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What statistics would you like to see?: 3/26/2021 15:58:24


krinid 
Level 62
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@Phoenix

Yes, the new update for hospital savings isn't perfectly aligned to the request, but it's good enough and will do. It's super informative, and actually in some ways, it's better than the request which was to display the benefits of each hospital/etc, whereas this shows you the exact benefit that territory will receive, no need for adding sums/etc, just straight up information specific to that territory. I kind of wish it also displayed for captured territories as well though, as this would better permit to find the "min" value, ie: a territory not within 4 hops of any hospital, whereas now you have to find a capturable territory not within 4 hops of a hospital which limits where you can click to grab this info. But I get it, if this was displayed on captured territories, next people would ask, is that what the hospitals would save if I captured it now or the amount I saved when I actually captured it?

Similarly, the ability to inspect a capturable territory via click on a neighbouring captured territory, view Connections List, click territory = not what everyone is asking for but good enough to make do with.
What statistics would you like to see?: 3/26/2021 16:07:53


JK_3 
Level 63
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The minimum value would still be very useful, so you know what the max size of "free" territories is.

Its a quality of life features that saves nothing but a few clicks.
Same applies to the inspect territory system. Inspecting one via neighbouring terr is just tedious
What statistics would you like to see?: 3/27/2021 05:03:45


asdfgh
Level 24
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On the recipes window the cost, profit, and profit per sec are all based on if you are selling the ingredients instead of making the recipe. It would be nice to know the cost, profit, and profit per sec if you are buying the ingredients from the markets. I know this only affects items, but it would be useful.
What statistics would you like to see?: 3/27/2021 10:41:37


krinid 
Level 62
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On the recipes window the cost, profit, and profit per sec are all based on if you are selling the ingredients instead of making the recipe. It would be nice to know the cost, profit, and profit per sec if you are buying the ingredients from the markets. I know this only affects items, but it would be useful.


Those values are silly tbh. I've never found them useful in any way. There are useful values on the Recipe Stats page, which are: Can Make, In Progress & Techs Needed. And really it's just Techs Needed. The Cost/Profit/Profit per sec fields have potential but miss the point by comparing the cost of selling instead of buying the ingredients. This would only be useful if you had a surplus of the ingredients (rarely happens) and couldn't decide whether to sell them or to craft something with them. But in reality, we're buying ingredients to craft items to sell them and make money. So we still end up having to do math to ascertain best profit.

In fact some update seems to have broken recipes such that only a handful are even profitable at all. Ignoring early items, the list is: twine, glass, rivets, bolts, structs, boiling flasks, explosive bolts. That's it ... everything else like ceramics, diode, fuse, resistor, magnet, circuit, etc ... all of these require ingredients that are more expensive than their sale price. So crafting them only makes sense if you have a surplus of the ingredients (rarely happens) or you craft the ingredients themselves, which means you're both micromanaging the process and are probably better off just crafting something that makes a straight profit.

Random aside chuckle ... ceramics require Welding Rods to make. Not sure what universe this game takes place in where Welding Rods would be required to make Ceramics. lol.
- downvoted post by MaximusXGamer1
What statistics would you like to see?: 3/27/2021 11:03:38


JK_3 
Level 63
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And from all the stats in that window, the Currently Owned is still missing....
What statistics would you like to see?: 3/29/2021 06:10:40

tarwalit
Level 32
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I want to see 'Money for second from territories' and 'Money for second from bonuses' in Money Stats.

And stats for artifacts. I mean if I touch the '?' button of each artifact, for example, in case of Bonus Money Boost can see the additional money for sec if using it, and in case of Mercenary Discount can see the discounted cost if purchase all of them possible, etc.
What statistics would you like to see?: 3/30/2021 14:23:36


krinid 
Level 62
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@tarwalit

This wasn't an issue previously b/c each next level was exactly 2x the previous, but now there are cases where this isn't the case, so your request is necessary now b/c it's not obvious what an Upgrade will bring.

Just realized while writing this that you're talking about seeing the benefit that using the Artifact will bring. You can see this under 'Modifiers' under the Army camps tab if you have invested in Statistics.

Leaving what I wrote above b/c it is actually still required b/c new stats post Upgrade aren't explicitly known anymore.
What statistics would you like to see?: 3/30/2021 20:43:42

CouchPotato 
Level 62
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I like to see at the end of a game how many men where created and lost of the other player. Shows it for yourself but the the other players.
What statistics would you like to see?: 3/30/2021 20:45:13


JK_3 
Level 63
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I like to see at the end of a game how many men where created and lost of the other player. Shows it for yourself but the the other players.


Like in challenges, battles or WZC?

Edited 3/30/2021 20:55:32
What statistics would you like to see?: 4/2/2021 19:26:04


Master Jz 
Level 62
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Dig Site Efficiency (# of Epics/1000 Hours):
1000 * (%Poor/625 + %Common/125 + %Uncommon/25 + %Rare/5 + %Epic) / Dig Time (In Hours)
What statistics would you like to see?: 4/2/2021 20:44:51

Phoenix
Level 25
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Dig Site Efficiency (# of Epics/1000 Hours):
1000 * (%Poor/625 + %Common/125 + %Uncommon/25 + %Rare/5 + %Epic) / Dig Time (In Hours)

I admit, this thread's title is "What statistics would YOU like to see?", so I can't argue that YOU might want to have such a statistic, but I really don't see this one coming because:
a) This is WAY too specific to be of any use for the overall audience of this game. Why exactly 1000 hours? I see where you are coming from, but others might want to have the factor 3 instead of 5 because an epic artifact costs thrice as much when bought for coins.
b) I might be wrong but isn't there only a very limited amount of different digging site types? There is the 100%common, some with common and uncommon (I think two with different percentages), and two or three with everything between poor and epic. And from my experience the percentages correlate with the digging time mostly, so, each digging site type has exactly one or perhaps two digging times to choose from. So, if these percentages are always the same, then you don't need your heuristic as a game statistic. Just calculate the values for every possible digging site type and make yourself a small cheat sheet to look them up (or memorize them if there really are only half a dozen different possibilities). By contrast, you can't look up e.g. your "savings from joint strikes" therefore, this is a more useful statistic.
What statistics would you like to see?: 4/2/2021 21:11:34

Kcebnroh 
Level 60
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In fact some update seems to have broken recipes such that only a handful are even profitable at all.


