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Author Topic: High Scores  (Read 23744 times)

Kyzrati

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High Scores
« on: July 26, 2015, 10:48:11 PM »

Anyone who has opted to automatically upload their score sheet at the end of each run (set in the options menu) can check the high scores here.

High score updates only happen once per day. More details on the page itself.

(This is just a test system in preparation for leaderboards that will gradually expand to include more features, and maybe one day be automated.)
« Last Edit: June 09, 2016, 12:12:45 AM by Kyzrati »
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Re: High Scores
« Reply #1 on: August 18, 2015, 01:35:48 AM »

Very neat
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Kyzrati

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Re: High Scores
« Reply #2 on: September 01, 2015, 06:25:59 AM »

Update 150901: For probably a few days here I've paused the high score chart while I prepare a new one--bigger, better, all around awesomer. Alpha 3 will have a new test system during preparations for the upcoming tournament.
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Adraius

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Re: High Scores
« Reply #3 on: September 01, 2015, 09:06:22 PM »

Clarification?  Have only the public updates paused, or has back-end score collection stopped? (if I get a killer score today, will it appear when the new chart goes up?)
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Kyzrati

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Re: High Scores
« Reply #4 on: September 01, 2015, 09:45:05 PM »

Sorry, I just meant that I'm temporarily not updating the web page (I've been doing that manually all along). The back-end is unchanged, and scores are still uploaded and received as always.

I will be using all previously collected Alpha 3 scores in the first new page when it's ready!

And, by the way, if for some reason someone doesn't have an internet connection when they end their game and you really really want your score on the board, you can also email me your scoresheet and I can just copy it over to the system. (This isn't so much an issue now with the temporary leaderboards, but could become more important during the tournament.)
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Kyzrati

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Re: High Scores
« Reply #5 on: September 02, 2015, 11:54:25 PM »

I've gone ahead and reinstated the original high score format (reset as of Alpha 3), since I've made some changes that will require releasing an Alpha 3c before it would be compatible with the latest and greatest leaderboards (currently WIP). So we'll continue using the old format for a little while longer.

Yes, Adraius, your win is up there ;)
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Kyzrati

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Re: High Scores
« Reply #6 on: September 23, 2015, 02:05:32 AM »

Following the Alpha Challenge 2015, I've restarted the High Scores leaderboard and moved it to a slightly different location. It links to archived scores from previous lists, and will continue to receive updates as before (though once again not as frequently as during the tournament).
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Kyzrati

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Re: High Scores
« Reply #7 on: December 19, 2015, 06:55:56 AM »

New update to the High Scores page as of Alpha 5: It now also lists the furthest area reached by each player, to give more credit to speed builds. Note that where ties are concerned on the second table, the most recent record gets the higher spot.

As usual there will continue to be incremental improvements in the future.
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Kyzrati

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Re: High Scores
« Reply #8 on: March 25, 2016, 09:33:45 AM »

For the new release I reset the leaderboards again, and the first batch of participants is up now.

Something* tells me we won't be seeing as many ascensions with Alpha 7...

*Okay, Hunters.
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Kyzrati

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Re: High Scores
« Reply #9 on: April 28, 2016, 07:54:52 PM »

Reset the leaderboards again now that we have Alpha 8.

We've started off, unsurprisingly, with a higher ratio of cave-related deaths, including my own :P
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Kyzrati

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Re: High Scores
« Reply #10 on: June 09, 2016, 04:24:22 AM »

The Great Reset has occurred once again, this time for Alpha 9!

The final numbers for Alpha 8 stats show that in 258 reported runs, 17,165 robots were destroyed, among them 5,374 Grunts and 69 Behemoths.

In all, 22,238 parts were attached--3,421 power; 5,380 propulsion; 5,574 utilities; 7,863 weapons.

42,224 volleys were fired, averaging a maximum size of 2.74 weapons each. Out of 96,012 individual shots, 60,043 hit a target. 3.7% of shots were from a launcher.

1,546,152 points of damage was inflicted on targets, 47,748 (3.09%) of it self-inflicted via explosions.

1,357 targets were rammed, dealing 0.27% of all damage.

440 Haulers were intercepted (121 by Decker alone), 236 robots corrupted, and only 4 melted outright.

Target communications were jammed 9,839 times, 2,040 of those in a single run by Adraius.

261 Drones were launched, but only 7 ever recovered.

Average movement speed was 120%.

