perspective, everyone would need to play as Dual Nature.


OLDER GRAPHS

Survivor (blue) and zombie (green) populations from October 2005 to May 2016. Dips and peaks correspond to notable player events (names) and game updates (numbers).
September 2005 to April 2009. A Brief History Of Barhah compares population statistics with a timeline of sieges and zombie campaigns.
November 2005 to May 2011 relative graph. By using the percentage of each, one can see changes independent of the ever changing total active population and some effects which are more well hidden on the absolute values become obvious here.
November 2005 to May 2011 absolute graph. This shows the actual changes in standing numbers over time, the magnitude of keys events can be seen easily.

SEE ALSO