Kerman7's Blog - Oct to Dec 14 (10 followers)
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Dec19
On TA ratiosPermalink
With the recent poll on ratio re-evaluation for TU achievements, I thought I'd put something together to sum up my views.
First, in order to have it in one place, make it easier to understand and avoid contradiction; second to try and come up with helpful suggestions.
I do not have an answer to the problem as I am not certain what the problem is, but this would be how I'd go about it.


1. The problem
Ratio is used by people differently. Either as a rarity or a difficulty meter.
The rationale for rarity is that difficulty is subjective and can't be agreed on, so rarity is all that can be accurately measured.
The rationale for difficulty is that rarity is pointless and unfair.
Out of the two I don't personally take side, I do not care.

The problem further exacerbates because some people use comparisons between achievements in order to assess what they want to play or compare the value they give an achievement, which creates the following further issues:
- rarity rationale: as it stands, ratios are impossible to compare from different games, so a ratio of 2 can be much rarer than a ratio of 5
- difficulty rationale: as it is accepted being subjective but wants to be objective, it allows calculation to be based on relative rarity, which opens the door to criticism and calls to jump rationale boat; plus ‘relative’ is relative and creates debates around the subject and mixes completion into it

There are probably more issues on each sides, but no issue can discredit the rationale it is linked to. Instead it should prompt into questioning if the calculation is appropriate for its objective. In either case it seems safe to say it isn't. So how could it be fixed?


2. Predicates
Some ground rules have to be set or there is no point continuing. So let's assume and accept the following:
PR1 : The selection of site members is varied and representative of gamers
PR2 : Calculations should only use unequivocal data and never guess
PR3 : Cheaters are excluded from stats as per site rules (cf. Cheaters Policy)

I’ll say PR1 is a stretch about the representative bit, but not that bad that I’m not ready to accept it here.


3. Abbreviations & Definitions
As we will be using certain concepts a few times, let’s put them down to have an easy reference and type less.

TAU = TrueAchievements Users - Number of people having registered on the site
Game = Unique container ID that can include different types of items, being base, TU or DLC
GWA = Unique Gamers w/ Achievement - Number of TAU having unlocked the achievement
GWG = Unique Gamers w/ Game - Number of TAU having unlocked any achievement in the Game
GWI = Unique Gamers w/ Item - Number of TAU having unlocked any achievement in the item (where item can be either base game, TU or DLC)

Not wanting to get into what a 'Game' is and off-topic semantics, let's call here Game the overall container of a variety of content. This allows covering all cases in the new digital world where we can have free or non-free everything and where DLC can be played without having base container game.
So to be clear, it's important to understand the distinction between GWG and GWI. GWG is not the sum of GWI, only if not a single player has played more than one item is this true, otherwise
GWG <= A.GWI + B.GWI + C.GWI (where A can be base game, B TU1 & C DLC1)
I will assume TA is able to determine the number of unique players in each item or combination of items, given what it already does or plans to do.


4. Ratio Suggestions

4.1 Rarity rationale
This is probably the easiest.
Rarity is a number defining frequency of occurrence. It can be defined from a pool serving as a sample.
As such, it actually is not necessary to ponder if the fact that not every single player having an Xbox console isn't registered on the site, statistics tell us the number doesn't change (given PR1).
If I was advocating rarity as what ratio measures, I'd then probably say:
*** Spoiler - click to reveal ***

This provides a consistent ratio and allows for comparable numbers.
Rare games will have high ratios. It's not stupid. They don't 'deserve' it. It's not 'fair'. It simply is aligned to the definition of what the ratio is within the premise of the rationale of this section.

4.2 Difficulty rationale
This is harder as I have to stick with the principle of calculating a ratio rather than suggest having it averaged from votes; after all we want to stay compliant with PR2.
So we have to accept that difficulty has to inject a bit of rarity to estimate a ratio and this will also allow me to stay away from a discussion about boosting and how this affects difficulty of obtaining an achievement.
Furthermore let’s tackle TU vs DLC here, because TU can be turned down or never prompted to a gamer depending on the case. As we are in a difficulty rationale, not rarity, this is not enough to warrant separation.
If we then accept all that for this section, let's then say we will be using relative rarity. We then have to pick one of two options: (GWI / GWA) or (GWG / GWA)

All depends on if we consider each item worth considering standalone or if we rather look at a Game as an entity that makes sense only as a whole.
Note the first is how ratios used to be calculated for everything some time ago before the DLC poll changed things.
Note also the second may be how the new TU poll proposes to change TU only calculation, although I'm not completely sure.

The reason for calculation changes has often been that certain non-base achievements don't have a 'fair' value. It was the reason for the previous DLC change, to use a geometric mean calculation and is often mentioned (with a range of examples) for the current discussion. All good and well-meant but the wrong moves as it adds complexity and steps away from consistency.
If the original calculation was felt inappropriate, the right solution should be identified and then implemented en masse, so as to maintain integrity and consistency (so my view back in the DLC poll, was that none of the available options were going to be the right answer).

