Survivor-Zombie Imbalance: Difference between revisions

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==Three theories==
<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>[[Survivor-Zombie Imbalance#7|'''TLT''']]<br>[[Survivor-Zombie Imbalance#2012|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>
There are a three popular theories concerning the best ratio of survivors to zombies.
=====<font color='white'>1</font>=====
{|
| width="40px" style="border-right:solid 1px white;color:white" | ...........  || style='padding-left:10px' | [[File:Survivor-Zombie Ratio.png]]


===Equal numbers of Zombies and Survivors===
<center>
Rarely stated explicitly, but rather implied by the word "balance", this viewpoint holds that Malton's population should be split 50:50 between living and unliving. This would mean that members of both sides could easily find opponents.
<div style="width:600px;text-align:left">
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. The way that the Survivor-Zombie ratio seems to swing independently of [[News|games updates]] would cast doubt on this.
<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>


===Zombies Heavily Outnumber Survivors===
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>
Considered to be particularly in-genre, here humans desperately try to survive against vastly larger numbers of zombies.
</div>
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.
</center>


===Let it be (Laissez-faire)===
This view says it's best if neither search/barricade odds are adjusted, or suggestions implemented for the purpose of changing the population ratios. This means that every event in-game is a result of player actions.


=====<font color='white'>2</font>=====
<Big><big><big>'''INTERPRETING THE GRAPHS'''</BIG></big></big>


== Before syringe AP increase ==
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.


On December 21, 2005, [[survivors]] outnumbered [[zombies]] at a ratio of 71% to 29% (36,509 survivors to 14,720 zombies). This ultimately harms the game for everyone, since unbalanced sides reduce the excitement and fun of the game.
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?


With the changes implemented after a large number of players went [[On Strike]], the balance has been improved to 64% survivors compared to 36% zombies (February 24, 2006), however this still represents a drastic bias against zombies.
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]].  


A number of reasons have been suggested for this.
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.'''
*The game is supposedly slanted in favor of survivor players. This makes zombie play frustrating, driving players away from playing zombies.
:*[[Barricades]] make organized survivors very safe, and give lone zombies a hard time finding food.
:*[[Zombie Hunter]] players using [[Headshot]] can drain the [[AP]] of zombies caught in the open, making it more difficult to level up as a zombie than it is as a survivor.
*New players may tend towards survivors, since survivors are generally the protaganists or heroes of the zombie genre.
*Breadth and depth: There are more options in terms of gameplay and character development for survivors.


Ideas for balancing the game should be brought to the [[Suggestions]] page.
=====<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]].
|}


== After syringe AP increase ==
=====<font color='white'>4</font>=====
<big><big>WHY ISN'T [INSERT EVENT HERE] ON THE GRAPH?</big></big>


In [[News#28th_March_2006|late March]], syringes were changed to use 10 AP when reviving, up from 1 AP. This change reduced the use of syringes as combat weapons, as even characters with large amounts of syringes were restricted to five a day. As a result, zombies and survivors are now of almost equal numbers.
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.  


However, while the number of survivors has dropped significantly, more than half of the remaining ones (as of May 13th) are zombie hunters.  
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]]).


; April 11th : 20,682 Survivors (51%) to 19821 Zombies (49%) with 2,224 revivifying bodies and 5,917 corpses.
; April 28th : 18,955 Survivors (49%) to 19546 Zombies (51%) with 2,503 revivifying bodies, 6,000 corpses, 9,085 (48%) zombie hunters.
; May 13th : 19,230 Survivors (52%) to 17,570 Zombies (48%) with 2,526 revivifying bodies, 5,416 corpses, 9,646 (50%) zombie hunters.


== New Imbalance Appears And Disappears ==


After having roughly even numbers for a while, the survivor - zombie difference blew out again recently. As of 7th June 2006, only 42% of active players are zombies. The main reason seems to be a higher number of zombie players quitting, while survivor numbers have stayed relatively consistent. Indeed the total number of zombies has returned to the 14k mark, which is what it was when the survivor - zombie imbalance first gained attention. This suggests that changes in the game caused a temporary surge to zombie numbers, but these changes were not sufficient to keep players as zombies. Another factor is the increased search rate from powered generators, which has made it significantly easier to obtain syringes and other items.


