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Stats, Stats, Everywhere Stats! 
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Law Abiding Citizen
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Post Re: Stats, Stats, Everywhere Stats!
glox wrote:
I still wanna see it, I think it would prove interesting.


Of course - it's interesting and useful - it just gains usefulness in some areas while losing it in others.

Anyway, the new graph is up, with data going back to '09. In the context of this game projected to go through Monday, our current zombie percentages become a little more reasonable, but they're still up near the top of the pack. Nordell's game still tops the charts, but Saylor's drops to fourth (and Starr's picks up the slack). We're (as of noon) at 25% propagation at 30% of the way through the game. That puts us well north of a mathematically ideal growth curve. Numbers are stabilizing slightly as a result of a few reactive measures taken by the administration, and this can be seen on all graphs.

Tonight's mission will determine whether the high initial numbers snowball out of control, or at least stabilize to a more even level. Thus far, I retain my projection that we'll reach 50% by the 72-hour mark.

Thoughts?

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March 23rd, 2012, 2:37 pm
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Post Re: Stats, Stats, Everywhere Stats!
This is just fascinating.

I appreciate the new graph--it does offer it's own cool degree of insight.

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March 23rd, 2012, 5:19 pm
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Post Re: Stats, Stats, Everywhere Stats!
I love new graphs!!
I think it makes for interesting comparison between games of differing lengths.

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March 23rd, 2012, 9:35 pm
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Post Re: Stats, Stats, Everywhere Stats!
what, no update?

:(


March 25th, 2012, 3:23 am
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Post Re: Stats, Stats, Everywhere Stats!
iknorite?

This is the night my rez mechanic hit, so I'm fascinated to see where the numbers line up.

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March 25th, 2012, 3:31 am
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Post Re: Stats, Stats, Everywhere Stats!
Alrighty, at 72 hours, here's my analysis.

Mix of good and bad. The admin's reactive measures to the slaughter of the first 24 hours were quite effective, halving the zombie propagation over the next two days (up until tonight). Going into tonight, this game had settled into the middle of the pack in all metrics. Applause all around.

Then the zombies swept the field going into the 72 hour mark, netting a cool 21 kills (15%). Precisely why this occurred is uncertain (still being hashed out in Mission 10.3), but part of it can almost certainly be attributed to multiple instances of humans bailing on the base hold, allowing their comrades to die and further increasing the human/zombie disparity.

Zombie percentages are right at 48%, even after the kills tonight. So well done indeed for surpassing my prediction. Current game status is slightly ahead of the pack, however, so we'll see how the next afternoon treats the inexorable snowballing that occurs at around the 70% game-completion mark.

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March 25th, 2012, 4:16 am
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Post Re: Stats, Stats, Everywhere Stats!
We're updated. Humans did well in keeping their death toll fairly low (at least, as the record stands so far). Three further kills were logged after midnight, and I'm interested to see whether that number will increase. All in all, we look to be in good form heading into the last day.

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March 26th, 2012, 12:22 am
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Post Re: Stats, Stats, Everywhere Stats!
The final stats are up, and here's the final breakdown:

After a rough first day, the administration proceeded to get a firm handle on the numbers they were looking at, and managed to reign in the runaway zombie growth effectively over the next two days, and keep it under control until the game's conclusion. While the zombie propagation over time was rather high, the overall growth curve was within normal limits, if on the high end of the scale. It is worth noting that this was accomplished without players reporting high levels of railroading, which often accompanies significant administrator adjustment for wayward propagation rates.

Well done. :)

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March 27th, 2012, 3:31 am
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Post Re: Stats, Stats, Everywhere Stats!
DeathMagus wrote:
...without players reporting high levels of railroading.


BRAVO!!!

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March 27th, 2012, 3:44 pm
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Post Re: Stats, Stats, Everywhere Stats!
Would guess a combination of low initial information to zombies, less than average information warfare from both sides, a few non-conflict oriented missions, and some bawls-fantastic play by the humans is probably what kept the zombies from snowballing any more than they did.


March 27th, 2012, 11:50 pm
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