Lies & Harbinger Interest Stat Breakdown

Raysuko, the graph you quote shows challenges completed by percentage of the playerbase. Each challenge is harder than the previous one so as the counts get higher the percentage of players who hit the number tend to decline.There are generally spikes or bumps at around 12, 24, 36, and 40 challenges completed because that’s where people hit their goal for the league and stop playing it. You can easily see these spikes in their breakdown.

The graph of player numbers over time should correlate pretty closely to the steam player count charts. Those charts always show a large spike at release with a quick drop off as casuals leave and a slow level off as dedicated players achieve their goals and get bored. The game is cyclical in nature and the steam charts for harbinger, like the steam charts for all previous leagues, have been healthy with this in mind.

Harbinger as a league mechanic certainly sucked, but your statistics are wrong and your quotes are a complete misrepresentation of what GGG claims. All GGG is keeping from harbinger is the annulment orb which is pretty cool for crafting. All the shards and the crappy harbinger encounters are going away so I don’t really even understand what you have a problem with.
Both the steam stats and challenge stats are in fact samples. Wether or not they are good samples is another matter.

As far as the human/user interaction goes, one chart shows user initialization, the other shows continuity. But the error ratio in both is high.

Taking the positive, Steam shows that marketing did its job and unless PoE was accidentally downloaded (unlikely), more people than ever found initial interst.

Taking the positive, challenges showed that unless bots spend real time to complete challenges (unlikely), at least 25% of the users continued thier interest.

To me, considering the initial interest with real time played, those 2 stat pools do not make conclusive results. However, with more samples, it appears Harbinger was not generally interesting.

Someone stated that there was a 400% uptake. If 25% of those players continued, then there was 100% of the normal playerbase playing. Soooo... S.S.D.D., what's new...

.

P.S. You can't discredit that many players at the start from being a sample of interest, prolonged or not (unless you believe bots started playing). You also can't discredit challenges from being a sample of continued interest, because you can't continue to spend real time playing the game without completing so many challenges (bot or not).
Last edited by Jined#6919 on Nov 2, 2017, 2:03:39 PM
I didn't have time to play this league so I have a low achievement score.

Yes, Harbinger is nothing extraordinary. Still better than nothing though.

However 3.0 is amazing, and I am quite sad I wasn't even able to end the story :(
Had I had more time, I would definitely have played a lot more (which for me probably amounts to a 18-25 score)
Wait, you seriously consider only people with 20+ challenges "interested" and everyone else "played for a few hours and gave up"?

Newsflash: a lot of people actually play the game regularly, but not 6h a day. I've been playing 1-2h almost every day since 3.0 came out, and I'm at 13 (and no, I'm not a horrible player who dies every 10 minutes).

Besides that, as someone mentioned, the challenge progress is not nearly linear, the challenges lower on the list are far harder and some are downright ridiculous if you're not playing 10h a day.

Please come up with more ridiculous conspiracy theories why Harbinger was "worst league ever" just because the "grind maps only" vocal minority didn't like it.
39.17 + 60.93 = 100.1

Awesome math skills, so 0.1% both showed interest and disinterest for harbinger ?

The graph shows that the majority of the players quit in Twilight strand
Need more brains, exile?
Congratulations OP, this is one of the stupidest posts I've seen on this forum. If that was your goal you did very well!
3.0 was more of a draw than Harbinger. Harbinger is one of the worst leagues I ever played in.

While his stats may not be completely accurate, just quoting steam numbers about the uptick when we all know that most of them only cared about 3.0 and 10 acts and not shitty Harbinger, is just as much a fallacy.
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MasterTBC wrote:
The graph shows that the majority of the players quit in Twilight strand


narp, it doesn't. it shows the distribution of completed challenges over all players having at least one challenge. and all players who have more than one challenge have at least one completed challenge.
age and treachery will triumph over youth and skill!
It was definitely the most played league ever.

It was also probably the biggest drop off ever in players, but that's to be expected. League was kind of crap and we've all done the exact same endgame a million times with actually fun builds, who wants to do it all over again with shitty 3.0 builds?

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