*With the introduction of more new zombie skills, such as the ability to drag dying survivors onto the street, the balance seems to have settled and the game is once more relatively even.


As of July 1st 2006, the ratio is:
=====<font color='white'>5</font>=====
* Standing Survivors : 17904 (50%)
<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>
* Standing Zombies : 17312 (50%)


== One year later ==
<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>


Dec 22nd 2006 : 17,969 survivors (56%) to 13,582 Zombies (44%), 9,968 (55%) zombie hunters.
{|
| width='100px;position:absolute' | [[File:oneone.png|560px]][[File:onetwo.png|560px]]|| style="vertical-align: top; width:600px;position:absolute" |


We see that the number of zombies has dropped by about 4,000 in the last six months, while the survivors remain mostly untouched. The number of zombie hunters has increased; there are now more survivors with head shot than without. Significant changes in recent days are limited to the strengthening of forts, which is likely to worsen the trend even further.


Jan 19 2007 : 18,972 survivors (63%) to 10,871 Zombies (37%), 10,832 (57%) zombie hunters.
:Total Active Players (within last 5 days): 36,008


The game balance continues to swing further in favor of survivors. While the zombie numbers have declined by nearly 3,000, those of survivors have increased by only about 1,000. This seems to suggest that zombie players are losing interest in the game and idling out, although nothing conclusive can be drawn from the figures.


Jan 31 / Feb 1, 2007: 18,748 survivors (62%) to 11,309 zombies (38%), w/ 10,748 (55%) zombie hunters.
:Total Active Players: 36,089


The balance seems to have achieved equilibrium, with numbers and percentages closely matching the statistics from a week or so ago. There's been a ''very'' slight shift in favor of zombies, but it is not known if this is due to new zombie characters or simply a case of more humans standing at revive points.


== A New Balance? ==
&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.


Feb 20, 2007: 16,878 survivors (53%) to 14,555 zombies (47%), w/ 9,208 (55%) zombie hunters.
{| style='padding-top:18px'
:Total Active Players: 37,820
|'''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>
|}


The total is up by about 1,000 players. Survivor numbers are only down by 2,000 since the last count, but zombies have increased by 3,000. Is a balance returning to survivor-zombie numbers? Only time will tell.
{| 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.
|}


== Swinging Back to Zombies ==
{| 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]].
|}


March 18, 2007: 13,951 survivors (42%) to 18,698 zombies (58%), w/ 7,666 (55%) zombie hunters.
{| style='padding-top:7px;'
:Total Active Players: 40,183
| '''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.
|}


Urban Dead has gained 3,000 active players in one month. The respective changes in numbers for both groups are roughly (-3000) and (+4000) for both groups.
{| style='padding-top:39px;'
| '''March 9th.''' Zombies can now recognize the groans of members of their own [[group|horde]].
|}


== Returning to "normal" ==
{| style='padding-top:20px;'
| '''March 28th.''' Syringe nerf. Revivifying zombies takes 10 AP, up from 1.
|}


The temporary upswing from March is gone, the numbers have relapsed to early February values. Compared to Feb. 20, 1000 more zombies have turned into survivors, and a similar number of survivors have become zombie hunters.


May 5, 2007: 17,956 survivors (56%) to 13,650 zombies (44%) with 9,955 zombie hunters (55% of survivors, 0.73 hunters per zombie). Total active players: 38,419
{| 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]].
|}


May 29, 2007: 20,067 survivors (63%) to 11,375 zombies (37%). 10,839 zombie hunters. This is out of 38,516 active players. For zombies, the trend has been continuously downward throughout the month of May.
{| 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]].
|}


== After [[Yahoomas]] ==
{| style='padding-top:5px;'
| '''July 18th.''' DNA-Extractors provide profile info and allow the survivor to immediately revive the zombie.
|}


