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Forum Happiness [May 2014]

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Karina.9871

You forgot to mention we engineers’ number 1 complaint is our Hobosack!

Haha, yes! I did read one quite humorous hobosack complaint. In comparison to some of the other classes complaints though – you engineers got off lightly!

Forum Happiness [May 2014]

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Posted by: Karina.9871

Karina.9871

To be fair, ignorant and hateful threads don’t count.

It is interesting that you think that, and I can understand why. People probably shouldn’t post negative threads with no real point or content… but in terms of my investigation those posts contain valuable information. Someone who DOES post something like that is probably the strongest candidate for a “1”. Someone like yourself who posts negative, but thoughtful posts were not given 1’s in my study: more often 2’s, or even 3’s.

Forum Happiness [May 2014]

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Posted by: Karina.9871

Karina.9871

It would have been interesting if you did one for 2013 as well, and all the hate threads/OP’s about Scarlet and the LS. I’d like to see how those numbers changed.

Yeah I know! I’m gutted I missed out on a whole year. But I was living in Hawaii at the time and I had rather a lot of other interesting things to do
Hopefully I can keep doing them more regularly from here on, and include the LS updates.

Forum Happiness [May 2014]

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Posted by: Karina.9871

Karina.9871

Thank you cheshirefox.7026!

Also, here is a link to my December 2012 study for anyone interested.
https://forum-en.gw2archive.eu/forum/game/gw2/Forum-Happiness-Investigation-Revisited/first#post982372

Forum Happiness [May 2014]

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Posted by: Karina.9871

Karina.9871

METHOD

Okay so I used two random number generators. The first was to generate a number between 1 and 5, which equated to the page number. The second was to generate a number between 1 and 30, which would be the post on the page.
1. I would not double-sample.
2. I would sample posts that had been recently locked (if I could open and read them), or if they were locked after I sampled them.
3. I did not sample the stickied posts at the top of page 1. If my random number generator told me to sample a post that was not there (i.e first 5 are stickies, so 25-30 do not exist) I would resample.
4. I would only sample the OP, not the comments below.

So then I would read through (or scan over) the post to get the idea of the “tone” of the thread. This was very subjective and there weren’t any hard rules, but here are some general guides that I used.
1 = these posts were people that weren’t offering anything constructive, they were obviously only there to vent. Swearing, hating on Arenanet, or things of this nature were generally 1 posts.
2 = these were people that expressed some form of annoyance. Someone who was very annoyed may be bumped from 1 – 2 (or at least a 1.5) if they offered suggestions or something like that.
3 = these were neutral, usually people just asking questions.
4 = these were people that seemed happy, using smiley faces, saying something they enjoyed, etc. Also 4’s were posts that were trying to help people, i.e. posting guides, help videos, or builds they thought people would like. Again, things were bumped around depending on other content of the post.
5 = were people openly praising their profession, thanking Arenanet, or something of that nature.

There were half marks given if I felt the post lay between two numbers. I used a lot of my own discretion, so someone else doing this analysis may have given different numbers.

So then the analysis was very simple… a table in Excel where I found and compared averages. I took averages within the columns and compared them to each other. I also took averages over time periods (March 2014 & May 2014 vs Sep 2012 and Dec 2012) and compared them. These comparisons were not using any formal statistical tests or anything, although I did do some t-tests for some of the larger differences and found some statistically significant numbers, but again… I know I don’t have enough evidence to go around saying “We have very strong evidence that Necromancers are unhappier in May 2014 than they were in March 2014!! Estimated decrease in happiness by between 0.1 and 1.2!!!” etc. That would just be silly.

Feel free to comment on my design and offer suggestions to improve, though! You can get as statistical as you want, I can handle it :P

Forum Happiness [May 2014]

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Posted by: Karina.9871

Karina.9871

Hello, folks,
I would have put in that disclaimer but it wouldn’t fit. So here you are:

DISCLAIMER
I know that forums aren’t a good representation of the game community as a whole, because people often use them to vent their frustrations and shout out their views, etc, etc. Much of my results ARE NOT TO BE TAKEN TOO SERIOUSLY. I try to joke around with how I write so that people get the idea that it’s not a fully fledged statistical research investigation – it’s just something that I sometimes do in my spare time

Although you have my apologies, I know sample sizes and all that jazz are important when making inferences about the population, so I should not have worded some things that way. I am aware that 30 posts are not many when there are hundreds, maybe thousands being posted every day. I could sample more, but it would take a lot of time. As it is, over my past 4 studies I have read and scored approximately 2,150 posts on the forums. Wow, I hadn’t realized it was that much. Geez, I should do something else in my spare time.

But again, I am just trying to make something that is light, interesting, and enjoyable to read.

I’ll write my method in more detail on the next post…

Forum Happiness [May 2014]

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Karina.9871

Okay as requested I will do one for sPvP and WvW! Actually in my research in September and December 2012, I did sample THE WHOLE forum! But in the comments people only talked about the professions, haha. Taking 25 samples from about 35 forums means reading 875 posts – which I’m sure you can understand is quite a lot! But yes I will do sPvP and WvW and get back to you guys
And yes if Arenanet would give me all their deleted posts I would love to analyse that data!

Forum Happiness [May 2014]

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Posted by: Karina.9871

Karina.9871

Hello, folks!

In 2012 I did some forum research into happiness in GW2. So now it is 2014… how have things changed? I sampled 30 posts in each profession sub-forum and judged the happiness of the OP on a scale of 1-5 (1 being very unhappy, 3 neutral, 5 very happy). This was done in March and May of this year. The ranking system was quite subjective and used a lot of my own discretion, so take the results with a grain of salt!

OVERALL
The overall forum happiness in March and May is 3.1: slightly happy! Although we are not flying colours here, at least the happiness is above neutral: which was not the case in 2012 (2.9 in September and December). The Profession Balance Forum was the unhappier than all the individual professions, with a happiness of 2.6.

