What is up Depthians! We are back with another monstrous update as this one incorporates five beta test builds, so we have a lot to cover. If you want to dive straight into the massive changelog/dissertation Click We should probably start with the biggest change to From The Depths in this update and that is the change of fuel and ammo storage. Quoting Nick, our lead developer
The change is quite simple: "remove ammo and fuel as separate resources. Weapons will consume materials directly, fuel engines and CJEs will burn materials directly". Before I dig into why I think this is the right thing for FtD, I'd like to explain a few details. Energy, fuel and ammo are still needed for your constructs. We have changed the "ammo barrels (etc)" and "fuel tanks" so they are just alternative material storage containers, but with the following properties: --"ammo barrels" now increase the maximum possible rate of usage of materials as "ammo" for reloading guns. They still explode. --"fuel tanks" increase the maximum possible rate of use of materials as "fuel" for fuel engines and CJEs, with the future stretch goal of fuel tanks being flammable. --So ammo racking is going to remain a feature of the game- vehicles that need to reload a large amount of materials may need additional ammo barrels Ammo and oil processors are replaced ship-wide with existing material storage containers of the same size. They'll be made decorative blocks so you can still use them decoratively in future if you want to. The oil refinery will be repurposed (described later in the patch notes) There are two main reasons why I think this is the right move. Why it's right for the business and why it's right for the player. Let's start with why I think it's right for the player: Ammo and fuel containers are currently purchasable as either "empty or full". This is confusing when considered in the context of the campaign, story missions, custom battles, multiplayer matches...how do empty and full tanks behave in these modes? I'd need an hour to study the code and a small essay to explain it. That's not good game design. Localised resources, when considering just the moving of material (and energy, if you want), becomes infinitely more manageable. The supply group system and the transit fleet system are not intuitive and for a lot of situations, their usage becomes fiddly and too complicated. We've replaced these systems with a new supply system that is much more intuitive for moving materials and energy around. The UI is less cluttered now that ammo and fuel bars are not shown. This is not a minor point...it'll reduce the amount of data on screen by about 40% in a lot of the different views. It'll be so much easier to know at a glance if a particular fleet is running low on "materials" or doing fine. Is a transport ready to leave, or does it need to pick up more materials? Will a set of vehicles have enough materials for the next fight...this is so much easier with just one main resource type per vehicle. When you or an enemy run out of ammo or fuel in a battle it's just frustrating. By combining fuel, ammo and materials for repairing you can guarantee that if someone runs out, the fight is going to be over quickly. I imagine that deep down the majority of players would rather not have to create, stock and resupply fuel and ammo. I know that personally, the requirement to do this puts me off playing the campaign. By using a single material it still focuses the game on making efficient war machines, maintaining supply lines and growing your economy, but without the extra confusion of mat->ammo and mat-> fuel conversion. Being able to assess weapons, engines and vehicles in terms of material cost and running cost is elegant. Most grand strategy games and RTS games don't have localised resources, and many don't have more than 2 resource types to handle. Very few combine localised materials with multiple types. Why it's right for the business: The ammo and oil processors were created about 8 years ago. Boring single blocks that don't add much to the game. It's been our intention to add something similar to the oil refinery but for ammo creation. That's a lot of work and adds to the complexity of the logistical part of the game, which we feel is already a burden. Making the localised resource supply system more user friendly to make it easy/natural/pleasant to move ammo, fuel and material around the map would require a lot of effort and, quite frankly, I'm not sure we'd ever manage it. The complexity of the UI scares off a lot of our customers. The barriers to getting a gun firing or a boat moving will be lowered if a single material container can theoretically get everything working. Running out of ammo/fuel in combat is a problem for our players. We want to find a solution to that, but it would take a lot of effort to do so. We also want the strategic AI to always enter a battle with enough ammo and fuel for the fight- that's another massive bunch of work. The