Looking back at the two options we have, and given the way things have evolved, there is no way to know for sure the concept of a base game will remain prevalent. Like it or not it will probably go more the route of containers from which customers can pick and choose packages or dare I say IAPs.
Because of that, if I was advocating difficulty as what ratio measures, I'd then probably say:
*** Spoiler - click to reveal ***

This provides a consistent ratio and satisfies PR2.
Each item has the same relative rarity applied and is never stretched depending on the type of the item and a different lens being applied. Also prevents forcing all contents and ignoring accessibility limitations.
Unpopular items may have low ratios. It's not 'unfair'. It simply is aligned to the definition of what the ratio is within the premise of the rationale of this section.
The fact is, certain TU or DLC achievements stack on base game achievements and their ratio may look 'off'. I'm not disputing this but will handle this later. Either way, there is no ‘fairness’ to be talking about, if at the same time we claim and aim for objective stats.


5. The Fix ?
Without taking sides for any meaning of the ratio, I’d suggest a change in any case. And I always applied a principle of consistency and not treat exceptions as a driver.
The fact is, some ratios will ‘feel’ ‘unfair’. Clearly if I need to do one thing 10 times for an achievement and the exact same thing 20 times for another, I’d want the 20 to be rewarded better than the 10 and also expect it to be rarer.

My suggestion is not to include that aspect blindly to a bag of achievements but create a new flag instead.
Some achievements are directly linked to other achievements, whilst others are completely independent. So how about considering that an achievement can be of a certain 'type', which could be managed by a new flag designating a dependency? A new ratio calculation could then apply.
Now it could be simply adding the ratio of its predecessor but as the calculation would be completely different, instead I’d suggest the following:

If Ach1 belongs to Item1 and Ach2 belongs to Item2, and Ach1 is defined as a pre-requisite for Ach2, then:
*** Spoiler - click to reveal ***

The calculation would remain the same whether the achievements are both part of the same base game or DLC (becomes GWI/GWA) and so the idea of keeping things simple and consistent remains whilst awarding a seemingly more appropriate ratio to those that ‘deserve’ it.
Very little achievements would be impacted, keeping this an exception treatment, and no achievement that would not ‘deserve’ it would see it applied to it.
And as there already is a flag that affects ratio (unobtainables due to dev error) then it certainly is doable.


6. Conclusion
Again, I don’t claim to have the solution to something I’m not sure I understand given it doesn’t matter to me. But I reckon the above may be something to think about.

Ker

PS: Addendum regarding TA
*** Spoiler - click to reveal ***
Posted by Kerman7 on 19 December 14 at 10:14 | Last edited on 06 January 16 at 23:40 | There are no comments on this blog - Please log in to comment on this blog.
Nov24
On GTA V, or A disappointing startPermalink
To start I want to make sure I state this will not attempt to be a review of the game.
This will be simple first impressions on a game I had been waiting eagerly for, on the new generation.

In a month filled* with amazing** titles, GTA V features quite high in my list and promises to be something special. Now I have only played for about 15 minutes and only one (real) mission, but already my enthusiasm has been bruised and I reckon I will shelf it for a few weeks. Why?
Well from the moment I started the game, it felt wrong almost every step of the way.
In a nutshell, I felt restricted and pushed on a conveyor belt, not having much fun at all during the ride.
I am confident I will end up loving it but here is how the first contact unfolded.

After the initial loading screens I was expecting some kind of cutscene to introduce me to the new story and put me in the mood; instead I found myself straight in the game. Bit weird I thought, could have done with an intro. Well, if there was one then I already forgot about it. But what really made it hard to take was that I was finding myself under immediate duress. That is to say straight into an action scene where my partners were constantly nagging me to get a move on. Now some people may actually enjoy that straight in start, but I wanted to take the time to enjoy that first sight of that first room in gorgeous new generation definition. Because it was actually amazingly crisp! Yet my AI mates wouldn't stop badgering me and insulting me. Add to that the deluge of in game notifications explaining a few things that you don't have the time to read and the settings I had to go and change to modify the Y-axis inverting (shame the One doesn't have console-wide settings for this like the 360 had) and you can imagine the stress you find yourself in. Feeling you may have missed important information on how to play, you search for the briefs. It is a pain to have to go there, but at least they are comprehensive so that's handy.
Now the action is one of a heist though so maybe it all fits in and is meant to stress you. Feel in the situation. I can accept that for now. Then comes in the part where they show you how to switch to FPS. Which I did. And was not happy. It felt like I was in constant drunken bullet time. I didn't stay long. Missed opportunity for something new? Maybe. It just didn't feel right yet and I just wanted a good bite of my usual GTA experience first before trying to change it. Of course I will give it a go later, I am conscious that using it only until I left the first room is not really giving it much chance.
So I eventually moved on and decided to have a look around. Until the AI reminded me 'You went past the room mate'. So no looking around allowed? No having fun? Just move your stick where you're meant to?
Getting more and more frustrated here, but then they show off the character switching mechanic and it feels fantastic again. What a feeling.