Congratulations Engineers! You are the happiest profession in Mar2014!
RANKING (rounded to 1 dp):
1. Engineers _______________________3.5
2. Warriors & Guardians______________3.3
3. Elementalists & Thieves_____________3.1
4. Rangers, Mesmers & Necromancers____2.9
_________________Professions Overall: 3.1
5. Profession Balance ________________2.6

2014 SUCCESS STORIES
Overall, happiness on the forums have increased 23% since 2012. Either the angry ones have left, or the people still here are getting happier, or both!

Engineers are the happiest profession not only in May 2014, but also in December 2012 AND overall! The reason they scored so high was their absence of complaints, combined with many OP’s saying things like “my engineer is my favourite to play”, and “best profession in the game”. Engineers clearly take the cake in May. Congratulations Engineers!
Warriors made a huge bound to success, increasing in happiness by 46% since 2012 to take out second place equal. I can’t remember why they were so unhappy in release year, but there you go. Good on ya, Warriors.
2014 is also a much better year for Rangers, Mesmers, and Necromancers, who are all about 40% happier. If anyone remembers release year, I remember the forums at that time were flooded in a plethora of bug complaints regarding pets, clones, and minions. So it seems like that problem has at least improved.
Guardians and Engineers happiness have increased about 10%, but don’t let this deceive you because these two classes have been happy since the beginning.

NOT-SUCCESS STORIES
Thieves have increased slightly in 2014 (3%) but they were considerably happier in release year. They haven’t taken their nerfs lightly. Although I must add that most of the complaints in the thief forum are other classes complaining about them being too strong (similar case for Necromancers this month).
Elementalists are the only profession to be unhappier in 2014 than they were in 2012, having decreased 9%. The most common complaints I observed in the forum are about them feeling underpowered, i.e. being too squishy and not dealing enough damage, and feeling weak in PvP.
_Rangers, Mesmers and Necromancers are the unhappiest professions in May 2014, being the only professions to sit below the equality line. Most common complaints were regarding PvP imbalance.

PvP REQUEST: @Zuik.7158 and @Skan.5301
Here is my analysis of the sPVP and WvW sub-forums.
sPVP: 2.2
WvW: 2.9
I had lots of fun reading the sPVP forums, but they do seem rather unhappy. With a score of 2.2, this is one of the lowest scores I have EVER had over my four studies including about 100 forums. The only one that tops it is Personal Story (2.1) in September 2012, because it was not working. An interesting aside: at 2.3, even the BLTP forum was happier that sPVP, and it was completely down at the time. So there are some very unhappy sPVP’ers out there!
In fact, sPVP has had negative happiness in every study that I have run (2.7, 2.7, 2.6, 2.2).

WvW was also unhappy, but they were unhappier two months ago when they had a score of 2.5. The majority of the complaints here were concerning EoTM.

sPVP is 12% more unhappy than it was in release year. WvW is 10% more unhappy than it was in release year.

HATE POSTS
sPVP is the most hated forum, with 23% of posts expressing their rage.
In comparison, Profession Balance (which was also quite an unhappy forum) only had 10% hate posts.

LOVE POSTS
Warriors and Engineers enjoyed the most love, with 13% being love posts.
Guardians are the most undecided, and did not have any love nor any hate.

Hope you found this interesting!

TL;DR:
The forum is happier than it is in 2012. Profession Balance is rather unhappy. In May 2014, Engineers are the happiest profession. Rangers, Mesmers and Necromancers are the unhappiest. Elementalists are the only profession who is unhappier in 2014 than they were in release year.

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Forum Happiness Investigation: Revisited!

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Karina.9871

Can’t promise a date or anything, we all know the end of the world is a real possibility… but hopefully around there, yes :P

Forum Happiness Investigation: Revisited!

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Posted by: Karina.9871

Karina.9871

Thanks infrequentia! I enjoy it too much to stop, I’ll probably do one every couple months or so :P

Forum Happiness Investigation: Revisited!

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Posted by: Karina.9871

Karina.9871

In September I had a go at investigating forum happiness. So, what has changed?

I randomly selected 25 starting posts from the first 5 pages of each forum section, then judged the happiness of the creator of the thread and rank it on a scale from 1 to 5 (1 being rather unhappy, 3 neutral, and 5 being rather happy). This was largely done based on my judgement, so other people might have had different views.

OVERALL
The overall happiness score in December is 2.9, which has increased slightly from a September happiness of 2.75. Posters may be happier than before, overall things are not all that happy. This is not unexpected, people do use the forums to vent anger and frustration – I understand that it may not be a fair and true representation of people in the game.

STATE OF THE GAME – as judged by the happiness of its forum posters
Rank December (September)
1 WvW———(Lore)
2 Audio———(Audio)
3 Races———-(Crafting)
4 Professions (Professions)
5 Lore————(WvW)
6 Crafting——(SPVP)
7 BLTC————(Events)
8 Events———-(Dungeons)
9 SPVP————(BLTC)
10 Dungeons——(Races)
11 Story————(Story)

I find it interesting that WvW is the happiest forum overall. There was largely a disappearance of complaints about free world transfers and night-capping, while also I saw a lot of posts happily thanks an opposing side for giving them some good times.
Interesting that lore fell from the top spot in September right down to 5th in December.
Happiness score of Audio, Professions, SPVP and Dungeons remain almost identical to before, which is quite interesting.
Personal Story is still the bottom of the pile, although it has made some improvement from before. People are still very frustrated about bugs.

GENERAL
This section got a score of 2.92, which is a decent increase from the previous score of 2.58. This is probably owed to the decrease in level of complaints and “goodbye, I’m quitting” posts.

THEMED EVENTS
The Halloween event was the winner on this one, it sat cleanly on a score of 3. The Lost Shores event copped a fair bit of negative criticism and scored only 2.46.
I did not collect data from the Wintersday forum since the event has not even started yet.

RACES
In September, the happiness of the races was all pretty similar; Charr and Sylvari sat on top, Asura and Norn were tied second and Humans came not far behind.
Now in December, the Asura stepped it up to take out the top spot along with the ever-happy Charr. Human and Sylvari tied on second and Norn came in last place.

There are still a fair few complaints about the races, but in the end all the races increased in happiness (Sylvari remained the same) – perhaps the new makeover kits had a part to play in this?