campaign's strategic AI has to work hard to get materials where it wants them. It's a bundle of work and added complexity to get NPC fleets to restock ammo and fuel as well. We had proposed work to make resource dumps (from dead ships) contain ammo and fuel...again, that's more work, more bugs, more testing. Certain game modes such as story missions, tournament mode, and multiplayer maps should theoretically allow the player to choose the amount of ammo or fuel stocked into their vehicles before the match begins. That's another bundle of work and added complexity we'd like to avoid. Currently out of play units on the map can run out of fuel and will still continue to move "for free". It's exploitable and we don't have a solution to that...but if all the different out of play movement calculations are burning material, there will be no avoiding the cost. The development effort can be much better spent polishing up other features that I actually believe in, rather than flogging the dead horse of logistical complexity in an attempt to make it interesting, approachable and fun for everyone (which I fundamentally don't think it would ever be). Fundamentally I think that by winding back this feature we tie up a large number of loose ends and it results in a far more finished and enjoyable product. And what's-more everyone on the development team agrees that we enjoy the game for fighting, looting and creating...not staring blankly at dozens of resource bars trying to figure out who needs to head back for more fuel and how long we need to wait for ammunition to process. We've also simplified the resource transfer system. "Supply groups" and "Transit Fleets" have been replaced with a simple but comprehensive three-tier system. You can mark a vehicle as a "Creator", a "Cargo" or a "User". Creators fill up Cargos (and Users), Cargos give to Users (up to procurement levels). Users equalise their material with their neighbours, so do Creators, and there are a few handy transfers from Users back to Cargo and Creator to make sure they maintain their procurement levels as well. This system covers 95% of the way people were using the resource system and does it all semi-automatically. This simplification is much more possible now that materials are the only resource, as they invariably just need to flow from the resource zones to the front line, with everyone (Creators and Cargo) keeping what they need and passing the rest on. This new resource system also facilitates the long-range transport of materials from refinery to refinery, which is neat. The system also has an option, for Creator and Cargo types, to set their "supply chain index", so if you want to relay materials from output to output in order to accumulate them at a central location you can set the supply chain index to determine which way along the chain the materials will flow. It's all explained in the game.
After spending a lot of time with this new system from adventure to campaign and designer mode, the gameplay feels a little faster to get going and a little simpler for fleet management. As if you didn’t already know, you can shift+right click (with your supply construct selected) on the target construct / flagship of a fleet to keep supplied, keep holding down shift and right-click where you want to pick the resources up from and once again while not letting go of shift, shift+right click on the target construct/flag ship to finish the loop. This would be done of course after setting up the settings Creator, Cargo and User. Creator as an example is the harvesting construct, Cargo which would be the supply ship, User which would be a single target construct that uses the mats. This will keep the supply ship target waypoint updated and therefore your supply ship will always head to the target construct no matter where it has moved to after setting up the loop. You still need ammo and fuel boxes on your constructs, as these are governing the transfer rate / the speed that stock your turrets and fuel engine with the materials needed for them to run. You can run a construct without fuel or ammo boxes, however, once your APS clips are empty you will see a drop in your rate of fire as the material is not being transferred fast enough, this is the same for fuel engines and CJE. Another change that goes hand in hand with resource management is the changes to fuel refineries. In short:
Refineries on a force with greater than 1 million materials on it will begin refining the material into 'commodities' that are stored centrally. Commodities (AKA centralised materials) can be added by the player to any vehicle in allied territory, at any time.
Steam was previously totally unbalanced and arbitrary. For example, 9 small boilers with 1 small piston was the optimal steam setup, which was more efficient and denser than almost all other engines; and turbine power generation only depended on its pressure, so compact turbines were always optimal.
It lacked many critical info in its UI.