True, also, the fact that I've upgraded my ore sell values so high means that I lose money by crafting spare parts to keep on hand for items I *might* make...

Edited 4/2/2021 21:40:50
What statistics would you like to see?: 4/2/2021 21:33:36

Kcebnroh 
Level 60
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I would like to see a list of Recipe names similar to https://www.warzone.com/wiki/Mines. I do not care about the ingredients they take to make as they change from level to level and would be to complicated to use anyway. However, Because of my OCD, a list of names would help me remember which one I need to conquer next. I think the wiki is a good place for the stats as there is already similar information there, and interested players could easily access it.

Similarly, a list of markets names would be nice as well. Again, I don't need a list of what they sell. My problem is that when I conquer them, they stay in the order I acquired them in, not in the correct order, and that drives me insane. Adding the code to make them reorganize in order like the mines and army camps do would also be an acceptable fix, but I'm not a programmer, I don't know how hard that would be, and Fizzer would probably have to do that himself.

Thanks!

Edited 4/2/2021 21:40:13
What statistics would you like to see?: 4/3/2021 02:02:50


Master Jz 
Level 62
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Phoenix: Run my equation on the 8 hour 100% Common site to see why I picked 1000 hours. It's about 6 weeks, for reference.

I stopped tracking it some time after I got to over 30 different dig site ratios (and still counting).

A lot of stuff in Idle is rounded for display. It could be a 1.4% chance at an Epic behind the scenes, or exactly 1% (as displayed). That makes a big difference in the value of that dig site.

Edited 4/3/2021 02:05:15
What statistics would you like to see?: 4/3/2021 13:50:23

Phoenix
Level 25
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I stopped tracking it some time after I got to over 30 different dig site ratios (and still counting).

Okay, wasn't expecting to be that far off. Tbh, I'm still in the situation that I dig each and every site because there are still artifacts that I would like to have but haven't found yet. Hence, I don't really care about the percentages of a specific digging site, I just take what I got.

Run my equation on the 8 hour 100% Common site to see why I picked 1000 hours.

Ah, I see. You wanted a specific baseline. At the same time I appreciate the formula more now and I still doubt that this exact formula would appeal to other players. It's still (pretty) arbitrary.

A lot of stuff in Idle is rounded for display. It could be a 1.4% chance at an Epic behind the scenes, or exactly 1% (as displayed). That makes a big difference in the value of that dig site.

After I missed to divide one number by 100 and was about to say, that the difference is neglectable, in the right circumstances such a .4% change can more than double the site's value given your formula. But in this edge case the base value is only about 10% of the 100% Common variant, so a .4% higher chance ups the value to about 25% of the Common digging site. So, either a .4% higher chance doesn't change the value much and the site already was more valuable than your baseline or .4% make a difference but the base value was far worse to begin with and you are far better off selecting the 100% Common site than the one where you can't be sure about the exact numbers.
AND: This heuristic would be rounded, too. So, no guaranty that you would actually be able to spot the difference in the rounded value.

I admit that I was wrong with assuming that there can't be so many different ratios. But it's still a very niche statistic that wouldn't necessarily give you more information than you currently have by just looking at the ratios. And a digging site with a value five times of the 100% Common baseline can still "reward" you with a poor artifact and therefore actually being worth five times less. Your formula would work for hundreds or even thousands of digging sites. But that would take you several years. And you could still have bad luck. Have you actually ever FOUND an epic artifact in the wild where you weren't guaranteed to find one (so, no buying for coins or upgrading)? I have yet to encounter one.
What statistics would you like to see?: 4/3/2021 15:52:16


Master Jz 
Level 62
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I pulled an Epic from a 1% site.

For nearly every game I play, I base my strategy on the best odds. I only dig 1/2 (or less) of the digs on a map, so I have to pick which ones I want. The dig sites all come out pretty close to 1 (based on my formula), but I'd prefer to dig something that's better than 1 if I can. I ultimately stopped checking ratios on digs because of the potential rounding issue. If those number are correct then I might start calculating again.
What statistics would you like to see?: 4/5/2021 06:29:17

Gargamel
Level 57
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How about a stat to show how long a mine upgrade takes to pay for itself?
What statistics would you like to see?: 4/11/2021 03:44:15

Kcebnroh 
Level 60
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How about a stat to show how long a mine upgrade takes to pay for itself?


Yeah! A similar time cost stat for armies might be nice too. I assume this would calculate the value of the sale price of the ore, but Idk whether it would take into account the AP upgrades or the artifacts you could potentially equip at the time of sale.

With that said, I think knowing the best ROI would be a really cool stat! Also, it would be really cool if it went in the little "?" box so you know what your ROI will be in advance. I already have all 4 levels of statistics, so I don't really care which one it goes in, but I think it'd fit best in Level 2 or 3.
What statistics would you like to see?: 4/12/2021 08:32:20


Parsifal
Level 63
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would be great to see how long did it take to finish each level the last time you played it
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