PROFESSIONS
So in September, Thief was not only the happiest profession, it was the happiest forum section in the whole game. So, how did it fare come December?
Rank December-(September)
1 Engineer——-(Thief)
2 Elementalist—(Engineer)
3 Elementalist—(Guardian)
4 Guardian——(Necromancer)
5 Thief———-(Warrior)
6 Ranger———(Mesmer)
7 Mesmer——(Necromancer & Ranger)
8 Warrior

As you can see, Thieves took a nose-dive and plummeted to 5th place (complaints about stealth and nerfs), leaving Engineers the chance to take out the top spot as happiest profession. Go Engineers!
Elementalists and Guardians remained strong, sticking behind the Engineers and came in second and third accordingly.
Necromancers made an impressive come-back, rising from the bottom position in September to finish up in 4th place (noticeable absence of bug complaints). Even Necromancers are now happier than Thieves! Rangers got slightly happier to take out 6th, Mesmers stayed at the same happiness as before, falling to 7th and Warriors fell in happiness, dropping to last place (too strong levelling damage, attacks missing, boring abilities).

HATE POSTS (Happiness = 1)

Overall, Dungeons received the most hate: 25% of people posted rage.
Out of the races, Sylvari copped the most hate at 12.5%.
The Mesmer and Warrior professions tied on being the most hated, with 12.5%.
The Lost Shores event got the most hate, with 8% of posts hating on it.

LOVE POSTS (Happiness =5)

Overall, Audio received the most love with 21% of people posting posts rated at 5 happiness.
The Charr and Norn races proved the most lovable, tying on 17%.
Only the Elementalist got any love from its forums, with 4% giving some love. None of the other professions got any.
The Halloween event got the most love with 17% complimenting it.

Endgame Satisfaction Investigation: The Results

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Karina.9871

I think this whole thread is just another excuse for people to moan about things they want to have in the game and hate about the game, regardless of what the developer actually has in mind for its future.

It’s just data, with a pretty good explanation of how it was acquired and analyzed and no particular agenda or spin put on it. The survey was of folks’ opinions, not a scientific analysis of how the game should be designed.

If folks stick to discussing the data instead of dragging all their baggage in from other threads, it could be an interesting discussion. Unfortunately, your post has probably just precipitated the type of discussion you’re complaining about. Disparaging other folks’ opinions is a sure fire way to get them to defend their opinion and criticize yours.

Thanks Pandemoniac, I definitely don’t want to start ANOTHER one of those conversations.. I’ve seen it a million times on the forums. It’s just an interesting survey and I’d prefer just talking about anything interesting people found out (or didn’t find out) from it!

Endgame Satisfaction Investigation: The Results

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Karina.9871

Thanks for putting this together – it was very interesting. I imagine getting rid of the self selection issue was a LOT of work.

The only thing I really noticed missing from the survey was WvW and PvP. The folks that are doing that for end game might be a more difficult population to sample because they tend to get cranky if you hang out in the PvP areas and don’t help out with the war effort

Yah, actually my first plan WAS to survey people from Heart of the Mists and in WvW. But then when I thought about it, I thought that I didn’t want to be singly going to those places and specifically asking those people… for the same reason I didn’t want to go to different zones and specifically ask people either! (And it would be very hard to get data, as everyone in HoTM looks level 80 and it would require self selection on their part to do the survey, and in WvW HoD is getting thrashed so no one is there)

This made me lol..

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Karina.9871

Yeah I’ve had an interesting infractment as well:

There was a guy posting about getting the World First Eternity, and I commented saying “Wow man, that’s so crazy!”
And apparently my comment “Added nothing to the content of the thread” and it was deleted. Found that pretty funny :P

Endgame Satisfaction Investigation: The Results

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Karina.9871

Sorry Jski I have a bit of trouble understanding your sentences but… it’s probably not that good of an idea to sample people twice, is it? Unless you sampled everyone twice and then did a test on the differences I suppose, but that’s pretty hard to orchestrate.

No they were not doing events in LA but the question was about their overall event experience so it shouldn’t matter that they weren’t doing events at the time.

Mostly sampled in my own world (Henge of Denravi) but some in Overflow as well. I picked LA because it’s kind of a big melting pot where everyone goes at some point, so I hoped it would give sample of a wider range of people (rather than sampling people just in WvW or just in certain zones).

Thanks

Endgame Satisfaction Investigation: The Results

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Karina.9871

Hi guys! So I was interested in what people thought about their “Endgame” experience, so I designed my own little survey to find out! Big thank you to all those people who responded to my survey, a not so big thank you to those who responded but purposefully messed with me (you know who you are…), and a small apology to those people I ended up asking more than once!

MY METHOD

I stood on the bridge of Lion’s Arch (the one that goes over to the Asura Gates) and randomly sampled 58 level 80’s over the past month or so. My random sampling method consisted of me asking the first level 80 that walked past me after completing a survey.

This was my course of action:

1. Hi! I’m doing a quick survey about Endgame, do you mind answering some questions? (If asked, I defined “Endgame” as: any activity you’ve done since getting level 80).
2. If they agreed, I would proceed:
3. Great, first up: what have you spent the most time doing since getting level 80?
4. The following questions are on a satisfaction scale of 1-10.
5. What do you rate your Event experience so far?
6. What do you rate your Dungeon experience so far?
7. What do you rate your Exploration experience so far?
8. What would you rate your satisfaction if GW2 had 10-man content? (“You know how dungeons take 5 players? 10-man content is similar but requires up to 10 people instead of 5.”)
9. What would you rate your satisfaction if GW2 had statistical gear progression? (“A system where you play through tiers of harder PvE content to obtain gear with higher stats on it.")
10. What would you rate your overall Endgame experience in GW2 so far?

I had a response rate of about 50%, which isn’t too bad.

Before you say it, I know 58 samples aren’t that much… but seriously, it took ages to do all these surveys. I didn’t trust anyone else to help out, AND by doing it this way, I have random sampling, independent data and no problems with self-selection (all of which would be present if I had done this a faster way, like forums, etc). So I should be able to make reasonable inferences about the sample I have.
Also, I know my results are biased towards those people who are actually playing the game (since I only sampled people who are online).