July 2, 2007: 19,732 survivors (56%) to 14,923 zombies (44%).  9367 zombie hunters.  Total active players:  41,977. The trend for zombies in June was more or less continuously upward.  [[Yahoomas]] seems to have largely benefited the undead, and the damage caused by the massive [[LUE]] horde has helped as well.
{| 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]].
|}


July 21, 2007: 18,426 survivors (57%) to 13,435 zombies (43%).  8802 zombie hunters.  Total active players:  38,618.  Percentages have remained stable in July, but the overall number of players has fallen back to pre-6/18 levels.  Interesting, however, is the steady decline in zombie hunters since June.  Clearly veteran survivors are either retiring or remaining zombies.
{| style='padding-top:60px;'
| '''October 23rd.''' [[Caiger Mall]] falls to zombies for [[Third Siege of Caiger Mall|the first time]].
|}


== Zombie Upswing ==
{| 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>
|}


September 1, 2007: 15,696 survivors (49%) to 16,306 zombies (51%). 8074 zombie hunters.  Total active players:  38,845.  August was a very bad month for Malton's survivor population; zombie numbers have steadily increased and the number of suburbs classed as highly dangerous has increased as well.
{| 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.
|}


== Zombie Downturn ==
|-
|
=====<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>


September 18, 2007: 18,078 survivors (59%) to 12,108 zombies (41%). 9548 zombie hunters. Total active players:  36,449. After the zombie peak at the beginning of the month the tide has shifted swiftly. About 2400 characters have idled out since September 1, most of them apparently zombiesIt's hard to say whether these idlers are career zombies or Mrh? Cows in the red suburbs waiting for revives that never came.
<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" |


== October "Rebound" ==


October 20, 2007: 16,576 survivors (57%) to 12,188 zombies (43%).  8892 zombie hunters.  Total active players:  35,123.  The zombie percentage continued to dip in late September and early October, falling to about the mid-30's.  As October wore on, however, the trend reversed.  However, zombie numbers have not increased significantly; instead it would appear that survivors are idling out, as the game has lost another 1326 players since the September 18 update on this page.


== The Depression of January 2008==
===&nbsp;<span style='line-height:8px'>'''2007'''</span>===
{| style='padding-top:6px'
|'''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]].
|}


January 21, 2008:  18568 Standing survivors (66%) vs 9467 Standing Zombies (34%), with 9543 standing Zombie Hunters. Total active players:  33840. The situtation has become rather bleak for Zombies, as they are now outnumbered by survivors nearly 2 to 1.
{| 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.
|}


==The First Update of 2008==
{| 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>
|}


February 2, 2008:  On January 23, Kevan introduced new mechanics designed to help the outnumbered zombies. Since then the zombie population (as well as the total number of active players) has risen at a slow but steady rate. The current stats: 16,995 standing Survivors (59%) vs 11,740 standing Zombies (41%).  Total active players: 35,120. Standing Zombie Hunters: 8461.
{| style='padding-top:0px'
|'''June 18th.''' [[Yahoomas|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.
|}


February 9, 2008: There are now 16,151 (54%) standing Survivors vs 13,358 standing Zombies (46%). Standing Zombie Hunters: 7948. Total active characters: 36,385. It would appear that since the update, not only has the standing Zombie population risen, but so has the overall number of players.
{| 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]].
|}


February 19, 2008: The zombie population has increased even further, with a 50/50 split once more. Survivors stand at 15,181, while the undead have bounced back vigorously to 14,683. The total number has only slightly declined to 36,276.
{| 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.</span>
|}


February 23, 2008:  The zombies now outnumber survivors for the first time in months. There are now 15,223 Standing Survivors (47%) vs 16,852 Standing Zombies (53%). The total number of players has also risen to 39,093.


February 26, 2008 - Contributing to these numbers is the zombie group, [[the dead of Dunell Hills]]. Originating on the Something Awful forums, at the time of this writing, this zombie group claims over 1200 members (and this number is apparently ever-rising!).


