Dungeon (data) Mining
May. 10th, 2007 02:40 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
From: Random Monsters, Inc.
To: Line Between Dungeons
In analyzing your data, we've noticed a significant trend that should be able to increase your gold piece value and experience total. While your customers are spread across the four primary classes (WCRF) and the nine
attitudes, the division is not even. For example, the WCRF breakdown is as follows:
The attitude breakdown of customers and high-value customers (adventurers) is even more pronounced:
As seen, Good customers make up over 50% of your customer base, and lawfuls are far more numerous than neutrals and chaotics.
Moreover, there are significant correlations between Class and Attitude -- while Clerics are evenly spread across the additudes, over 75% of Rogues are Chaotic, as opposed to 25% of the population. And similarly, Fighters are 60% likely to be Lawful and 70% likely to be Good (and 30% likely to be in the Paladin class -- our nickname for "Lawful Good").
Our recommendation, therefore, is that several products be rolled out to target these categories -- new monsters targeting Good and Lawful adventurers, traps designed to attract Chaotic Rogues, and particularly monsters designed for Paladins -- our greatest single bucket, and we'd be happy to work with you to develop these programs.
Additionally, we recommend that these monsters be outfitted with treasure appropriate to their targeted classes, and have a number of recommendations for same -- by outfitting monsters designed for Lawful Good customers with treasures appropriate to Fighters, we encourage repeat adventuring, and reduce the rate of adventurer loss to other dungeons, retirement, or other factors.
To: Line Between Dungeons
In analyzing your data, we've noticed a significant trend that should be able to increase your gold piece value and experience total. While your customers are spread across the four primary classes (WCRF) and the nine
attitudes, the division is not even. For example, the WCRF breakdown is as follows:
Wizard/Arcane Casters: | 30% |
Cleric/Divine Casters: | 40% |
Rogue/Thieves: | 10% |
Fighters: | 20% |
The attitude breakdown of customers and high-value customers (adventurers) is even more pronounced:
Lawful Good: | 20% |
Lawful Neutral: | 10% |
Lawful Evil: | 10% |
Neutral Evil: | 10% |
Chaotic Evil: | 5% |
Chaotic Neutral: | 5% |
Chaotic Good: | 15% |
Neutral Good: | 20% |
True Neutral: | 5% |
As seen, Good customers make up over 50% of your customer base, and lawfuls are far more numerous than neutrals and chaotics.
Moreover, there are significant correlations between Class and Attitude -- while Clerics are evenly spread across the additudes, over 75% of Rogues are Chaotic, as opposed to 25% of the population. And similarly, Fighters are 60% likely to be Lawful and 70% likely to be Good (and 30% likely to be in the Paladin class -- our nickname for "Lawful Good").
Our recommendation, therefore, is that several products be rolled out to target these categories -- new monsters targeting Good and Lawful adventurers, traps designed to attract Chaotic Rogues, and particularly monsters designed for Paladins -- our greatest single bucket, and we'd be happy to work with you to develop these programs.
Additionally, we recommend that these monsters be outfitted with treasure appropriate to their targeted classes, and have a number of recommendations for same -- by outfitting monsters designed for Lawful Good customers with treasures appropriate to Fighters, we encourage repeat adventuring, and reduce the rate of adventurer loss to other dungeons, retirement, or other factors.
no subject
Date: 2007-05-10 06:56 pm (UTC)no subject
Date: 2007-05-10 07:30 pm (UTC)I particularly like how whoever wrote the report utterly failed to use any of the industry standard orderings for flattening the 2d alignment grid to 1d, instead choosing to roll their own "spiral" pattern which, as best I can tell, conceals more than it reveals.
no subject
Date: 2007-05-11 11:45 am (UTC)Fighters are 70% good, but only 30% LG, meaning 40% of them are CG or NG. Since Fighters are 20% of the total, they account for 8% of the 35% total in NG and CG, leaving 27% for the 80% of the population that aren't fighters. Re-normalizing, we see that ~34% of non-Fighters are CG or LG. OK, that's not fishy at all. Maybe I was wrong.
On the other axis, we see that Fighters are 30% likely to be LN or LE, accounting for 6% of the population. So non-Fighters are ~17.5% likely to be LN or LE. I guess it's plausible that Fighters are much more likely than others to be LE or LN, but it's certaiunly interesting. Since the Rouge prevalence is only 10% of the total, thier aversion to Law doesn't explain the result.
no subject
Date: 2007-05-11 01:11 pm (UTC)