MY RESULTS

Overall Mean Satisfaction Scores (out of 10):
1. Exploring: 8.5
2. Overall: 7.7
3. Having 10-man Content: 7.4
4. Events: 7.4
5. Dungeons: 6.9
6. Having Gear Progression: 5.4

Every category got at least one 10/10 score.
Only the Gear Progression category scored 0/10, and 19% of people gave this answer (despite me saying that the answers were to be given on a 1-10 scale)!
Having 10-man content got the most 10/10 scores, with 26% of people answering this way.

Exploring definitely shines as offering the most satisfying experience in GW2. People often said that Exploring was the best/their favourite part of the game.

Dungeons are a pretty mixed bag, with large proportions rating it both highly and poorly (reasons such as; bosses having too much health, being too hard, hard to find groups, etc).

Events seem to offer a pretty solid experience, the majority of people score it well, but very few people give it a 10. People did mention the influence of bugs which may be holding back the Event category from achieving 10’s.

(see Scatter Plot)
We have strong evidence that having high satisfaction in Dungeons, Events and Exploring combined (but not separately) leads to a higher overall satisfaction. This suggests that I have correctly identified Dungeons, Events and Exploring as being important components of Endgame in Guild Wars 2.

An interesting outlier: this person rated the combination of events (4/10), dungeons (6/10) and exploring (3/10), but scored his overall Endgame experience at 9/10. And despite rating his exploration experience at 3, they spent most of their time exploring!

The Pie Graph
This is a accumulation of all the things people said they have done most. “Other” included: fire elemental, gathering, gear grinding, non-dungeon looks, novelty items, pvp, shenanigans, and story).

Would the people I sampled be satisfied with 10-man content and/or statistical gear progression?

A rather large 90% of people would get some satisfaction from GW2 having 10-man content (90% of people rated this >5).
64% of people would get some satisfaction from GW2 having gear progression.
Only 8% did not want either of these contents (both rated<5).
About 20% of people did not really care (rating=5).

Having 10-man content actually decreased satisfaction by about 0.3. Which is interesting because this question scored the most 10’s. I suppose the people that award 10’s are happier people overall!

On average, having gear progression decreased satisfaction by a massive 2.3!

Constructive criticism is welcome, but I hope you found this interesting!

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Magic find

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Karina.9871

I’ve gotten to 230% personally, as part of an investigation I did into the subject. Found no significant differences in drops compared to 0% MF, but maybe I’m unlucky

Elite Skills Fixed!

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Karina.9871

Corrected a bug that allowed Necromancers to be revived once killed by another player. Instead, upon being killed they correctly obtain the ability “Haunt”, which can be used on the player who killed them. This effect lasts indefinitely.

While “Haunting” another player, the Necromancer’s skills are replaced by the following:
1. Moan: the target is occasionally whispered haunting messages to invoke sorrow and remorse.
2. Wail: emit a wail of sorrow that only the Haunted player can hear.
3. Scream: emit a chilling scream. This ability refreshes the cooldown on “Moan” and “Wail” abilities.
4. Walk of the Dead: summons a ghostly image of yourself and other necromancers whom the Haunted has killed, to follow them around for a short period of time.
5. Track: pin-point the player’s location and teleport to them instantly.

This was to create fun, exciting game-play for the Necromancer profession.

Elite Skills Fixed!

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Karina.9871

LOL loving this thread! I’m not a necromancer, I’m a thief… my heart goes out to you guys xD

Why Magic Find is a Poor Mechanism

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Karina.9871

I have done my own study that showed the MF (even at >200%) had no effect on the drop rate or quality of items. If it does, the effect is minimal. So don’t stress! It’s hardly worth it…

Magic Find: No Significant Benefits?

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Karina.9871

Well after all this feedback… I’m coming to realize that this study would take a lot of work to get any conclusive evidence (if indeed the MF bonus is like 1-2%)… so I’m not sure I can really be bothered xD
My personal view: MF is not really worth it. Some might like it, but I’d rather go for more power/more survivability.
I think I’ll put my effort into more interesting studies (like the player experience/happiness studies I’ve done in the past) :P

Magic Find: No Significant Benefits?

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Karina.9871

Okay, that does sound like it would work, and probably an easier measure that comparing groups of drops. But I’ll probably measure both, because although vendor value does provide a means of measuring drop quality, it doesn’t show anything about the proportions of goods that lead to that increased quality (i.e. is it that you got more rares? more greens? more blues? all three? and by how much?)

Thanks for the great idea though

Magic Find: No Significant Benefits?

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Karina.9871

You would actually be better off going with how much you earn over a week, with or without magic gear by treating everything as vendor trash and seeing what you actually earn between the 2 than trying to gauge it based on setting level items and comparing them. That’s just not how MF works when comparing it with drop rate increase, it’s always more about the long term quality of items over a fairly average diversity of gameplay.

That seems to be a good idea. So you would recommend recording data over a whole range of playing options, whatever I might be doing at the time… and recording it at vendor value? It might need a bit more policing than that, wouldn’t it?
I mean, the loot I get in Orr would naturally be of higher value than the loot I’d get in like, the Plains of Ashford (if I interpret correctly what you’re saying about “diversity of gameplay”). So I’d have to make sure I had exactly the same number of observations from different locations with the two levels of magic find. It does make it a bit more complicated…

Magic Find: No Significant Benefits?

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Karina.9871

MF has always been a long term investment in just about every game that has it. A sample size of 1000 is hardly enough to see a noticeable change in revenue. If you were to run as maxed as possible, gaining 1 exotic for 4 hours worth of play time as opposed to half (say 1 every 8hrs.) that would seem to be a more likely way to gauge MF and that’s basically what i’m seeing for the most part. We are talking very small percentages here, doubling or even tripling those numbers only adds up over time. Playing diversely in this game is where it’s at, not sticking to an area running the same things over and over.