March 10, 2008 - [[User:The_Surgeon_General/Stats|Survivor numbers have spiraled even farther, just barely hovering over the 12,000 mark]]. This has been a boon time for zombies, with their numbers swelling to over 17,000 strong. This rise has been aided greatly by [[the dead of Dunell Hills]], now simply known as [[The Dead]], which boasts a membership of over 1,500 zombies, with a combined rating of over 10,000. With the percentages closing in on 40/60 in favor of the horde, the survivors are slowly being driven into smaller and smaller areas.
===&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 influential 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.
|}


March 13, 2008 - The Zombie:Survivor ratio has reached 64:36 (18464/10684).  Total players has dropped to 36369. [[the dead of Dunell Hills|The Dead]] continue their march south.  The east remains the safest area for survivors, with three "green" suburbs.  However, survivors have started to retake the middle of Malton. Ackland Mall in Havercroft was retaken.  A [[Suggestion:20080225_Zombie_Barricade_Interception|suggestion]] to modify the new zombie blocking barricade policy did not pass and was moved to the [[Undecided_Suggestions|Undecided category]].
{| style='padding-top:46px'
|<span style='line-height:10px'>'''May 28th.''' [[Decay]] sets in, making ruined buildings more costly to repair.</span>
|}


March 20, 2008 - The Zombie/Survivor ratio seems to have stabilized somewhat at 66%/34% (18515/9672) with 34778 total active players.  However, while zombie numbers remained steady, survivor and total player numbers both dropped 9.4% and 4.3%, respectively, from last week. [[the dead of Dunell Hills|The Dead]] have 1488 members with a rating of 14623.  There NE corner remains the last survivor "green" stronghold with zombies controlling bottom 2/3 of the map.  However, there is a counterclockwise flow of both zombie hordes and survivors retaking land behind the hordes.  Ackland mall fell again, but Caiger Mall was retaken.
{| style='padding-top:0px'
|'''June 13th.''' [[Monroeville]] reopens, closing forever only four weeks later.
|}


March 24, 2008 - It's now Zombies 18629 (69%) to Survivors 8539 (31%) with 34103 active players. The ratio change is mainly due to falling number of survivors (-11.7%) as zombie numbers have only increase slightly.  Zombies out number survivors by more that 2 to 1.  There is also only one "green" suburb today ([[West_Boundwood|West Boundwood]]). [[the dead of Dunell Hills|The Dead]]'s rating is now 15787.
{| style='padding-top:55px'
|'''August 25th.''' Only [[The Monroeville 100|100 survivors remain in Monroeville]].
|}


March 27, 2008 - The ratio has dropped to Zombies 18106 (68%) : Survivors : 8867 (32%) with 34184 active players. Survivor numbers have risen for the first time in months.  However, there are also no green suburbs left. Daily stats can be tracked on the [[March_of_The_Dead|March of the Dead]] page. [[The Dead|The Dead]]'s numbers have dropped to 1450 but their rating has risen to 16727.
{| style='padding-top:33px'
|'''October 14th.''' Zombies get the [[flesh Rot|flesh rot]] skill, [[digestion]], and mall [[FAK]] rates are nerfed. &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; '''October 28th.''' [[Borehamwood]], another playable map, opens.
|-
|style='padding-top:8px' | '''November 28th.''' A month later, [[Borehamwood]] closes forever.
|}


==Survivor Turnaround==
===&nbsp;'''2009'''===
{| style='padding-top:0px'
|<span style='line-height:0px'>'''January 9th.''' [[Mall Tour '09]] begins, then demolishes most of [[Malton]]'s malls.</span>
|}


March 29, 2008 - The survivor ratio has dramatically improved, with no apparent trigger or rule change.  The current count is Zombies 17605 (65%) to Survivors 9732 (35%).  Active player count is 34788.  Still, there are no green areas on the map so it's unclear what is going on.
{| style='padding-top:10px'
:There was an article on [http://www.avclub.com/content/games/urban_dead UD in the Onion]. Many attribute the small spike (and it is mostly level ones) to that. Also, many people are doing some hardcore revivin' right now; suicide revive runs and [[DIRT:NAP|DIRT:NAPing]] are taking place all over Malton at the moment.
|'''February 7th.''' The [[The Borehamwood 100|last 100 survivors in Borehamwood]] pick their way through the rubble and empty countryside.
|}


