November last year not only marked the launch of the Xbox One in a number of regions, but also a new era for achievements and their supporting systems. With the changes made to the achievement systems between the Xbox 360 and the Xbox One we've decided it's time to re-evaluate one key area on the site; how we handle Title Updates.
As this will affect core statistics on the site it's not something we're taking lightly, and we want to get all of you involved too!
In terms of achievement ratios, we currently treat Title Updates just like any other Downloadable Content, calculating the ratio using the geometric mean. This is a combination of the base players of game multiplied by the players with an achievement in the DLC pack, all divided by the players with the achievement in question raised to a power of two, with the result being raised to a power of a quarter - here's a diagram
if you're more visually inclined.
With Xbox 360 Title Updates this model is still accurate as you can decline an update and continue to unlock achievements offline, but with an internet connection required to unlock achievements on the Xbox One this is no longer the case. In the majority of cases if you're unlocking achievements on the Xbox One, you're also running the latest version of the game with all of the currently released Title Updates applied. The small edge case surrounds offline play, while you can meet achievement requirements offline, even those added without additional content while you've been offline, the achievements won't actually unlock until you're next connected to Xbox Live - while you might decline a Title Update at this point, we think it would be pretty rare too and isn't something we're looking to account for.
You might be thinking, "Well, what does this even affect?". The short answer is ratios. By only accounting for those with at least one achievement in the Title Update, and disregarding the edge case, we're actually slightly lowering the achievement ratios. And this is something we want to resolve.
To add a bit more perspective here's an example for Halo: The Master Chief Collection
. While we're tracking (at the time of writing) 50,000 gamers with the title, there are only 33,000 who have unlocked an achievement in the Title Update 1 for Halo: The Master Chief Collection
Looking at just the Goat Roped in Halo: The Master Chief Collection
achievement, this is worth 30 gamerscore and has a TA ratio of 14.87, giving a TA score of 446 using the geometric mean. If we instead use the same formula to calculate the ratio as we do for the base game achievements we end up with a ratio of 16.53 instead, which gives a total TA score of 496. So there's a bit of a difference, with the ratio being 1.7ish higher than the current.
Below are the approaches we've discussed internally and think could resolve this, we've noted any implications of the approaches too. One initial idea was to base the gamers in the calculation on the time that a user started the Title Update, but we've ruled this out due to the complexity involved. So, question time, which do you think is best?A)
Should we account for all users when calculating Title Update achievement ratios and include them as part of the title completion requirement?
- This would increase the achievement ratios, but you would lose a completion if a new Title Update was released.B)
Should we do A, but just for Xbox One Title Updates?C)
Should we account for all users when calculating Title Update achievement ratios, but not include them as part of the title completion requirement?
- This would increase the achievement ratios and you would not lose a completion if a new Title Update was released.D)
Should we do C, but just for Xbox One Title Updates?E)
Should we leave this as they are, keeping Title Updates separate from the base game for both ratios and completions?
Please cast your votes here
and use that thread for all discussion.