The average run visited 7 maps, while the single most expansive run, by Sherlockkat, saw 22.

An average 5 items were carried in inventory at any given time, with average inventory size peaking at 8.78.

2,679 machines were hacked an average 2.72 times each, with 44.2% of hacking attempts successful. 25.36% of hacks were entered manually; 27.44% of those were Trojans and brute force hacks. The most common hack was terminal records (lore).

21.28% of hacked machines were fully traced.

103 garrisons were disabled.

The most effective force of allies, led by Sherlockkat, inflicted 1,105 damage and made 14 kills.

Most dangerous ascension goes to Decker, who spent a quarter of an entire run at maximum alert (5).

Fastest win goes to zxc, who surfaced in only 1,108 turns, without destroying a single robot.

Only 11 pieces of alien tech were identified.
« Last Edit: June 09, 2016, 05:33:01 AM by Kyzrati »
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Kyzrati

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Re: High Scores
« Reply #11 on: August 11, 2016, 12:26:21 AM »

Today the leaderboards were reset for Alpha 10.

Time for some stats from the last release!

Of 601 uploaded score sheets, we had a total 7 wins by zxc (3), Sherlockkat (3) and myself (1). Happylisk reported the highest score, 24,115. (Note: Old scores are always preserved in the archives linked at the bottom of the scores page.)

1,669 evolutions took place, the most popular slots being utilities (37.2%), followed by propulsion (25.2%), weapons (22.5%) and power (15.1%).

At each depth survived Cogminds had an average 75% core integrity remaining.

33,478 robots were destroyed, among them 11,640 Grunts, 7,594 Swarmers, 3,065 Sentries, 971 Programmers, 891 Hunters, and 81 Behemoths.

18 ARCs were destroyed before they could deploy, 1,723 annoying Recyclers were blasted, and desperate players took out 43 Compactors. Only 1 Executioner was eliminated.

Decker had the best combat robot kill streak, destroying 21 armed robots in rapid succession.

88,268 volleys were fired, averaging a maximum size of 2.69 weapons each. Out of 180,643 individual shots, 115,004 hit a target. 3.8% of shots were from a launcher.

2,748,369 points of damage was inflicted on targets, 85,007 (3.09%) of it self-inflicted via explosions.

2,979 targets were rammed, dealing 0.36% of all damage. 425 robots were corrupted, and only 6 melted outright.

191 robots were successfully hacked, 101 of them armed. 22 of those were assimilated, 19 overloaded, and 68 rebooted. Assimilated engineers tore down 8 walls, all in a single run by endlessblaze.

Enemy communications were jammed 11,219 times.

In all, 44,031 parts were attached--7,161 power; 11,231 propulsion; 10,456 utilities; 15,183 weapons. 19,867 of those attached parts were destroyed. Slot usage rate averaged 82.2%.

1,898,821 turns were passed, 15,924 (0.83%) while naked. 13 teleports were confirmed.

The average run visited 6.63 maps, while the single most expansive run, by Sherlockkat, saw 25.

540 derelict logs were recovered.

An average 5 items were carried in inventory at any given time, with average inventory size peaking at 8.56.

3,386 machines were disabled.

7,066 machines were hacked an average 2.72 times each, with 49.7% of hacking attempts successful. 24.1% of hacks were entered manually; 46.5% of those were Trojans and brute force hacks. The most common hack was terminal records (lore).

78 data cores were recovered, 27 of which were used.

11.7% of hacked machines were fully traced.

215 garrisons were disabled.

A total of 32 pieces of alien tech were identified.


Meta stats: 81% of players use fullscreen; 9.5% use hjkl for movement; 21% prefer ASCII; 27% don't touch the mouse. Smallcaps (the default) is the most popular font choice (52.4%), followed by Terminus (22.6%), and Cog (13.1%).
« Last Edit: August 11, 2016, 06:35:34 PM by Kyzrati »
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Re: High Scores
« Reply #12 on: October 04, 2016, 11:44:04 AM »

Can I submit scores from before I had set them to be uploaded automatically? Here are few of mine.
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Kyzrati

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Re: High Scores
« Reply #13 on: October 04, 2016, 06:21:13 PM »

Sure! I'll add them to the batch. (You're doing pretty awesome already, it would seem :D)
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Kyzrati

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Re: High Scores
« Reply #14 on: October 13, 2016, 01:44:10 AM »

The final Alpha 10 stat summary is in! (Scores have been reset, with old scores archived at the bottom.)

