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I was playing a Deep Elf in parallel with his, and I picked up my first rune at level 18, after having cleared the Dungeon, the Orcish Mines, and the first 3 floors of the other S-branch. How he managed it at level 15, I have no idea. He's committed to not reading spoilers until he's won a game, so he's a great subject of observation when it comes to newbie traps. Early rune grabs ¶Ī couple months ago I introduced my boyfriend to DCSS, and it's been a lot of fun watching him progress. So it might be more correct to say that this suggests that successful players are attracted to deep dwarves and unsuccessful players (not necessarily inexperienced players) are uninterested in DDs. Players in the next quarter have a mere streak of 50-250 losses (or, rarely, a single win out of >1,000 games).
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Players in the bottom quarter have all played 250+ games without a win. What separates the two bottom quarters is the size of their track record of failure. There are virtually no wins in the bottom half. One interesting thing to note is that the players in the bottom quarter here are actually not likely to be newbs in the literal sense. index ) else : #ax.set_xticks() y0, y1 = ax. XL' if transpose else skill_label ) if transpose : ax. set_ylabel ( skill_label if transpose else 'avg. plot ( x, y, marker = '.', linestyle = '-', label = label ) skill_label = ' level'.
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loc # skill level, XL (the natural ordering) x, y = prog.
DUNGEON CRAWL STONE SOUP MUTATIONS ZIP
subplots ( figsize = FS ) for quant, label in zip ( ppq. dropna ( axis = 1 ) # Drop null columns (= skill levels for which we have no data) if ax is None : fig, ax = plt. apply ( skill_progression, skill = skill, max_level = max_skill )\ isin ( bgs )) ] ppq = progression_per_quantile = relevant_games\ argmax () max_skill = min ( max_skill, am ) #max_skill = 10 relevant_games = g. all (): raise Exception ( "Not enough games" ) first_bigenough = toosmall. any (): # idquitek what's going on here if toosmall. size () toosmall = ( games_per_lvl < min_games ) if toosmall. isin ( qg )] games_per_lvl = sk = skill ) & sk. loc if q in quant_groups : return 0 elif q in quant_groups : return 1 def plot_progress ( sps, bgs, skill = 'spellcasting', max_skill = 28, transpose = False, ax = None, min_games = 5 ): for qg in quant_groups : relevant_games = g. Index ( range ( max_level ))) quant_groups =, ] quant_labels = def quant_group ( label ): q = g. Sk = store def skill_progression ( group, skill = 'spellcasting', max_level = 28 ): return sk = skill ) & sk. Also, doing player quantiles would have exacerbated the asymmetry, since the top 10% of games by winrate were played by the top ~3% of players). (It was just a little simpler to do this way. The "0-25%" quantile bounds the bottom quarter of games (measured by player winrate), not the bottom 25% of players.
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I assigned each player a smoothed winrate estimate - see this post for more details. In this post, I'll try to use data to test the validity of some putative newbie traps. Newbs would go straight into the mines and get crushed. Experienced players (and those who read walkthrough guides) knew to look for the lair first, and backtrack to the mines later. A "newbie trap" is an ill-advised gameplay decision that inexperienced players are likely to make because they don't know any better.įor example, before version 0.14, the entrance to the Orcish Mines would appear between levels 6-11 of the dungeon - on average, earlier than the less-deadly Lair of Beasts.
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