Wow! Concurrency, first time users, total hours, average hours, and pretty much all the other stats were through the roof for this release. Everyone of these metrics was up at least 50% over release 10, which was up something like 50% from release 9! We spent several days cleaning up exceptions, spammy log messages, and getting down to the bare minimum log messages for this release to make sure we’re only looking at real data. Even after all that, our metrics box recorded 19,937,381 events in the first 24 hours the servers were open! Yowsa! Before I jump into my usual fun stats and then my stream of babbling, I wanted to throw a few theories out for you guys to discuss as to why numbers were so much higher. So I think a large number of the 1000+ first time users in this release were an unexpected side effect of getting onto Steam. For whatever reason, many people were just not interested enough to deal with figuring out our downloader, but Steam made it easy enough that they were willing to install and play. Maybe it was people now believing that because we were on Steam we were somehow a more legitimate game? Maybe the Steam “collectors” who just like to collect more and more games and decided to give it a try since they already had it installed? I believe that it also had to do with progression finally being in the game, if only in a limited way. Many people don’t like playing without feeling like they are accomplishing something so playing a game with no advancement is just not fun. I think word got out pretty quick that we were also leaving the servers up for a few weeks, which also got a few more people interested. Ok, now for some numbers! Most of these won’t be shocking. Most popular weapon categories with number of attacks: Blade 1-handed = 897,635 Bludgeon 2-handed = 309,226 Polearm = 188,841 Bow= 152,381 Blade 2-handed=141,851 Bludgeon 1-handed=84,052 Wand=48,036 Staff=37,216 Crossbow=4,917 Also somewhat interesting is seeing how the use of weapons changed over time. There is lots more data adjusting that needs to be done to this graph to make it 100% clear as to what is going on since it does not compensate for concurrency numbers, but it is still telling. Blades are what people use the most, but that is largely skewed by the fact that players all start with a sword. Also, after the servers had been up for several days and concurrency had dropped down some, the number of bludgeon and polearm attacks did not drop off. I was actually surprised by this data. I expected one-handed blades to account for 80% of all attacks. I think people started discovering that once you level and increase your strength a bit, bludgeon suddenly becomes a viable option. For R12, I believe all weapon categories will be viable options. They will all have a number of attacks. I’ll gather this same data for the next release and we’ll see how things spread out with the new changes. As for active skills, they were used about as many times as auto-attacks at a bit over 2 million uses! Again, very surprising data for us. It means people are being very active in combat. I was expecting something more like a 2-to-1 ratio on auto vs. active attacks. Good stuff as it means people are enjoying using skills! As for killing stuff, I was surprised that out of 7000+ characters, only a bit over half bothered to go kill things even though far more left the starting town and travelled around the world. More than 2500 players made it to level 10 though and more than 1000 made it to level 20 which is plenty of data for us to dig into. Total number of slain creatures so far Elf = 224,495 Wolf = 203,207 Bear = 187,043 Skeleton = 141,075 Kobold = 98,364 Chicken=26,619 Honestly, I’m shocked. I totally expected Chickens to be the number one kill by a mile! I think Chickens are limited by the spawn rate more than anything. The Elf number is also shocking, but I think that shows that people discovered that nothing beats Vertas pass for leveling in the current build. The spawn rate and reward on the elves there is crazy... and will definitely be adjusted in the next release! As for counts on what was used, not many surprises there. Melee and blades on top by a mile: Thrust = 219,598 Double Slash = 172,818 Rend =114,479 Healing Touch = 111,116 Crushing Blow = 95,440 Knock Back = 76,942 Fire Arrow = 76,411 Riposte = 75,500 Death Touch = 68,677 Knock Down = 66,084 Whirling Blades = 62,837 Puncture = 58,866 Death Ray = 56,761 Push = 54,295 Flame Fist = 56,626 Healing Ray = 49,817 Offhand Attack = 43,763 Inner Strength = 30,736 Light = 28,378 Body Slam = 25,872 Defensive Stance = 22,472 Deflect = 18,587 Ground Pound = 16,521 Dodge = 16,220 Aimed Shot = 15,095 Shield Bash = 14,548 Fiery Decay = 8569 I think the big take away from this is just a confirmation of what we already know. Magic is underpowered. Bows are underpowered. Spells with reagents need to be more powerful to justify their use. Combos need to be more powerful to justify and reward the extra work and skill. More than 12,000 groups were formed! More than a million items were looted. More than 200,000 messages were sent! On the leveling front, have no fear, we know the difficulty and reward curves were way off. We’ll be improving them for R12, and a bit more each release afterwards. Ok, I’ve stalled long enough, time for the list people really want to see… Time for the highest level players after the first 2 weeks on the live server! So to make the top 25 list, you had to get to at least level 54. The top player on the list was a cool level 70! In reverse order the list is…. 25 - Parallelogram 24 - Uther Pendragon 23 - Jinx O'Sonoma 22 - Kazar McKillin 21 - Sophi 20 - Mata 19 - Vignir 18 - Manerd 17 - Trokip McLarren 16 - GoldenWing 15 - Arianna 14 - Lord Lonn 13 - Jiirc Overshoes 12 - Net 11 - Invidia 10 - Vajra 9 - Moonshadow 8 - OldMan Weinie 7 - Saesa 6 - Traveller 5 - Athanil 4 - Star Lord 3 - Turin 2 - Eks 1 - Archaon Avenguard So I think the good news is that the leveling power curve seemed to work out about as projected. Leveling for this build is probably faster than it will be in the final game, but we still had more than 50 players reach level 50 in the first week. By level 50, players should be able to compete with anyone in the game without being at a huge disadvantage. Also, I have some anecdotal proof that some elements are working as planned and that skill is playing a large factor. During the test, a well known developer, lets just arbitrarily call him DaveSmith to protect his identity, was beaten in a duel a player half his level! From what I saw in the screen shots, it wasn’t even close really! Again, only anecdotal evidence, but I wanted to bring it up to make sure this DaveSmith character knows he needs to spend more time practicing and less time talking to players and entering bugs! I’m going to keep my post for this release a bit shorter since we’re short on time this release. As always, I’ll watch the post for a few days. Also, I will keep trying to do my surprise chat Ask Me Anything sessions when I have some time to kill! Looking forward to seeing you guys in R12 and beyond!