It was hard to control the usage of steam
What's good with new steam:
A bit more of realism and complexity
Larger steam now generally have better efficiency and density than equivalent smaller steam
More useful info such as total power production, performance over time
Possibility to regulate steam usage with valves
Pros of steam compared to injector fuel:
Denser and more efficient
Even denser with turbines
Easier to fit into irregular space
Provides a buffer with flywheels or steam tanks
More efficient when used for propellers
Doesn't require fuel containers, uses material directly from any type of storage
Computationally less intensive
Cons of steam compared to fuel:
Still hard to regulate, so it's only useful when the power usage is constant or there's a buffer energy storage
Turbines waste energy when batteries are full
Crankshafts waste energy when reaching speed limit
More susceptible to damage (injector engines can often still run fine even when half of it is gone, steam can stop working when a single pipe is destroyed)
Why cost of parts is hilariously high: Steam engines have better efficiency and density (many players seem to forget that one) than injector engines. So a higher initial costs makes it less overpowered. (In my opinion, the potential waste of energy is a major drawback of steam and justifies for its high potential power. But iirc Draba said that injector engines would be useless on designs that require a lot of power if steam doesn't have higher initial cost, which also makes sense.) Problem with new steam that can't be fixed:
Many old designs are broken due to low power output
Problems that can probably be fixed but I don't have a solution:
Inefficient steam engines are ridiculously bad (a bad steam engine is like 30 PPM and 50 PPV, while a good one is around 600 PPM and 110 PPV) (I tried to fix this and spent like 40 hours on that, but I only managed to make it easier to build a mediocre engine)
Cannot be simulated to calculate a stable power output, like fuel engines do (actually it's easy but would take a lot of time to do and I don't think it's necessary)
Another massive change is the detection rework which I also left a few questions for Ian AKA Blothorn to explain the system and how it works. Why a change was warranted:
Different types of detection weren't well balanced--for instance, visual components had better accuracy than IR and vastly better range.
Detection autoadjust used an incorrect formula, so optimizing adjustment was both mechanical and tedious.
Trackers having much better detection ranges than search sensors meant that detection was very binary--if you could see something at all you could usually get a precise lock (barring ECM, which was only counterable by large numbers of components).
Needing both sensors and munitions warners made reactive missile defence difficult on small vehicles.
There were a number of other inconsistencies/imbalances, e.g. some visual/IR sensors working through water, steam engines producing no heat, etc.
Overview of the new system: On the offensive side, each sensor type now has a role in which it is optimal, and large vehicles are best using a variety to cover their weaknesses. Visual probably remains the default for above-water detection--it remains impossible to reduce visual signature other than reducing size. IR is better against fast vehicles, as they have trouble avoiding high IR signatures from thrust and drag. Both visual and IR are weak in rangefinding (although coincidence rangefinders are adequate for most purposes); radar is correspondingly strong in range and weak in bearing, although it often offers better detection chances against vehicles that don't pay attention to radar stealth. On the defensive side, there are two approaches. Most obvious is signature reduction--while it is deliberately difficult to avoid detection entirely, reducing signature reduces detection chances and thus degrades opposing accuracy. At short ranges, however, this doesn't work well--detection chances are likely high regardless, and low errors at short range mean even sparse detections can give a good fix. Smoke and chaff can be useful here: they increase detection chance while adding a distance-independent error to opponent's visual and radar sensors, respectively. ECM, buoys, and radar guidance have also been reworked. Buoys are more powerful, becoming more accurate as they get closer to the target. While their base error is high, at long ranges a buoy at close range can beat the accuracy of any onboard sensor. If you worry about opponents’ buoys, ECM can now intermittently jam them--except if they are connected to their parent vehicle by a harpoon cable, in which case they don't need the vulnerable wireless connection. Most blueprints should need no modifications under the new system, although a few may want a few more or less GPP cards. The one exception is water interactions--IR cameras, laser rangefinders, and retroreflection sensors can no longer work through water, so submarines that used them underwater or vehicles that used them to detect submarines will need to replace them (likely with buoys). Vehicles that predominantly used visual detection should also consider adding a greater variety of sensors--in particular, visual camera trackers tied to AA mainframes should likely be replaced with IR cameras. Also, radars and cameras can take over missile and projectile detection (radar is required for projectile detection), so munitions warners can be removed/replaced with additional sensors. Last but not least a sweet little addition to our build menu prefabs. https://preview.redd.it/iqw1ymabu9t51.png?width=1920&format=png&auto=webp&s=aa1e3cdba6e1d62e07aef83caf0acad2a39249ed Please do make sure you go through the changelog as a hell of a lot has changed!