The problem with playing the game diversely to collect data is that you suddenly get a lot more noise affecting your results. Maybe some areas drop different loot than others? Some parts of the game drop different loot than others? The reason for sticking to one place and running the same things is for the sake of the experiment; to reduce the amount of other variables influencing the outcome

Magic Find: No Significant Benefits?

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Karina.9871

Just a little semi-off-topic question:

Is there any way to read your total amount of effective magic find in game, besides making the addition yourself?

No I don’t believe there is, it’s kind of a hidden stat for some reason.

Magic Find: No Significant Benefits?

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Karina.9871

Hey Karina I really like the thread.

Since your experiment has changed to finding the optimal mf, to wanting to see if magic find works at all or not, would it not be much simpler and much faster with greater accuracy to pick 2 stat points and see if there is any correlation at all (ie 0% and 220%) (sorry if I am wrong, I only have a moderate understanding of stats from my engineering courses).

In fact, we could even simultaneously test whether food does work and gear doesn’t, or vise verse, by picking a stat point that is easily obtained by either method, say 30% mf (which is 5 accessories or the omniberry bar). You could easily have the community help with collection by posting images of excel files with their findings in them (or even make a public google doc that people can add their findings to, though you run the risk of sabotage by randoms on the internet… but at least google docs let you see individual changes by user and undo them. You could also make a group and put up files as read only, still dose not help against false data but meh).

Im sure you probably could get enough community help to put together a decent survey and do follow up experiments depending on the results.

EDIT: with enough data points you would also be able to see correlation with absurdly low drop rates as sometimes even a couple thousand data points is not good enough to measure these (and rares seem to be in this area, not to mention exotics not even sure if they drop)

Thanks Jweltch!
And yes that is exactly what I’m working on right now: collecting data just from 0% and comparing it to 222%. I’m hoping to get ALOT of data so your idea about community involvement is an appealing one – I have to do less work, haha. I have contacted other people who have done surveys like mine and got their data, but I thought people out in the world would not be overly interested in collecting for me to be honest… But I guess it’s worth a shot!

I created a google doc:
https://docs.google.com/folder/d/0B-q8UK6yZeLRNEtGMkxUUDFrWlU/edit
It has my data in it for those who are interested (feel free to use it!) and if you have some data/want to help collect data, post it up there! (I hope it works).

Data at 0% MF or at >200% MF is particularly useful. It does not have to be in the same format as mine with the same categories and everything. Put it up with as much detail as you want to, and I can make sense of all of that later.
Thank you!

Magic Find: No Significant Benefits?

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Posted by: Karina.9871

Karina.9871

You might just be unlucky or Magic Find could be kittenched.

It works for me, it works wonders to be honest with you. Just yesterday I consumed a Lemon Bar which gives you + 16% magic find I believe. Found 2 dyes, tons more gems, a couple of great rare weapons and so on and so forth. For me, It is something that works perfectly, I recieve more quality weapons and armor with more magic find and find more dyes and gems which is just awesome.

Well perhaps it works much better for some people than others xD
Or I wonder if it’s a mental thing. Like, “OOH I got a dye/rare! It must be from the magic find bar I ate 20 minutes ago!” Although when you don’t have MF you don’t take as much notice, so relatively speaking having MF makes you think you’re getting better loot?
Just a theory I have :P

Magic Find: No Significant Benefits?

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Posted by: Karina.9871

Karina.9871

Magic find improves the drop quality, not rate. With around 150% in myself, i find when farming orr my loots changing from lots of whites to have a minimum of blue. Also, before MF i almost never found a yellow by killing mobs. With the MF each event in orr generally gives me one.

That’s my experience though.

Thing is, my data seemed to show that MF affected neither! (you can see by graph 6 I think it is). But if you want to challenge it, feel free to collect some data and compare

Magic Find: No Significant Benefits?

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Posted by: Karina.9871

Karina.9871

That is how it is with experiments, isn’t it? You start out thinking you’re going to do one thing, and you often end up changing the plan quite a bit. But there’s always something you can salvage.

Apologies if I do sound too much like your lecturer (I guess they’re doing things correctly then!), you seemed earnest enough to take a sincere criticism well.

What I was saying about the order of collection is that you should either alternate or randomly “plan” when you’ll use MF and when you won’t. That’ll help even out some of those factors outside your control, especially since you’re kind of your own test subject here.

Yes that’s exactly how these things tend to go! It’s never a dull moment with Statistics And no worries about the lecturer thing! I meant it in good spirits. Constructive criticism is most welcome!
And I will take that on board, some times I will use 0% MF and sometimes I will use 222%, but not all in one big block.

By the way if you’d like to help me collect data you’re welcome to! :P

Magic Find: No Significant Benefits?

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Karina.9871

Gosh, so many technical questions guys! I’ll try to answer as best I can though xD

@Tangleknot and Ari Kagura: yes there are so many other things to explore here! My data was just about environmental monsters standing around in fields, but I do have a hunch that drop rates might be different for parties/event mobs/dungeon monsters. But like they say, it’s only a good stats test if you’re left with more questions than answers…

@Lunesta: I think you’re referring to the first p-value? Well, I think it’s a bit of both. This p-value measures the test for no relationship between the five groups of magic find (which test that the Odds Ratio (which is the likelihood of that event happening to not happening) between groups =1). Therefore since my p-value>0.05 there is no evidence that the having higher magic find is related to me getting different loot in the 5 categories.
And I can certainly make my raw data available! Though I’m not sure what the easiest way to do that is…

@SoggyFrog: you sound like my Statistics lecturer: “GET YOUR QUESTIONS FIRST” :-P which is completely true. It’s not the best practise… my original questions were “what is the optimal MF rate to get the best loot?” and when I saw that it was so terribly useless I scrounged around trying to discover something significant. Which I know is not the best statistical practise – my apologies!
And yes your suggestion is actually EXACTLY what I’m taking on board right now, I’m in the middle of collecting 0% MF data.
And to answer your question about randomness: I tended to start with a level of MF at random (say 80%) and then during the course of my killing I would add or remove MF gear to get a spread say from 60-90%. Then another day I might start at 150% and take a spread around there, and so on. I did take most of my 170%+ data all in one block though I have to admit – it took the most resources and I tried to get it over and done with relatively quickly.

