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Steam News15 May 20206y ago

Spring 2020 Update

This small update is dedicated to multiplayer statistics changes. To appreciate our most active and faithful players, we improved "Effectiveness" and "Average score" metrics in multiplayer leaderboard.

In this update2

Full notes

Full 7776 II: Dwarven Greed update

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What changed

0 fixes2 additions3 changes0 removals
  • Server
  • Gameplay
changedTo appreciate our most active and faithful players, we improved "Effectiveness" and "Average score" metrics in multiplayer leaderboard. We want to make sure, that these changes are transparent for all our players. Here are details on each change.
added1. Average scoreNew behavior : Average score = Treasuries for last 10 games / min(10 or Games played).
changed1. Average scoreQ: Why is this better? A: The metric reflects your most recent gameplay, because only last 10 games are accounted. You are encouraged to achieve better scores.
added2. EffectivenessNew behavior : If less than 10 games played , Effectiveness is capped and fluctuates from 0% to 10%. Effectiveness = Games won * 1%. If 10 or more games played , Effectiveness is uncapped and fluctuates from 0% to 100%. Effectiveness = Games won among last 10 games / 10 * 100%. In both cases effectiveness is slightly dropping over time, if the player is not returning to the game for a long time.
changed2. EffectivenessQ: Why is this better? A: The metric reflects your most recent gameplay, because only last 10 games are accounted. You are encouraged to play better even if you already play a lot. You are encouraged to return to the game, to improve effectiveness.
If less than 10 games played , Effectiveness is capped and fluctuates0%10%If less than 10 games played , Effectiveness is capped and fluctuates increased, buffIf 10 or more games played , Effectiveness is uncapped and fluctuates0%100%If 10 or more games played , Effectiveness is uncapped and fluctuates increased, buff

7776 II: Dwarven Greed changes

changedTo appreciate our most active and faithful players, we improved "Effectiveness" and "Average score" metrics in multiplayer leaderboard. We want to make sure, that these changes are transparent for all our players. Here are details on each change.
addedNew behavior : Average score = Treasuries for last 10 games / min(10 or Games played).
changedQ: Why is this better? A: The metric reflects your most recent gameplay, because only last 10 games are accounted. You are encouraged to achieve better scores.
addedNew behavior : If less than 10 games played , Effectiveness is capped and fluctuates from 0% to 10%. Effectiveness = Games won * 1%. If 10 or more games played , Effectiveness is uncapped and fluctuates from 0% to 100%. Effectiveness = Games won among last 10 games / 10 * 100%. In both cases effectiveness is slightly dropping over time, if the player is not returning to the game for a long time.
changedQ: Why is this better? A: The metric reflects your most recent gameplay, because only last 10 games are accounted. You are encouraged to play better even if you already play a lot. You are encouraged to return to the game, to improve effectiveness.

This small update is dedicated to multiplayer statistics changes.

To appreciate our most active and faithful players, we improved "Effectiveness" and "Average score" metrics in multiplayer leaderboard. We want to make sure, that these changes are transparent for all our players. Here are details on each change.

1. Average score

Old behavior: Average score = Treasuries / Games played

Q: Why did we change that? A: As you play more, your play level and experience are rising. But your average score doesn't reflect your growth, because the more games you play, then the less it fluctuates.

New behavior: Average score = Treasuries for last 10 games / min(10 or Games played).

Q: Why is this better? A: The metric reflects your most recent gameplay, because only last 10 games are accounted. You are encouraged to achieve better scores.

Note that this change is retroactive. It means the metric is already recalculated for every player accordingly.

2. Effectiveness

Old behavior: Effectiveness = Games won / Games played * 100%

Q: Why did we change that? A: Because it confuses people. Being an effective player should not mean to play less, but it is implied by this formula. Au contraire, one will have a hard time trying to increase effectiveness by playing more.

New behavior: If less than 10 games played, Effectiveness is capped and fluctuates from 0% to 10%. Effectiveness = Games won * 1%. If 10 or more games played, Effectiveness is uncapped and fluctuates from 0% to 100%. Effectiveness = Games won among last 10 games / 10 * 100%. In both cases effectiveness is slightly dropping over time, if the player is not returning to the game for a long time.

Q: Why is this better? A: The metric reflects your most recent gameplay, because only last 10 games are accounted. You are encouraged to play better even if you already play a lot. You are encouraged to return to the game, to improve effectiveness.

Note that this change is retroactive. It means the metric is already recalculated for every player accordingly.

That's all folks! Thank you for playing 7776 II: Dwarven Greed. - Galant One from Miltocoal.

Source

Steam News / 15 May 2020

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