User:A Helpful Little Gnome/Sandbox899: Difference between revisions
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<Big><big><big>'''INTERPRETING THE GRAPHS'''</BIG></big></big> | <Big><big><big>'''INTERPRETING THE GRAPHS'''</BIG></big></big> | ||
The first graph is the snapshot and to-the-point. The graph below comes in three parts and | The first graph is the snapshot and to-the-point. The graph below comes in three parts, Early Day Volatility (EDV), The Swings (TW), and The Long Tail (TLT).<sup>4</sup> They go more 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 game updates, the player events are (usually) listed if they seem to be responsible for a shift in the survivor-zombie ratio. | ||
Although often it seems "obvious" that a game update or player event caused a shift in the ratio, it is difficult or impossible to identify every player event or attribute a single update or event when multiples exist at the same time. There is much we don't know. Sometimes, however, an event will be so large as [[March of The Dead 2|so large]] that it is undeniable that it caused a change in the ratio. | Although often it seems "obvious" that a game update or player event caused a shift in the ratio, it is difficult or impossible to identify every player event or attribute a single update or event when multiples exist at the same time. There is much we don't know. Sometimes, however, an event will be so large as [[March of The Dead 2|so large]] that it is undeniable that it caused a change in the ratio. An underlying assumption is that the ratio will only change if a force acts on it, whether a game update or player event. | ||
That said, '''the purpose of the following in-depth graph is to chronicle the game balance over the years, without pointing too many fingers.''' | That said, '''the purpose of the following in-depth graph is to chronicle the game balance over the years, without pointing too many fingers.''' | ||
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blah blah blah common philosophies... | blah blah blah common philosophies... | ||
*'''Equal numbers of zombies and survivors'''. | *'''Equal numbers of zombies and survivors'''. A straightforward interpretation of the term "game balance," ... | ||
*'''Zombies heavily outnumber survivors'''. | *'''Zombies heavily outnumber survivors'''. The most in-genre, and some believe this is a way to [[end of the game]]. While it presents massive risk 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. | ||
*'''Let it be (Laissez-faire)'''. | *'''An unstable ratio.''' Sometimes survivors outnumber zombies. Sometimes zombies outnumber survivors. The game might be the most fun if 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. | |||
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|<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> | | | ||
<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;text-align:justify">While the ratio tries to stabilize at 3:2 in favour of survivors, zombie mega hordes swing the ratio back in favour of zombies... mainly by eating the humans. At the same time, crucial zombie game updates fed into the potency of coordinated zombies in sieges and in holding territory. Hence, "The Swings." </div> | <div style="width:560px;text-align:justify">While the ratio tries to stabilize at 3:2 in favour of survivors, zombie mega hordes swing the ratio back in favour of zombies... mainly by eating the humans. At the same time, crucial zombie game updates fed into the potency of coordinated zombies in sieges and in holding territory. Hence, "The Swings." </div> | ||
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|<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> | | | ||
<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;text-align:justify">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 zombie, or about 60% survivors and 40% zombies. That is, unless something disrupts it.</div> | <div style="width:560px;text-align:justify">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 zombie, or about 60% survivors and 40% zombies. That is, unless something disrupts it.</div> | ||
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<Big><big><big>'''OLDER GRAPHS'''</BIG></big></big> | |||
<Big><big><big>'''SEE ALSO'''</BIG></big></big> | |||
* [[Statistics]] | |||
* [[Timeline]] | |||
* [[UDWiki:Project Timeline]] | |||
* [[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.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 |
Revision as of 04:22, 3 June 2020
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The Survivor / Zombie Ratio, December 2005 to April 2020. Data from Urban Dead statistics, April 2017 to current day. Older data from the Wayback Machine was collected manually.3
The first graph is the snapshot and to-the-point. The graph below comes in three parts, Early Day Volatility (EDV), The Swings (TW), and The Long Tail (TLT).4 They go more 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 game updates, the player events are (usually) listed if they seem to be responsible for a shift in the survivor-zombie ratio. Although often it seems "obvious" that a game update or player event caused a shift in the ratio, it is difficult or impossible to identify every player event or attribute a single update or event when multiples exist at the same time. There is much we don't know. Sometimes, however, an event will be so large as so large that it is undeniable that it caused a change in the ratio. An underlying assumption is that the ratio will only change if a force acts on it, whether a game update or player event. That said, the purpose of the following in-depth graph is to chronicle the game balance over the years, without pointing too many fingers. blah blah blah common philosophies...
EARLY DAY VOLATILITY 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.
OLDER GRAPHS
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