Magic Find: No Significant Benefits?

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Karina.9871

Hi SoggyFrog, about how I applied the tests: I left out most of the heavy stats side of things because I figure most people wouldn’t be interested, but…
I did a whole bunch of tests, I really tried to get my data to tell me that MF was working, haha. I’m not sure how much Stats you know, but:

My test on the scatter plot was just straight up linear regression.
My test on graphs 5 and 6 was an analysis for the differences in row distributions (e.g. does the 50% group have a statistically different distribution from the the other groups).
I also tried a 5-way logistic regression analysis (does the odds of getting higher ranks of loot increase when having higher magic find?)
I tried an ANOVA on graph 4 as well.

I agree that having more data is always a good thing… but something I said earlier was that, really, if you have to get 10,000 observations to get significance in your data… it’s probably too far. I know that I have relatively few observations in the higher tiers, but even if I got another 10,000 observations I expect that the distributions WILL be more or less the same and I would get the same result.

And I did not randomly decide on the MF rate, I tried to get more or less and even spread of data from 0-222%, with at least 40 or so in each 10% bracket.

But your comment about using the drop rate of rare/magic drops as the null hypothesis is a good one… Perhaps I could get lots and lots of data from mobs at 0% MF (the base line) and then from this determine the overall drop rate. THEN compare it to the drop rate I have with higher magic find and determine whether it is statistically different.
Is that what you mean? Because that sounds like a great plan to me!

Magic Find: No Significant Benefits?

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Posted by: Karina.9871

Karina.9871

Magic Find affects this:
http://wiki.guildwars2.com/wiki/Crafting_material#Rare_crafting_materials
you get more of these.
(Of course since this is forums, this is an entirely baseless statement without any sort of backing with numbers. Someone is going to test it while farming destroyers and will back it with numbers for us in the near future)

Thing is I did measure those (it’s under T5 and T6 crafting materials) and the proportions of them I received while using 0% MF was not really any different from when I had 200% MF!

Magic Find: No Significant Benefits?

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Posted by: Karina.9871

Karina.9871

“I don’t know. What test did you use to determine the significance of the data? My statistics are a wee bit rusty mind you, but I don’t think it’s a problem with your study persay, you just might need more data to be able to figure it out.”

Thanks Endless! And I actually used logistic regression to test for significance; since I had a continuous explanatory variable (magic find) and a discrete response variable (rank drop with 5 levels) I used logistic regression to find the odds of getting different drop ranks with changing levels of magic find (if that makes sense). The p-value was about 0.25 from memory.

I also tried other ways, like simple linear regression using the drop rank as a continuous variable (1-5) and testing against the hypothesis of no slope. P-value there was like 0.93 haha.

And your point about needing more data… the thing about p-values is that they only measure if there is a difference from 0 and the more data you have (as p-values are a function of how much data you have) once you get into the thousands you’re almost guaranteed to get significant p-values! This is a trick with statistics! A difference of 0.1 is different from zero. 0.00001 is different from zero also. So getting “significance” by getting more data isn’t always the answer… if that makes sense! :P

Actually it does. Like I said, I’m a little more than a wee bit rusty. :P I’m mostly familiar with the basics of t-tests and such that you use in Biology.

But don’t p-values of .25 or .9 something seem a bit…. I dunno, too different? Though I mean, depending on the type of test you can get different results. I guess the thing would be finding the perfect type of test for the data.

Actually, wait, better question: What was your null hypothesis? Was it that Magic Find did make a difference or that it didn’t?

Sorry, attempting to try and remember what I can about stats, but it’s been a few years. XD

Haha no worries! Well for the two tests I mentioned (linear regression and logistic regression) they would have different null hypothesis. So the linear regression null hypothesis is that beta nought (the gradient of the line)=0.
The null hypothesis for logistic regression is that the odds of each the drops occurring (with different groups of MF) are all equal. So yah the p-values are quite different but they’re testing quite different things

Magic Find: No Significant Benefits?

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Posted by: Karina.9871

Karina.9871

I’d love to see a test using only MF boost foods, to see if there really is a disparity between food and item based MF.

Haha I can do this study for you if you like! Feel free to help me collect data

Magic Find: No Significant Benefits?

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Posted by: Karina.9871

Karina.9871

“I don’t know. What test did you use to determine the significance of the data? My statistics are a wee bit rusty mind you, but I don’t think it’s a problem with your study persay, you just might need more data to be able to figure it out.”

Thanks Endless! And I actually used logistic regression to test for significance; since I had a continuous explanatory variable (magic find) and a discrete response variable (rank drop with 5 levels) I used logistic regression to find the odds of getting different drop ranks with changing levels of magic find (if that makes sense). The p-value was about 0.25 from memory.

I also tried other ways, like simple linear regression using the drop rank as a continuous variable (1-5) and testing against the hypothesis of no slope. P-value there was like 0.93 haha.

And your point about needing more data… the thing about p-values is that they only measure if there is a difference from 0 and the more data you have (as p-values are a function of how much data you have) once you get into the thousands you’re almost guaranteed to get significant p-values! This is a trick with statistics! A difference of 0.1 is different from zero. 0.00001 is different from zero also. So getting “significance” by getting more data isn’t always the answer… if that makes sense! :P

Magic Find: No Significant Benefits?

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Posted by: Karina.9871

Karina.9871

i think people has misconception about magic find. when they see +200% magic find they thought the item surely will drop, it is 200% ! no it doesn’t work that way…

+200% magic find will make your magic find 300%, which means tripple the chance for an item to drop… if it has 2% chance to drop, now it becomes 6%….. if it has 15% chance to drop, now it becomes 45%….. that’s all

Yeah that’s what I thought as well, so when I had 200% MF I expected drops that were say, 6% chance with no MF to increase to 12% chance. But I did not see this at all in my study. Drops that ere 6% chance with 0% MF were about 6% chance with 200% MF.

Magic Find: No Significant Benefits?