March 31, 2008 - The first green suburb of spring is here! :)  [[Buttonville|Buttonville]] is once again green. The numbers are Active Characters : 35132, Standing Survivors : 10303 (37%), Standing Zombies : 16994 (63%).
{| style='padding-top:122px'
|'''July 3rd.''' Groans made inside closed doors are now muffled. Survivors find the old, [[Emergency Broadcast System]] hidden in [[the Coram Building]].
|}


April 4, 2008 - The counts are: Survivors : 11078 (39%), Zombies : 16629 (61%) with 35105 active players.  Survivors had been as high as 41%.  There are now 4 green suburbs on the bottom of the Mapton map.


April 12, 2008 - Counts are still stable at Survivors : 11002 (39%), Zombies : 16788 (61%), with 34277 active players.  The bottom third of the map is non-red, with 7 green suburbs.  [[The Dead|The Dead]]'s numbers are 1510 with a rating of 19598.


May 3, 2008 - Humans have made a comeback to a 50:50 ratio.  Survivors : 13440 (50%), Zombies : 13274, with 33503 active players.  Most malls have been retaken with the SE corner of Malton being mostly "safe."  [[The Dead|The Dead]]'s numbers have dropped to 1280, but their average level is 15 and they have a rating of 19740.


May 5, 2008 - Humans are now up 53% (14093) to 47% (12278).  Less than half of the map is red now.  Noteworthy is that [[Ridleybank|Ridleybank]] was green for a while (it's currently yellow) and that the [[The Blackmore_Building|Blackmore Building]] is occupied by survivors.


May 13 2008 - Humans now outnumber Zombies 60% to 40% (15972/10526) with 33455 active players.  Also, only 16 of Malton's suburbs are red and 26 are green.  [[The Dead|The Dead]]'s numbers have dropped to 1054 with an average level of 16 and a rating of 17482.


May 27 2008 - The number of humans rises further. Survivors now number 16690 out of 33253, placing the ratio at 63% to 37%. Every mall, except for [[Mitchem_Mall|Mitchem]] is curently in survivor hands.


==Malton in Decline?==


June 22 2008 - For the first time since Urban Dead was launched, the total number of active characters in Malton dipped below 30,000. While [[The Dead]] is still the highest ranked group in the game, their horde has gradually reduced to about 450 known members with a combined rating of approx. 9500. The survivor-zombie ratio is once again at 60% to 40% in favor of the former.


September 5, 2008 - After a brief zombie upswing in late summer the human ratio has returned to a fairly typical 61% with 14,537 standing survivors (of which 7916 are zombie hunters).  The zombie ratio is 39% with 9184 standing.  Total population is currently 29,196.  [[The Dead]] have slipped to third place in the overall group standings with 180 active members.  The [[Feral Undead]] are back in first place, with the [[Ridleybank Resistance Front]] in second.


October 11, 2008 - While the ratios have remained almost the same, 59:41 Survivors:Zombies, the total numbers have dropped again to 13221:8921 with a total of 26962.  The top group rankings are The [[Feral Undead]] with 191 members, The [[Ridleybank Resistance Front]] with 163, and [[The Dead]] with 137.  This author notes many players on his contact list have lines through their names, indicating removal from active status.


November 10, 2008 - Total players continue to dwindle: 26829. New Zed-buffing rules have once again pushed the Zombie ratio up to 54%/46%.  Survivors: 10042 Zombies: 11527.  Most malls have fallen except those in the SW quadrant.  Top groups:  The [[Ridleybank Resistance Front]] with 186, The [[Feral Undead]] with 177, and [[The Dead]] with 133. The top four groups are all Zombie groups and the top Survivor group has less than 100 people. The Zombie PKer squads (like the RRF's Gore Corps) have also now ''gamed the system'' by reporting anyone who kills them in human form to the Rogue's Gallery.  Thus, you cannot you cannot kill a PKer until after he kills someone.  So now they just sit in malls, heal, restock and then PK, and there is nothing anyone can do about it unless they want a bounty on their head.  This author is quitting this game.
===&nbsp;'''2010'''===
{| 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."
|}


