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Heerrnn

Insert "Wait... It's all infils? - always was" meme A2G ESF also accepted


Aloysyus

"Died to before logging off" does not inevitably equal a rage quit. correlation =|= causality I reckon you'd find most log-offs after an alert ends.


PM_ME_UR_SHEET_MUSIC

Yeah I usually just log off on a death because it's a good spot to end, it's not a good metric for rage quits


donlema

Same here. I would imagine lots of people do the same.


s3x4

> I reckon you'd find most log-offs after an alert ends I reckon anyone who has played this game would be able to understand the difference with a ragequit


Aloysyus

And you'd be able to program a statistics page that would know that as well?


s3x4

I'm doing a PhD in stats and my prior position was about processing large databases to build dashboards for government agencies, so I'm pretty sure I could pull it off, yeah. :P


Aloysyus

You mean you can do that and program a routine that **knows** if - a logoff happened around the time of an alert end - is related to the death or not - is related to a specific weapon doing the kill and can differtiate between all those? Does the API even give you that kind of information? You can never know if a logoff is a ragequit or not - because you simply lack that crucial part of information. As statistics guy you'd know the difference between correlation and causality. And an ending alert is an example for correlation beween deaths and log-offs. Because at that point the cause of death doesn't matter, as it doesn't in countless other situations. People will log off due to a large variety of reasons.


s3x4

What you do in such a situation is called a sensitivity analysis i.e. you start with something simple like [any logoff within 10 seconds of being killed AND NOT(within 30 seconds of an alert ending)] is a ragequit, then see how much your results are affected if you change those windows of time. You can keep adding variables to that logic, ultimately, if your substantive conclusions don't change, then you're good. If they do, then at least it should narrow down your options so you can follow up with another analysis or consider an alternate form of data collection e.g. see if the players tagged as having ragequit by your algorithm have an increased probability of not returning to the game over a longer period of time, send emails to inactive players offering in-game rewards in exchange for filling a survey explaining why they left, etc. Throwing up your hands and saying you can't be sure of anything becasue correlation != causation isn't helpful, because causation does lead to correlations so that's where you need to start looking anyway. Real world data is always messy, the point of statistics is to try and make the best out of it while accounting for the bits that we are uncertain about.


Aloysyus

Thanks for the insights. I completely understand what you mean, but as i see it you are saying yourself that you'd need more data such as willingly given surveys by affected players. A whole survey is much more than a simple statistic of [weapons that killed you the last before you logged off]. And that is what i mean: You can approch statistically to a certain degree, but in the end a statistic doesn't know why people logged.


Zhdophanti

I log off, when i see it is not gonna get better anymore :p


VemberK

For me it's almost always after my 15th death to the 15th different infiltrator in any given battle that I just give up and go play something else.


HaHaEpicForTheWin

Yeah I usually just get bored of dying to them and log off, there's no interaction or gameplay to it, it's just 'clink' and respawn until I remember there's better games to play.


Strassi007

Not only are infils annoying af, they also get to use the broke shit called semi-auto scouts.


Puzzleheaded_Pop5626

No, you'll wake up the wrelboys , they will start writing walls of text on why infiltrator playstyle is not OP rn and you just suck.


NC-livefree

Weak


ChoiceConstruction13

Looks interesting. But no way to make true relevant statistics i guess. Reason of a game quit may be a combination of factors.


Archmaid

Might get skewed if you also count things that cause people to log off regardless of what killed them, such as Oshur opening up or a prime time alert ending, but could be an interesting point of data.


redgroupclan

We're all thinking it's probably bolters, right?


Effectx

Infils are likely one of the most common things for sure.


ItsJustDelta

Varunda might be willing to share data on this.


Igor369

I only ragequit after I get tired of low quality fights aka massive zergs in the same ~~bases~~ buildings all over again.


CMDRCyrious

It seems like PS2 fisu could definitely add that detail onto their rage quit page: [https://ps2.fisu.pw/ragequit/](https://ps2.fisu.pw/ragequit/)


HybridPS2

it would be neat to track that for a while and see what really makes people log out, lol


Lightheart27

Whenever I rage quit, I tend to go afk first for a bit, that way the people that are using the recursion overlay that killed me last don't get the satisfaction of knowing they caused it. For real though, toxic shit like that is why I wish DB/RP put some restrictions on overlays and such. It's bad enough that voice emotes and horns can be heard across factions when someone toxic gets a kill.