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Posted by: Karina.9871

Karina.9871

Maybe Magic Find slows down DR of loot?

That’s possible, but seems overly complicated…

Magic Find: No Significant Benefits?

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Posted by: Karina.9871

Karina.9871

There are plenty of much more in depth tests (3,000+ kills both with and without MF) posted on Reddit that prove it does indeed have an effect.

Thanks, I thought there would be bound to be other studies. Nice to know that there is some hope for MF! I had all but given up :P

Magic Find: No Significant Benefits?

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Karina.9871

So is it a fact Magic Find does nothing? In short, what’s the purpose of the stat when you stack it to 200%?

Yup, I found that MF did absolutely nothing! even when I got to 222%. That said, it might affect other things (like boss drops/chess drops) differently that environmental mob drops.

Magic Find: No Significant Benefits?

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Posted by: Karina.9871

Karina.9871

Haha that’s a shame! Don’t worry – you’ll have more than your share of blues and greens at level 80!

Magic Find: No Significant Benefits?

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Posted by: Karina.9871

Karina.9871

Please note that my conclusions are a result of my data, which may not be representative of the underlying trend. However, based on the data I have I conclude that:

I have NO significant evidence that Magic Find has any influence on the drop rate (the probability of a monster dropping loot of any description) or drop quality (the quality of the item being dropped) for environmental monsters in The Cursed Shore or Frostgorge Sound.
I also have NO significant evidence that magic find increases the probability of receiving gems from mining or woodcutting.
(Note that I only have about 100 observations here so take this with a grain of salt).

But how could this be?
Perhaps magic find applies to boss drops, or chest drops instead. Or perhaps I missed some key element of the diminishing returns system that messed with my data. Perhaps 1,109 observations aren’t enough. If anyone knows something I missed I would love to know!

METHOD
Over the course of several weeks I collected 1,109 observations while ranging from 0% to 222% magic find. These were collected mostly in the Cursed Shore (level 80 zone in Orr), but also some in Malchor’s Leap and Frostgorge Sound. I did not farm monsters for more than an hour at a time, and if I did, I would change to a different zone before doing so. While I was in a zone I would run around more or less randomly; killing whatever mobs I came across. I used the same character (a level 80 Thief) to collect data. I would not gather data from events where it was difficult to keep track of what I had killed and what had dropped, etc.

As part of my analysis, I also assigned a “drop rank” to each item, to value them in worth. (You may disagree with the order but in the grand scheme of things it would not make much difference).
But the ranking I ended up using for the graphs is (1 – lowest, 5 – highest):
0. No drop
1. Grey items
2. White items (included armour, weapons, salvage items, T1 crafting materials*)
3. Blue items (Black Lion Chests, armour, weapons, T5 crafting materials*)
4. Unidentified Dyes and T6 crafting materials*
5. Green items
I did not receive any rare (yellow) or exotic (orange) items.

The Graphs:
First off, zooming in might help. Sorry I had do bunch everything up into one picture; I can only attach one image to the forum post. :P

1. This is a pie chart of all the types of drops I received. As you can see, “Nothing” has by far the largest proportion.

2. Scatter plot of MF along the x-axis and Drop Rank (see above) on the y-axis. If magic find did increase the quality of drops, one would expect to see an increasing trend through the data. But the trend can probably be represented by a straight line: this means that there is no relationship between MF and Drop Quality.

3. A pie chart of the percentages of rare crafting materials dropping. My data suggests that there is an 18% chance of getting 1 gem and a 6% chance of getting 2 gems.

4. This is a box plot of the rare crafting material drops against magic find. The first box corresponds to getting no gems, the second box to one gem and the third box to 2 gems. Again if MF did increase the chance of getting gems, the second and third box plots would be positioned higher than the first one. But they are all at about the same height which suggests that there is no relationship.

5. This graph shows the distribution of drop ranks for groups of magic find. Along the left hand side you can see 50, 100, 150, 200 and 250. These correspond to the magic find groups (“50” includes all observations less than or equal to 50, “100” includes all observations from 51 to 100, etc). Along the row you can see the distribution of drop ranks that magic find bracket produces, where “0” is no drop, “1” is grey drops, etc. (see above). These graphs all look pretty much the same, which further establishes the idea that MF does not influence these drops.

6. This is the same as Graph 5 except it has removed the “0” category (no drops) so that you can better see the variations in quality of drop from monsters that did actually drop loot. But again, they all look pretty equal to each other.

So yeah, I hope you found it interesting!

P.S. I am happy to share my data with any other fellows out there who are doing/going to do other investigations where it would be useful!

Attachments:

"Are you sure you want to delete your dungeon tokens?"

in Suggestions

Posted by: Karina.9871

Karina.9871

Actually, just get rid of physical tokens altogether. make them a currency, like karma.

That is actually a very nice idea! Haha.

"Are you sure you want to delete your dungeon tokens?"

in Suggestions

Posted by: Karina.9871

Karina.9871

Yeah, that option shouldn’t really bother anyone… An “are you sure you want to take these dungeon tokens” would be horribly annoying. But I doubt many people will delete tokens from every run that they do, and then get annoyed that the game is trying to prevent them from deleting their tokens.

"Are you sure you want to delete your dungeon tokens?"

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Posted by: Karina.9871

Karina.9871

So they other day I ran AC, but after downing the final boss my bags were full (as they often are after doing a dungeon or two). So a window pops up with the tokens and there are two options: “Delete All” and “Take All”.
Unfortunately I accidentally clicked “Delete All” and poof! My tokens were gone. It was a complete mistake, and I can’t see why many people want really want to delete their dungeon tokens in the first place… so I’d love to see a little “Are you sure you want to delete this item?” window pop up to save more accidents like mine occurring in future

Player Happiness Investigation: The Results

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Karina.9871

Sociology studies are always difficult to do well.

I have a suggestion to improve future polls:

Give people some guidelines to go by. Spell out what 1, 5, and 10 mean at minimum, probably along with some middle values. You’ll get a bigger spread across your scale. This is a problem with any question where you ask people to rate something on a scale, no matter how well you phrase the question.