== External Links ==
{| 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]].
|}


* [http://www.urbandead.com/stats.html Game Statistics]
* [http://www.urbandead.com/stats.csv Game Statistics Log]
* [http://www.armory.com/~crisper/UrbanDead/ Game Statistics Tracker], includes trend analysis, is not up to date
* [http://www.urbandead.info/stats/ Game Statistics Graphs]


[[Category:Design]]
 
[[Category:Glossary|Population Balance]]
 
 
 
 
 
===&nbsp;'''2011'''===
 
{| 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>
|}
 
 
|-
|
=====<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>
|-
| 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>'''2011 <small>(continued)</small>'''</big></big>
 
{| style='padding-top:43px'
|'''October 3rd.''' Malton sees its 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&mdash;nearly empty, nearly ruined, or ruined already&mdash;fall easily to the horde.
|-
|<font color='white'>1</font>
==='''2012'''===
The first year in Urban Dead's history when nothing in particular happens. At least according to this graph, anyway.
|}
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
===&nbsp;'''2013'''===
<font color='white'>.</font>
{| style='padding-top:105px'
|'''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;'''2014'''===
<font color='white'>.</font>
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
===&nbsp;'''2015'''===
<font color='white'>1</font>
{| style='padding-top:150px'
|'''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;'''2016'''===
<font color='white'>.</font>
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
===&nbsp;'''2017'''===
<font color='white'>1</font>
{| style='padding-top:303px'
|'''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;'''2018'''===
<font color='white'>.</font>
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
===&nbsp;'''2019'''===
<font color='white'>.</font>
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
===&nbsp;'''2020'''===
{| style='padding-top:48px'
|'''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, 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>'''ZERGING'''</BIG></big></big>
 
[[file:Level 1 graph.png|600px]]
 
<div style="width:600px;text-align:left">
<big>'''Plot showing the percentage of level 1 characters compared to all other levels.'''</big><br>
Level 1 characters include survivors (all classes) in blue and zombies in green. Time is scaled "loosely" because the data was obtained from the Wayback Machine; each data point is not necessarily separated by equal amounts of time. However, the data begins in late 2005 and ends in early 2021.
 
Keep in mind that level 1 characters can be legitimately created as alts or by players new to the game, as well as en masse by zergers. Given the waning popularity of the game, fewer new players are expected to join. Therefore, the later timepoints more likely reflect efforts by zergers.
 
A crude interpretation of this graph is that players have zerged more as time has gone on, especially by using survivor alts. A more nuanced position is that the zerging tends to be in the form of throwaway level 1 survivors, rather than zombies. The main exception are several spikes in level 1 zombies (some marked on the graph), which disappear either from banning or levelling up.
</div>
 
 
 
 
<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.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
__NOTOC__
__NOEDITSECTION__
[[Category:Statistics]]
[[Category:History]]

Latest revision as of 20:51, 30 July 2022

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 influential 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 sees its 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.
1

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

1

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

1

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, 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.



ZERGING

Level 1 graph.png

Plot showing the percentage of level 1 characters compared to all other levels.
Level 1 characters include survivors (all classes) in blue and zombies in green. Time is scaled "loosely" because the data was obtained from the Wayback Machine; each data point is not necessarily separated by equal amounts of time. However, the data begins in late 2005 and ends in early 2021.

Keep in mind that level 1 characters can be legitimately created as alts or by players new to the game, as well as en masse by zergers. Given the waning popularity of the game, fewer new players are expected to join. Therefore, the later timepoints more likely reflect efforts by zergers.

A crude interpretation of this graph is that players have zerged more as time has gone on, especially by using survivor alts. A more nuanced position is that the zerging tends to be in the form of throwaway level 1 survivors, rather than zombies. The main exception are several spikes in level 1 zombies (some marked on the graph), which disappear either from banning or levelling up.



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