Of 915 uploaded score sheets, 618 had a high enough score (>=500) to be included in the stats. 95 unique players opted in to stat reporting, and we had a total 11 wins by zxc (5), Sherlockkat (2), Decker (2), Amphouse (1) and PleasingFungus (1). Decker blew everyone's score out of the water with his alert farming tactics, earning a 50,390 high. I can see scores continuing to rise as Cogminds have access to increasingly powerful components, plus numerous sources of bonus points via the new plot elements.

(note: some basic stats are not all that different from previous releases, and are omitted here--I'm just picking out things which might be interesting)

The highest number of bonus points earned in a single run was 27,640, by Sherlockkat, much of them from winning in only 3,131 turns.

920 garrison reinforcements were sent out, making up 13.2% of all squad dispatches. The most garrisons entered in a single run was 3, by ATM. 43 were visited in all, 248 were disabled from the outside, and 7 phase generators were destroyed during infiltrations.

36,321 robots were destroyed, 749 of them in the single-most destructive run by Decker. 26 Saboteurs were downed before they could detonate. Only 4 ARCs were destroyed before they could deploy. On the large end, 70 Behemoths were brought down, as well as 23 Compactors.

356 robots were corrupted; chain reactions were caused in 941 power sources.

48,175 parts were attached, 43% of which were lost. 34.7% of all parts attached were weapons, the most common category.

25 pieces of alien tech were recovered in all.

The highest speed achieved, by Sherlockkat, was 588%, or moving nearly 6 times per turn.

The most number of wheels used at once was 6, by Geralt.

Highest temperature reached was 2,446, by BoomBlip.

468 drones were launched, 33 recovered.

83 data cores were recovered, of which 29 were used. Of 22,780 machine hacks, 22.9% (5,211) were manual. 99 squads were recalled, including 54 investigations, 28 reinforcements, 15 exterminations, and 2 assaults. 2 Fabricators were overloaded. 40 robots and 155 parts were built. 322 parts were repaired.

54 traps were reprogrammed.

272 robots were rewired, 312 were successfully hacked (most commonly links and reboots, but there were 55 assimilations as well).

The average system corruption on death/winning was 2.6%, while the highest was 50%.

Meta stats:
  • 83% of players use fullscreen
  • 9.5% use hjkl for movement
  • 26.3% prefer ASCII
  • 30.5% don't touch the mouse
  • Smallcaps (the default) is the most popular font choice (64.2%), followed by Terminus (16.8%), and X11 (8.4%)
  • 1080p is the most common resolution (59.0%), with 30.5% of players using something lower, and 10.5% higher
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Kyzrati

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Re: High Scores
« Reply #15 on: November 23, 2016, 01:55:59 AM »

Alpha 11 Stat Summary
(Scores have been reset, with old scores archived at the bottom.)

Of 1,563 uploaded score sheets, 1,097 had a high enough score (>=500) to be included in the stats. 113 unique players opted in to stat reporting, and we had a total 40 wins by zxc (19), Sherlockkat (9), Decker (9), Amphouse (1), Happylisk (1), and Timesplitter (1).

zxc achieved a new Cogmind all-time high score, 73,217 points for a speed run of only 764 turns (based on the new fast win scoring bonus formula). (He didn't record that one, but you can watch his 911-turn win here, and read about the 764-turn win here.)

A few speed-running Cogminds are part of the reason for the higher than usual run count this alpha, but we also saw an influx of new players from the RPS article last month, right after the Alpha 11 update.

The average score was 4,947, though the median was much lower (2,762). Taking each player's best individual score, the average was 6,833 (median 4,547).

The most regions visited in a single run was 30, by zxc.

Congratulations to Ixoran for being the first to achieve the maximum possible speed, moving at 20 spaces per turn. Time itself practically stopped for this Cogmind.

There were 11,165 critical hits in all (will be interesting to see if this comes down following KI nerf) but only 1 robot was melted (<--we're definitely going to see that change in Alpha 12!).

Decker destroyed the most Behemoths in a single run: 5.

TrashT murdered 12 Zionites before succumbing to their wrath.

336 Assembled were destroyed.

Codemo fired the hottest volley of Alpha 11, generating +675 heat.