The prologue then goes on for a bit and we finally get an intro video, before we get introduced to another character. And as we do, we jump straight into a car. But if you were expecting some learning steps this time round, you can forget that too. This is not a simple driving activity but a chase. So again, no time to learn at you own pace, you are thrown right into the pit. And it has no GPS destination. So if like me you managed to overtake the fool that thinks he can drive faster than you, you will most certainly have found you went too fast and he took a turn you could not anticipate, which triggered your very first failed mission screen... Was the game designer budget cut for that bit? Trying again you endeavour to stay behind and realise the car is not easy to drive either. Which is probably by design this time, as I expect driving is a skill that needs to be built up and will get easier as one progresses through the game, but then please let me start with a simple delivery or pick up mission, not a chase.

With that done you find yourself eventually at your house where they show you very smartly all the things you can do there before putting you into free roam. But the 'fun' isn't anywhere finished yet.
Free roaming games are great, you get to do anything you like and can go crazy or simply look around can't you? Well, not in GTA V apparently. Only two blocks away from my crib I walk next to two girls having a chat. I stop right in front of them to listen the well written discussion they created in the game. They notice me and walk away with a sniggering comment. And I am amazed at how dynamic this world promises to be. But five steps away a group of blokes are coming at me, insulting me and eventually, as I'm trying to walk away, punching me. Obviously I respond and knock them cold, but not before it triggers the police to come after me and I find myself in a desperate chase again because of course, police answers street fights with gunshots. I'm all up for saying the game probably takes place in a rough neighbourhood but this is meant to be a game and moreover the beginning of a game, where I haven't done a thing yet! Give me a break.

Starting to feel really annoyed but I decide to go and do the first real mission. It is a collect and drop mission. Sounds good. But again things will not turn out to be so simple. You end up in your first gunfight, which is ok, but as it ends and you think you can look around and collect ammo, your second 'Mission Failed' screen appears. What did I do now? More what you didn't, turns out you were meant to run after someone. Again, keeping with the trend of no taking your time, no fun allowed in this game, keep running like a dog gamerboy. So you restart -thankfully there was a checkpoint at the end of the gunfight- and go on another chase. During that they show you the 'focus on target' button and you quickly realise this should never be used again as it is extremely awkward to drive with and was the reason for my third red screen. Even after using my character's special at some point and realising that shooting during it seemed to make the enemy completely impervious to bullets. Was that a bug?

Either way, so many failures before having even completed the first real mission felt absolutely ludicrous. And especially the pace at which I was thrown into the game killed the fun element of it all.
This is definitely not the first game to present any of those 'flaws' but it certainly felt like the first time they were all experienced in the same game and that quickly.

Maybe that is the way games are today, or maybe I am getting too old for this shit.
I'm not sure, but will soon find out. And am still looking forward to a lot of fun with the game.

Ker

-----------
* Two in the same month is a lot for me
** AC:U falls in the lot, not as broken as people may report
Posted by Kerman7 on 24 November 14 at 17:13 | Last edited on 07 April 16 at 23:31 | There is 1 comment on this blog post - Please log in to comment on this blog.
Nov04
The most musical of lettersPermalink
As someone who loves writing but never blogs, I wonder how much can be taken from the fact I'm about to write something probably as useless as can be and about a musical theme on a gaming and achievement site... maybe a good subject for a future submission.

Now like everyone old enough to remember their first Walkman and the difficulty of selecting a limited number of tracks to copy on a cassette before a holiday, I do love how things evolved and mp3s revolutionised our lives.
Gone the need to choose between music variety or light luggage. Forgotten the art of creating flowing compilation whilst cramming as much as possible on that C90 (longer existed but were less usable). Extinct the burden of having to fast forward those filler songs from an album.
I now enjoy having all the songs I have on a single portable device and those only. And as much as I have a few thousand of tracks on it, they are all obviously so good, I never skip one.
Still, every so often I find myself wanting something special. Something extra. Something guaranteed to lift me up good or take me down slow. And as time went by, I started to realise I often ended up hovering and fast scrolling to the same letters in those moments. So I wondered, what is the letter with the most number of amazing songs starting with it? Or as I put it before, what is the most musical letter?

Granted, giving a quality to a letter based on apparently random parameters seems nonsensical, but sounds like fun to me anyway.
Now I decided to set myself a few rules. First those songs need to be special. It shouldn't consider simply good or very good songs, but only those close to perfect ones. Those that no matter how many times you listen to, always give you the same feeling. And second, ignore any and all song starting with frequent words like 'You', 'That', 'If', 'When', etc.

My completely scientific process has led me to the following conclusion so far:

Letter W is Wonderful
Even removing all songs starting with Who, What, When, Where, there are still so many I keep seeking that are truly remarkable.
*** Spoiler - click to reveal ***

But Letter I is Incredible
Not disputing the pedigree above, there are quite a number of songs with arguably even better quality starting with I.
*** Spoiler - click to reveal ***


The study is far from finished but that's a good start for a subject as serious as this.
It also puts into light another fundamental question about the Most Musical Syllabus, which seems to be 'Wi' or 'Ir' ?
So much to learn, so little time...

Ker
Posted by Kerman7 on 04 November 14 at 21:03 | Last edited on 06 January 16 at 23:41 | There are no comments on this blog - Please log in to comment on this blog.
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