It will be difficult for me to explain why itâs not entirely correct about âdonât have to work that way,â especially regarding your âreal measuresâ like âtime-to-kill.â Last one is extremely difficult to calculate from a developerâs perspective (Iâm a software developer). For example, the âtime-to-killâ metric needs a beginning and end on a timeline. Where the end is located is clear (the moment when the npc died). But from what moment should we start counting the beginning? From the moment the player switched from gun/staff to DS? Or from the first hit with DS? What if I hit once and then switch to my gun again and run for a half of map? Itâs may be easy to definitively determine such metric but itâs extremely difficult to design relative calculation methods and translate it to code.
As for my example âover the last six months, 70% of players only play with DS,â this metric is actually quite easy to calculate. Because we just need to record the entire set of weapons, talents, and other items just once. For example, we can take such snapshot once at every moment when all players in team have loaded in a map. And itâs extremely simply to code. And most likely this is already being counted/logged.
However, I agree with you that the figures obtained from statistics may not cover some parts of the community. And this applies to any similar kind of statistics. Here, FS really need to think carefully about how to inspect the data and how to interpret it. However, this is an analytical approach/task that is common for any industry. I hope you wonât argue with that.
Overall, I just gave an example of one sample measure/metric. To improve the statistics obtained, there are many other different techniques, and most likely, FS already know about it. For example, they could make an in-game survey for a specific groups of players. This would guarantee that the data is obtained from real players. Also, itâs not a ârocket scienceâ and it has already been done in many games. For instance, in Warframe, they periodically offer to complete a short survey on various game aspects right inside the game. Such a survey may launch for N new accounts, for M accounts who have been playing for 1 year, and for K veteran accounts (1 year and more). This way, you can almost guarantee that the feedback along with the statistics on equipment usage on game servers will provide a fairly clear picture. Itâs not a complete list of checks/tests/metrics and itâs impossible to count everything perfectly. But you can get close enough to it. This is a fairly simple survey form and such things donât require huge costs and months of development. And surely it would be useful not only for DS-like issues; I know there are many other heated debates on the other weapons and classes (Make Ogryn Great Again lol).
Overall, my position is that DS, in the form it exists, is an important part of my gaming experience. And itâs not just because I want to dominate anyone (how can you even dominate players in Darktide? Itâs not a competitive game lol, whatâs the point?). And if for some reason the entire gaming community decides to make my personal gaming experience harder, I would like to be sure that this is truly decision of the majority of the gaming community. But not just because some portion of overskilled veteran players decided they donât like this weapon anymore and it is a time to call developers so they tune some things for euphemeral balance and overall justice.