Some max individual run values, highest...
  Hauler interceptions:       26
  Robots corrupted:           32
  Power chain reactions:      37
  Communications jammed:      2,264
  Parts field recycled:       114
  Drone launches:             37
  Traps triggered:            95
  Garrisons disabled:         20
  Robots built:               12
  Parts built:                21
  Parts repaired:             13
  Robots hacked:              85
  Robots overloaded:          45
  Robots assimilated:         24
  Manual hacks:               209
  Trojans/brute force hacks:  76
  Full trace events:          20


Most popular hacks by the number of successful results:
  Zone Layout          1018
  Record               3217
  Part Schematic       900
  Prototype ID Bank    729
  Alert Level          700
  Open Door            650
  Locate Traps         565
  Unreport Threat      487
  Machine Controls     349
  Level Access Points  346


Out of 38,500 machine hacks, 738 Trojans were installed (661 at terminals). 33.8% of hacks targeted machines other than terminals.

The top 5 lore collectors are
  zzxc         83%
  Amphouse     62%
  Decker       60%
  Sherlockkat  48%
  Kalkkis      45%


The top 5 item collectors are
  Decker     83%
  zzxc       77%
  Amphouse   71%
  Enno       70%
  Magi163    69%


209 pieces of alien tech were recovered in all, but by only 11 different players because yeah most of that stuff is later in the game.

The average system corruption on death/winning was 2.5%, while the highest was 50% (experienced by Chad).

Meta stats:
  • 80.5% of players use fullscreen
  • 14.1% use hjkl for movement
  • 26.5% prefer ASCII
  • 32.7% don't touch the mouse
  • Smallcaps (the default) is the most popular font choice (65.4%), followed by Terminus (17.6%), and Cog (6.2%)
  • 1080p is the most common resolution (46.0%), with 46.0% of players using something lower, and 8.0% higher
« Last Edit: November 23, 2016, 02:11:16 AM by Kyzrati »
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Kyzrati

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Re: High Scores
« Reply #16 on: November 27, 2016, 05:09:48 PM »

Leaderboard scores now link to score sheet stats! Note that if you've been to the page before, you might need to hit Ctrl-F5 to fully reload the new css before it'll appear normally for you (otherwise the colors could be off).
Spoiler: Example (click to show/hide)
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Re: High Scores
« Reply #17 on: January 20, 2017, 01:49:17 AM »

Alpha 12 Stat Summary
(Scores have been reset, with old scores archived at the bottom.)

Of 1,171 uploaded score sheets, 808 had a high enough score (>= 500) to be included in the stats. 125 unique players opted in to stat reporting, and we had a total 30 wins by Sherlockkat (15), lsend (4), Widmo (3), zxc (2), myself (2), ddarkray (1), Raato (1), Zaltroth (1), and BookofAeons (1).

zxc again broke the all-time high score record, with 90,820 points for basically owning the late-game and farming in an accidentally-too-easy Alpha 12. A single run spanning nearly 11 hours!

The average score was 5,319, though the median was much lower (2,862). Taking each player's best individual score, the average was 6,742 (median 3,742).

The most regions visited in a single run was 38, by Sherlockkat, a new all-time high.

Sherlockkat also disabled the most garrisons in a single run (19), followed closely by Widmo (18).

Widmo earns the title of most OP hacker, with a +200% bonus to hacking attack rolls. (We'll get a ton more interesting data like this with Alpha 13, now that more loadout capability-specific stats are recorded in score sheets!)

Regarding the damage type updates for Alpha 12--nerfed kinetics and buffed thermal, there were definitely some changes in what players were using. Compare the number of shots of each damage type:
  Alpha: 11      12
  KI     61.5%   51.9%
  TH     23.9%   30.7%
  EX     2.7%    3.8%
  EM     11.9%   13.6%


Maximums for total time spent on a given floor type:
(0b10)
  Materials    Widmo     13,936
  Factory      Widmo     16,272
  Research     Kyzrati   4,727
  Access       Kyzrati   6,666
 (other common areas)
  Mines        Widmo     2,254
  Storage      Widmo     2,834
  Garrison     ddarkray  2,428
  Lower Caves  lord      5,008
  Upper Caves  ddarkray  3,485