Tour guides of Reddit, what's the worst thing a tourist has ever done under your supervision?
Former whitewater rafting guide. There's a calmer section of the river people can, if they choose to, hop out and swim through. They are wearing life jackets so you can just float through it. This woman decides she wants to try it and hops out. After she pops up she slowly tilts forward until just the back of her jacket is out of the water and she's completely still. After 5 or so seconds of this I start to realize this might not be intentional and paddle over and physically pick her head up above the water followed by her gasping for air. I haul her in the boat and ask what happened. She said she didn't know what to do as she'd "never been submerged in water before". 1) why are you on a whitewater rafting trip? 2) why didn't your strategy involve moving your body?
Pos puts viruses on people's stuff for repeat business
Exactly 300? You know that because you're sooo intelligent? Instead of posting ridiculous comments like this one just to gain karma please take a moment to look back and make some better life choices! Start working out and going to the church. It will improve your life a lot. After just 5 weeks of doing this I've got myself a girlfriend (she's a reporter but many tell her she could've been a model fyi) and got promoted at my job. It's the baby steps that improve your life. Cheers ;) P.S. if anyone is interested in my dietary/gym schedule and wants to learn more about the secrets of having a good life, shoot me a DM so we can talk price. A good advice is priceless. Money is temporary.
Top Platinum Gilded, Gold Gilded & Silver Gilded Comment
The Republican Party is causing more abortions than it’s stopping
And it's quite obvious. Abortions are not something anyone genuinely wants to do. It's not fun, it's not desirable. It is a rare, necessary but most decidedly unwanted outcome for all involved. Republicans, eternally and cosmically myopic, intellectually stunted, utterly and irredeemably self-obsessed with their own primitive and imbecilic worldview they derive from the dry pages of an antique book written by cavemen that they have never even read but rather have dictated to them by conmen and opportunists, these people have never found an issue that they couldn't take up while ignoring the entire context and nuance surrounding it. They have never found a problem they couldn't reduce into a tiny, binary window commensurate with their capacity for logic and reason. Women get abortions because they are unable to carry a child to term or unable to give a child the resources required for it to grow and lead a life. Usually because they were impregnated unintentionally. Either through consensual sex, or rape. In the case of consensual unintended pregnancies, it is no coincidence that the areas that do not engage in comprehensive and instructive sex education for children (Red states) have much higher rates of teenage pregnancies. Wheezing old fools with draconian views on sex pass garbled and incoherent drivel down to their spawn, who, ill-equipped for the realities of life, go out into the world without the tools and knowledge to carry out their biological impulses safely. In addition, these places demonize and chase out places like Planned Parenthood - which largely provide resources to women to help them AVOID becoming pregnant in the FIRST place. Only a tiny, tiny fraction of the work they do is for abortion procedures; the vast majority of their world and the entirety of their purpose is to help the living, and help them lead healthy and satisfactory lives. Name me a more pro-life organization than one that helps detect and prevent breast cancer and ovarian cancer, that helps young couples plan to be parents by having safe sex until they are financially and emotionally ready to have a family. That's where the name comes from, for any Republican readers furrowing their thick brows - Planned Parenthood. Planned Parenthood also views abortion as the least desirable outcome out of all the choices. They don't want a woman to need that procedure - which is why they provide education and contraceptive measures and a myriad of other supports to help avoid that outcome. But, as always, Republicans smash their faces into things they do not and refuse to understand. They plow bravely forward, willing to ruin and destroy millions of lives for a conviction they've given all the same length of deep thought as their choice of meal for breakfast. So they cripple education, they demolish healthcare, they create societies of restrictive and toxic attitudes towards sex. They create atmospheres of toxic masculinity that result in higher incidents of rape and less chances of reporting that rape and less chance of justice for that rapist and less chance of deterring or reducing the rise of the next rapist. They attack single mothers, they attack and impoverish communities of color, they attack wages and make god damn certain that most people in their own states are poor and unable to afford a single child, let alone a family, and mock and deride them for requesting higher wages, as they legislate higher wages for