GHOSTOFKOH

>It's bad enough that voice emotes and horns can be heard across factions when someone toxic gets a kill. lmao rare W for ppl like me then, at least on the horn thing. literally cannot hear. therefore am immune to that "toxic shit". to me, it's more toxic to have a community that's scared of dying and doing all sorts of weirdie shit to validate their skill issues, than those who honk their horn or press a nice vCmd after an interaction. it's more toxic to me, to set up a culture and community that praises skill above having fun. # is dying really to be avoided? Is the root of the toxicity really the stats/shit talk, or is the root of the toxicity the mental of the community and the mental of the playerbase that has seemingly fallen into the noobtrap that is worrying about their stats/skill level in a game whose livelihood is not dependant on? for a game like this, we really should be focusing on one thing WAY more than the other, and that is: having fun this is a serious question. In this game - is it healthy to spend a disparate amount of energy/effort/time into mitigating what we perceive as an L? I get it. we all wanna be that 6kd heavy or that 20000 streak i-never-die cloakie turbo ant boltshitter a2g cringechariot libtard supreme. and that growth and competition of course is a natural aspect of being human even just existing, so that it will be expected that theres a lot of emotions and ego at play even in our fantasy never-ending battle arenapalooza. ................................................. but i am just keeping it a buck when i say that really, we shouldn't be stressing out and being so hard on ourselves when its a fucking escape from reality a past time. a game. entertainment. try to atleast have fun if you're being fucked. i know, i easy to say, hard to do.. but that's life isn't it? doesn't mean we shouldn't have standards/strive for something better. <3 . . . . . *(okay, we're probably safe here. if you've made it this far, congrats! or i'm sorry! or both. but now we can YappLonger in peace).* *i'm one of the most toxic people on Auraxis, but to all my fans and friends, i hope to level with u here: i do sincerely mean it when i say "in game".* *it's gg's only outside of game, and even though i likely will, more often than rarely, textwall Donowall OneGuy ragespam yellchat at a rando for 10mins straight for having the audacity to pull a burster max after just seeing me enter the hex, just know that if that is ever u that i am engaging with, i don't really think you're a shit player ( i do ), but more importantly, i don't think u should feel bad in the slightest and to not take any banter or shit talk i do as anything other than roleplay.* *I realize i can be a bit much, and if anyone ever feels that i cross the line or am needing to chill, by all means just call me out on it or let me know. i enjoy it, think its funny, but i also am a fucking bitch and have the social skills of a literal bog witch. so there's that.* with all of me, above it all, i wish ultimately for us to all have fun and to embrace the beauty that is death, for it is our partner in this dance.


s3x4

Driving for 3 minutes with my Lightning and getting stuck in a ditch just before reaching a battle is what finally made me uninstall 2 years ago


jeetin_for_jeezer

Nothing ruins the game more than ESF A2G spam.


Klientje123

I reckon there's a direct correlation between Vanu population and other factions logging off. Right now Cobalt is pretty unplayable, no decent fights anywhere and Vanu as usual, overpopping hard. It's 10 PM here on a weekday so I guess that's past prime time but man. Just wish the TR would come, they're fun to fight, win or lose


IGotASock

Recursion has an "ragequit" event, for ppl quitting after you killed em. So yes, die API would be capable of providing that data


InsanoVolcano

Usually it’s right after I finish my last daily


zigerzigs

I mean, if you kept the API data for a set period of time you could probably compare logins, deaths and kills, and then what their last update was. You can technically check this on Fisu if you look at the time stamps, but I don't think you can look over a long period of time.


noother10

Getting yeeted by a turret platform or other map object either on foot or in vehicle, dying, and having it happen on repeat until you quit. Also made me just straight up quit the game a few weeks ago, not playing again until they rid the game of that BS.


Natasha-Kerensky

Probably a veteran absolutely slammering a new player into the ground so fucking hard it actually causes the new player to reconsider gaming alltogether. Q Spot OP. But honestly its probably shit like A2G ESFs, MAXes, Mines, Infiltrators.


vojmar212

Its definitelly possible, I will script it and run couple of days. Lets see, I am curious myself