Some max individual run values, highest...
          Overflow Damage  1,091 (Amphouse)
         Heat Transferred  28,406 (Kyzrati)
             Parts Melted  54 (Kyzrati)
             Traps Reused  22 (ddarkray)
         Best Kill Streak  72 (Sherlockkat)
           Targets Rammed  60 (Toskin)
       Cave-ins Triggered  28 (dak)
    Self-inflicted Damage  1,429 (Widmo)
       Highest Corruption  54 (Kyzrati)
    Power Chain Reactions  37 (Widmo)
       Garrisons Disabled  19 (Sherlockkat)
             Robots Built  14 (277)
           Robots Rewired  25 (gammafunk)
            Robots Hacked  552 (zxc)
              Parts Built  31 (Sherlockkat)
          Traps Extracted  82 (Sherlockkat)
  Derelict Logs Recovered  14 (zxc)
     Exploration Rate (%)  78 (Widmo)
    Network Hubs Disabled  3 (Widmo)
            Actions Taken  46,572 (Widmo)
             Bonus Points  50,819 (Sherlockkat)


The top 5 lore collectors are
          zxc  84%
  Sherlockkat  77%
        Widmo  70%
      Gressup  61%
     Amphouse  61%


The top 5 item collectors are
        Widmo  81%
          zxc  73%
  Sherlockkat  69%
     Amphouse  68%
    Happylisk  67%


Meta stats:
  • 89.6% of players use fullscreen (30% of those use borderless windowed mode)
  • 16.8% use hjkl for movement (continues to rise with every release!)
  • 20.8% prefer ASCII
  • 36.8% don't touch the mouse
  • Smallcaps (the default) is the most popular font choice (70.4%), followed by Terminus (11.2%), and X11 (5.6%) (12.8% use some other font)
  • 1080p is the most common resolution (44.8%), with 44.0% of players using something lower, and 11.2% higher
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Kyzrati

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Re: High Scores
« Reply #18 on: March 02, 2017, 09:29:41 PM »

Alpha 13 Stat Summary
(Scores have been reset, with old scores archived at the bottom.)

Of 968 uploaded score sheets, 696 had a high enough score (>= 500) to be included in the stats. 107 unique players opted in to stat reporting, and we had a total 15 wins by Sherlockkat (5), Shobalk (3), lsend (2), GJ (2), DDarkRay (2) and zxc (1).

Of course, while zxc only had a single win, it was his only run for the month and easily the highest scoring ever at a 26-hour "I own you all now" 276,549 points. (Now that Alpha 14 finally includes High Security, it's unlikely we'll ever see anything like that again!)

The average score was 5,668, a little higher than last time, with a higher median as well (3,048). Taking each player's best individual score, the average was 7,462 (median 4,932--definitely an upward trend).

Funniest manual seed goes to Senjai, who played a run with "cogmindhatesme", which ironically turned out to be the highest scoring of all his 14 A13 runs (9,063).

This time let's take a look at many of the new "Best States" recorded by score sheets as of Alpha 13:

          Heat Dissipation  179 (Conner)
           Energy Capacity  2,530 (GJ)
           Matter Capacity  1,050 (Dekar)
               Sight Range  24 (GJ, Kyzrati, Sherlockkat, Shobalk)
          Robot Scan Range  30 (Sherlockkat, gammafunk, zxc)
        Terrain Scan Range  30 (nikola kolodziejczyk)
      Terrain Scan Density  2,410 (zxc)
              ECM Strength  8 (Sherlockkat)
            Cloak Strength  4 (MorlocK)
       Power Amplification  40 (Raine, lsend)
   Additional Mass Support  24 (Anonymous)
              EM Shielding  4 (Kyzrati, Sherlockkat)
        Armor Coverage (%)  99 (Conner)
            Resistance: KI  40 (gammafunk, Kyzrati, Shobalk, Xanthos)
            Resistance: TH  75 (Sherlockkat, Shobalk)
            Resistance: EX  75 (GJ)
            Resistance: EM  100 (Sherlockkat)
             Resistance: I  40 (gammafunk)
             Resistance: S  40 (gammafunk)
             Resistance: P  40 (gammafunk)
           Power Shielding  90 (eatnumber, Shobalk)
      Propulsion Shielding  90 (zxc)
      Point Defense Rating  240 (Amphouse, Sherlockkat, Xanthos)
        Thermal Conversion  180 (Raine)
            Weapon Cycling  50 (GJ)
         Melee Speed Boost  50 (Sherlockkat)
            Phase Shifting  30 (Sherlockkat)
               Evasion (%)  86 (Sherlockkat)
        Targeting Accuracy  40 (ParanoidSupernaut)
            Melee Accuracy  24 (buthix9)
         Launcher Accuracy  40 (Amphouse)
           Target Analysis  36 (Shobalk)
             Core Analysis  15 (Shobalk)
  Armor Integrity Analysis  100 (aaa, nikola kolodziejczyk, Mogwok)
          Recoil Reduction  10 (gammafunk)
    Overload Amplification  75 (ParanoidSupernaut)
       Overload Regulation  40 (Dekar)
          Stasis Canceling  3 (lsend)
         Offensive Hacking  237 (zxc)
         Defensive Hacking  54 (Shobalk)