I definitely agree! Thanks for the tip though, if I do more studies like this in future I will plan my survey much more carefully :P

Player Happiness Investigation: The Results

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Karina.9871

The quote thing doesn’t seem to be working but in response to Bruno Sardine:
“Wasn’t the survey more about the class in relation to the game? That kind of matters…”

Technically the question was, ‘How happy are you right now?’ Which in hindsight was way too vague, and a major reason of my "sorry for bad survey design’ comment at the start. Mostly because people on the forums had a very loose way of interpreting this question, and I got a whole range of answers.
Just wanted to clarify that I was well aware of this… and a major problem with my survey design. I know I could have done a better job here, haha. When I was surveying people in-game people knew what I meant, since they were just on the one character and I could clarify the question with them.
Most interpreted the question as, how happy are you on each of your characters? So it kind of messed up my data. But I tried to work with it. If people weren’t answering the question properly on the forums I generally didn’t include them in the data.

Player Happiness Investigation: The Results

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Karina.9871

And about the B+ grade, that’s what it is at my University in New Zealand so that’s what I thought it was haha.
For us, 80-100% is A-range (90%+ is an A+)
60-79% is B range
and 50-69% is C range

Player Happiness Investigation: The Results

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Posted by: Karina.9871

Karina.9871

Sorry guys I didn’t realise about the Engineer.

Profession Happiness Ranking (Happiest to Unhappiest)
1. Thief
2. Warrior
3. Mesmer
4. Guardian
5. Ranger
6. Engineer
7. Elementalist
8. Necromancer

There you go :P

Player Happiness Investigation: The Results

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Posted by: Karina.9871

Karina.9871

Hi everyone!

First off, just want to thank the several hundred people (most of whom were on the forums) for participating in the survey! I ended up getting 362 observations. Particularly thanks to those (sadly, few) kind Henge of Denravi folks that responded to my “Hi! Would you mind answering a quick survey? I’m collecting data!” requests

Secondly, I do want to apologize for my poor survey design. I know designing this stuff is PhD-level high quality stuff… and in in hindsight I could have improved it and possibly my results would be more conclusive. As it stands… basically none of my data is statistically significant (I know, I was let down too).

But was my survey? Well;
1. What level are you?
2. What class are you?
3. On a scale of 1-10, how would you rate your happiness right now?

METHOD
I started off running around zones in-game (Henge of Denravi server) and whispering pretty much everyone I saw if they wanted to do a survey. Some said no, some said yes, but most didn’t reply. Also a thanks to Thithiphis, Rizon Reav and Fratlogar for helping me survey people.
But I got tired of that and posted a data call on the General Discussion part of the forums. I was overwhelmed with data there! Although I am aware that the Forum may have given less reliable data (people messing around, not answering the question as intended) I hope that the sheer mass of responses balances this out.
Also, apologies to those forum posters that offered lots and lots of extra data that did not make it into the analysis. I enjoyed reading them though!

Statistics Bit
I have no evidence to doubt the normality and equality of variance assumptions for the tests I carried out. It is reasonable to assume that for asking people surveys in-game, the effect of one person’s response had no effect on another person’s response. However for forums, the effect of one person’s post may influence other people’s posts. Since most of my data came from the forums, the validity of the independence assumption may be in doubt.

STATISTICALLY SIGNIFICANT RESULTS
The only statistically significant result (and it wasn’t even really statistically significant: a weak p=0.054) was that Necromancers were unhappier than Warriors (if I had more Thief data it probably would show that Necromancers were unhappier than Thieves as well).

I have also attached the Happiness versus Level graph so you can see the relationship (or lack thereof) for yourselves.

INTERESTING RESULTS

The overall average happiness was 7.5/10.
I suppose that gives Guild Wars 2 about a B? Perhaps a B+?

Profession Composition
1. Ranger 19%
2. Warrior 17%
3. Elementalist 13%
4. Guardian 12%
5. Engineer, Mesmer and Thief 10%
6. Necromancer 9%
Interesting that Rangers were the most common profession, but also one of the most unhappy. If you Rangers are so unhappy, why are you playing so many of them? Haha.

44% of the overall responses came from level 80’s.
The average happiness of a level 80 was 7.4/10.

15% of the overall responses rated their happiness at 10.
Of those, the top professions were Warriors (21%) and Rangers (17%).

23% of the overall responses rated their happiness between 9 and 9.9.
Of those, the top professions were Warriors (19%) and Rangers (17%).

2 people (0.6%) rated their happiness at 1: a level 80 Necromancer and a level 80 Mesmer.

3 people (0.8%) rated their happiness at 0: a level 8 Necromancer, a level 75 Necromancer and a level 40 Elementalist.

AESTHETIC RESULTS

Profession Happiness Ranking (Happiest to Unhappiest)
1. Thief
2. Warrior
3. Mesmer
4. Guardian
5. Ranger
6. Elementalist
7. Necromancer

For those who saw my previous study, Thieves are once again on top! This encourages the belief that this class is the happiest.
Common complaints that held back other classes were:
1. The lack of effective ranged weapons/slow scepter attacks on a Guardian.
2. Not sure what the problem with Rangers are. They scored low on my previous study as well (to many people’s displeasure).
3. Elementalists being “under-powered”.
4. The many Necromancer bugs.

Level Bracket Happiness Rating (Happiest to Unhappiest)
1. 61-70
2. 51-60
3. 31-40
4. 21-30
5. 41-50
6. 11-20
7. 71-80
8. 1-10

It’s interesting that the first level bracket 1-10 and the last level bracket 71-80 are the unhappiest. I guess no one likes to start and no one wants to finish?
The most common level-bracket complaints were Orr-related (bugged skill points, Risen everywhere).

Hope you guys found this investigation interesting!

Attachments:

Your level, class, and happiness rating 1-10

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Posted by: Karina.9871

Karina.9871

Thanks for all the responses so far everyone! I have over 300 data points to use so far – which is awesome! I’ll probably start doing some analyses, maybe survey some more people from Orr as well. Results will hopefully be up soon!