Slight tweaks to Materials, and lots of extra beneficial encounters in the Mines, had the intended effect of reducing the number of early losses there. Deaths in the Mines especially dropped from 8.3% in Alpha 12 to 6.0%.

Among the new features that decreased the difficulty of some areas, 1,833 piles of Scrap were searched, the most in a single run by Shobalk (30).

Lore collection across all reporting players averages 11.0%; item collection stands at 20.5%.

Meta stats:
  • 87.9% of players use fullscreen (32% of those use borderless windowed mode)
  • 17.8% use hjkl for movement (still rising with every release!)
  • 25.2% prefer ASCII
  • 38.3% don't touch the mouse
  • Smallcaps (the default) is the most popular font choice (69.2%), followed by Terminus (15.0%), and X11/Dina (4.7% each) (6.4% use some other font)
  • 1080p is the most common resolution (49.0%), with 39.8% of players using something lower, and 11.2% higher
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Kyzrati

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Re: High Scores
« Reply #19 on: May 10, 2017, 07:21:36 AM »

Alpha 14 Stat Summary
(Scores have been reset, with old scores archived at the bottom.)

Of 984 uploaded score sheets, 833 had a high enough score (>= 500) to be included in the stats. 122 unique players opted in to stat reporting, and we had a total 35 wins by GJ (10), MTF (6), lsend (5), zxc (5), Sherlockkat (4), Shobalk (3), may2ever (1), and Pimski (1).

The average score was 6,749, continuing to rise with every release. This is in part due to additional sources of bonus points, but overall player skill is increasing as well. (We'll probably see this rise a good bit in the next release now that there are bonus points for ally kills and at higher alert levels) Taking each player's best individual score, the average was 8,413, though the median (4,545) dropped slightly from Alpha 13.
By UI settings, based on best individual runs players using the mouse and/or tiles averaged around 8,000 points, while ASCII-and-keyboard purists earned an average 15,211.

31.9% of deaths were in Materials, 20.5% in Factory, 13.6% in some form of cave system, 8.5% in Storage, and 8.3% in Mines (17.2% were in other areas). In all, 25.5% of deaths were in the upper half of the world.

Altogether players achieved 2,765 evolutions. That's a lot of slots: 56.3% Utility, 22.6% Propulsion, 13.5% Weapons, and 8.1% Power.

High Security was triggered only 12 times, by GJ, MTF and Sherlockkat.

Alpha 14 was the first release to include easier difficulty modes! Most reporting players, however, stuck to the default roguelike mode:
  Mode       Runs
  Default    97.2%
  Easy       1.4%
  Easier     1.3%

Those playing easier modes tended to score higher--no surprise there. I'm sure we'll see those modes getting more use in the future on Steam. More players may even be using them now than we know, but are not the type who want to upload their scores, or have simply turned off uploading for the duration :P

Alpha 14 also added Cogmind's first two challenge modes, Scavenger and Unstable Evolution. There were 7 Scavenger runs, 1 by DDarkRay and the rest all by GJ, who won 3 of them. There were 10 Unstable Evolution runs, several by myself, Amphouse, and DDarkRay, while the remaining half were by GJ, again with the same three wins (because they were all double challenges :P).

For Beta 1, the latest iteration of the leaderboards has added a dedicated challenge mode for all those trying to score extra points by taking challenges. Check out the challenge thread for descriptions/details and set them in your /user/cogmind.cfg file to participate!

"Best States" record holders from Alpha 14:

          Heat Dissipation  229 (Conner)
         Coolant Potential  240 (Anonymous)
           Energy Capacity  3,440 (GJ)
           Matter Capacity  1,200 (Pimski)
        Terrain Scan Range  30 (GJ)
      Terrain Scan Density  2,010 (Decker, GJ)
            Cloak Strength  4 (GJ)
       Power Amplification  60 (MTF)
   Additional Mass Support  32 (GJ, RandomString)
              EM Shielding  4 (GJ, Codemo, Pimski)
        Armor Coverage (%)  100 (GJ)
            Resistance: KI  55 (Phragmented, Zaltroth)
            Resistance: TH  60 (Phragmented)
            Resistance: EX  75 (GJ, MTF, Shobalk)
            Resistance: EM  100 (Sherlockkat)
            Core Shielding  40 (Conner, Kyzrati, MTF)
           Power Shielding  90 (Dekar, MTF, Nikola Kolodziejczyk)
      Propulsion Shielding  90 (Anonymous, WER6)
            Weapon Cycling  50 (GJ, may2ever)
         Melee Speed Boost  50 (MTF, Nikola Kolodziejczyk, Sherlockkat)
               Evasion (%)  93 (MTF)
        Targeting Accuracy  46 (GJ)
            Melee Accuracy  40 (Nikola Kolodziejczyk)
         Launcher Accuracy  40 (Conner, GJ, MTF)
           Target Analysis  32 (gammafunk)
             Core Analysis  15 (Codemo, GJ, Moredread)
  Armor Integrity Analysis  180 (GJ)
          Recoil Reduction  12 (Codemo)
         Particle Charging  100 (Moredread)
       Overload Regulation  60 (Pimski)
         Offensive Hacking  165 (MTF)
         Defensive Hacking  69 (MTF)


Lore collection across all reporting players averages 23.2% (more than double the Alpha 13 rate); item collection stands at 34.7% (also a significant increase). GJ had both the largest lore (97%) and gallery collection (99%), which took a big dive at the start of Beta 1 due to of all the new collectables.

Meta stats:
  • 83.6% of players use fullscreen (27.5% of those use borderless windowed mode)
  • 14.7% use hjkl for movement
  • 24.5% prefer ASCII
  • 32.0% don't touch the mouse
  • Smallcaps (the default) is the most popular font choice (75.4%), followed by Terminus (13.1%), and Cog (5.7%) (5.8% use some other font)
  • 1080p is the most common resolution (45.9%), with 38.5% of players using something lower, and 15.6% higher
« Last Edit: May 10, 2017, 07:41:16 AM by Kyzrati »
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Kyzrati

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Re: High Scores
« Reply #20 on: July 05, 2017, 04:00:56 AM »

Beta 1 Stat Summary
(Scores have been reset, with old scores archived at the bottom.)

Of 902 uploaded score sheets, 783 had a high enough score (>= 500) to be included in the stats. 125 unique players opted in to stat reporting, and we had a total 66 wins (a record high!) by Sherlockkat (13), zxc (13), lsend (9), GJ (8), MTF (7), Nikola Kolodziejczyk (6), Raine (3), DDarkRay (2), Palikka (2), Sabi Hakuhei (2), and Kyzrati (1). The higher number of wins can be attributed to three factors:
- Some players started using the easier difficulty modes
- Beta 1 added all seven different endings, sparking players to find how to collect them all
- And some of the regular players have been getting better :D

As predicted in the previous summary, the average score jumped to a new high again, reaching 8,035, though the best individual score average actually fell a bit to 7,238 as a larger number of new players joined for Beta (or returned for it after being away).

Beta 1 was only the second release since adding difficulty modes, so let's check out those stats again. Although most runs stick to the roguelike default, there's been a slight uptick in the number of players lowering the difficulty level, at least for some of their runs.
  Mode       Runs
  Default    95.0%
  Easier     2.8%
  Easiest    2.2%

9 different players played Easier mode; 5 played on Easiest.

Beta 1 added a new batch of challenge modes, of which there are now 8. It was also the first version with dedicated challenge leaderboards, occupied by a handful of players who'd already won the main game and wanted to try something a bit different. A total of 42 challenge modes were applied. The older Scavenger and Unstable Evolution challenges were only used twice each, while the most popular was clearly Pure Core (15). Super Gauntlet, undoubtedly Cogmind's most challenging mode, was played 9 times, while its tamer little brother Gauntlet was tried out just twice. All remaining three modes were tried out a bit as well, Devolution (4), Inhibited Evolution (2), and No Salvage (6). (You can read about the different challenges in their thread.)

"Best States" record holders (for select stats) from Beta 1:

          Heat Dissipation  252 (GJ)
         Coolant Potential  360 (SpookUrDad)
           Energy Capacity  2,470 (Sherlockkat)
           Matter Capacity  1,800 (GJ)
       Power Amplification  180 (GJ)
   Additional Mass Support  25 (MTF, Palikka)
        Armor Coverage (%)  100 (RandomString)
            Resistance: KI  50 (Raine)
            Resistance: TH  60 (MTF, Sherlockkat, zxc)
            Resistance: EX  75 (DDarkRay, MTF, Sherlockkat, zxc)
            Resistance: EM  100 (GJ, Sherlockkat, zxc)
      Point Defense Rating  480 (Sherlockkat)
            Weapon Cycling  50 (GJ, Raine)
         Melee Speed Boost  50 (GJ, MTF, Noname1208, zxc)
               Evasion (%)  112 (zxc)
        Targeting Accuracy  60 (Palikka)
            Melee Accuracy  32 (Palikka, MTF)
         Launcher Accuracy  160 (Raine)
           Target Analysis  44 (Sherlockkat)
  Armor Integrity Analysis  100 (Antanst, Noname1208)
          Recoil Reduction  12 (GJ)
         Particle Charging  135 (zxc)
          Stasis Canceling  6 (Kyzrati)
         Offensive Hacking  194 (MTF)
         Defensive Hacking  78 (Palikka)


DDarkRay installed the most traps (39) in a single run (also setting a record high for traps triggered: 39 :P). Horse also installed quite a few (27).

Among the new mechanics, a fair number of players took advantage of tread crushing, but none came close to GJ's 152 robot-crushing run (also setting a ramming record of 711, since tread builds are immune to damage when ramming :P). BadToken (19), PyroL (17), and may2ever (15) kicked the most bots out of the way.

Melee builds have certainly matured quite a lot given the streak of buffs over many previous releases, and more players are relying on it as a support, or even primary, strategy. 14.9% of runs recorded more than 100 Cogmind melee attacks, and 7.0% had more than 200. There were 6,483 sneak attacks (max: 219 by MTF) and 2,326 follow-up attacks (max: 958 by zxc). Melee damage distribution:
  Impact    5,402 (11.9%)
  Slashing  28,388 (62.5%)
  Piercing  11,658 (25.6%)


This time let's also analyze how players are choosing to traverse the world (or in some cases, "end up traversing" the world, since some people just wander or don't/can't check where they're heading first :D). For this I tallied the percentage of runs that entered a general branch, considering only those runs which passed through the depths from which the given area was accessible:
  Min. Evolutions  Visit%  Area   
              2    42.9%   Mines
              3    18.4%   Storage branch
              3    27.2%   Lower caves
              5    31.5%   Upper caves
              6    43.8%   Special caves
              6    22.9%   0b10 Factory branches
              8    44.5%   Research branches


Plot-related stuff, described in cryptic terms to avoid spoilers:
  • Cogmind was imprinted in 14.7% of all runs; 23 players (2.9% of runs) decided not to imprint despite having the chance. 54.5% of winning runs were imprinted, with 5 winners (7.6%) choosing not to imprint.
  • 4 runs interfaced with DC and went on to win, of 10 total runs choosing to do so.
  • 34 winning Cogminds visited W, of 77 visits in all (44.2%).
  • 13 wins were achieved with a reset core, out of 27 total resets (48.1%).

Beta 1 was the first opportunity to find alternative endings (and see all the different animations to conclude the story in different ways :D). 44 (two-thirds of) wins were of the easiest default type, "#0." Totals for other win types:
  Win#  Runs
    1    4
    2    8
    3    4
    4    0
    5    1
    6    5

No scores were uploaded for win #4, which isn't the most difficult but is a little harder to figure out.

Lore collection across all reporting players averages 23.3% (around the same as Beta 1, despite all the lore that was added then); item collection stands at 35.6% (also relatively unchanged). GJ had both the largest lore (96%) and gallery collection (99%), quite close to becoming the first person to have discovered everything.

Meta stats:
  • 90.4% of players use fullscreen (29.2% of those use borderless windowed mode)
  • 15.2% use hjkl for movement
  • 17.6% prefer ASCII, a sudden new low!
  • 29.6% don't touch the mouse
  • Smallcaps (the default) is the most popular font choice (64.8%), followed by Terminus (16.0%), and Cog (9.6%) (9.6% use some other font)
  • 1080p is the most common resolution (44.8%), with 36.0% of players using something lower, and 19.2% higher
« Last Edit: July 05, 2017, 05:00:03 AM by Kyzrati »
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