themselves into law for sport. And then, after all that, they demonize women who are scared and vulnerable and have been forced into making a difficult choice, blame them for their situation, make them feel less-than, and whip up fury and hate and look the other way when some lunatic monster bombs a clinic or stabs a doctor. Now, if ever there was a Republican that didn't do all of that, and was anti-abortion, they would have far more of a leg to stand on. In other words, if they did what fucking Planned Parenthood does, which is to do EVERYTHING in their power to help women NOT need to get to that outcome, I would actually believe them when they bleat on about the sanctity of life. I would not agree with them, but they wouldn't be such massive fucking hypocrites. They would be walking the walk of someone who was "pro-life". But let's not delude ourselves. That's not a Republican. That's not who they are or what they do. No, instead, these cretinous, despicable assholes do everything humanly possible to FORCE women into a state of pregnancy, including and up to culturing an atmosphere that fosters and protects rape and rapists and refuses to teach their young about the realities of sex and the options for contraception, and then attack and shriek and demonize women for having no alternatives. Frothing, zealous, tyrannical mobs of idiots, led by monsters. These people revolt me. I mean truly revolt me. These are some of the worst, most despicable examples of humanity to walk among us. Do not feel pity for these Republicans that chase this imbecilic goal. Do not try and see their side; they have no side. They have no true guiding ideologies. Their reasons are false ones, outright lies or profound self-delusions. These are blind masses. Do not tell me that you sympathize with them because abortion is a difficult choice and you can "see their side". They do not have a side, there is no evenly-split differences of opinion among reasoned men here. Their side is one of oppression, brutality, ignorance, and fearmongering. They have literally no desire to actually protect life. They do the conscious opposite in all of their policies and actions. They poison the water and earth and air, they launch bloody and pointless wars, they attack people of every other skin color and shrug or cheer when we throw people in cages. They laugh at the prospect of murdering immigrants, they cheer when health care is ripped away from American citizens, they condone torture and all manner of unnecessary brutality, they shrug callously as thirty fucking children are slaughtered in an elementary school, cowering against the wall and trembling in fear as a deranged white man with an automatic weapon pumps lead into the soft bodies of their young and helpless classmates. "Nothing we can do about it," they say. "Probably just child actors anyway" they say, these gutless flunkies of the pale horse rider. All of this death and destruction and the calamaity of a climate in total crisis, and they shrug, and they laugh along with the mango imbecile they put in charge of the most powerful army in the world, just days after hearing audio in which he brags, proudly, about his habit of forcibly assaulting women "because he's powerful". These ignorant assholes, who live in the luxury of an entire world given to them, freely, by centuries of scientific progress and technological innovation built brick by sweaty, bloody brick, now jeer and mock the scientists - experts who have dedicated their lives to very underpaid endeavor of the pursuit of knowledge - desperately warning them of the imminent reality of total planetary collapse. In all of that, they go and gather and strive to make abortion illegal, literally zero fucking effort ever given to do anything about aiding the circumstances that lead to that abortion in the first place, without any attempt to make anyone's lives easier or better or healthier. Then, their atrocious and inevitably ephemeral work done, they gather around one another and slap each others' backs at a job well done, "nice work, old boy," they tell one another, as they let the world wither and burn, and plot out how next they can further impoverish and demonize their poor brown and black countrymen. If you dislike abortion, then your responsibility is to do everything in your power to reduce the number of cases where women NEED to seek it out. This is what anyone who was legitimately "pro-life" would be striving to do. If your love of life burns so bright in your chest you can't stand the thought of a woman scooping a clump of cells out of her own body, then I would certainly expect your days and nights to be consumed with raising the minimum wage to help people feed their families, with preventing oil companies from dumping thousands of gallons of poisons in our water, with preventing our government from making a parking lot out of another Middle Eastern country. But I think you, as well as I, know that none of these people are doing that. Don't we. Blanket bills illegalizing abortion help no one. They reduce nothing, except the level of humanity in society. They victimize and attack people who are at their most vulnerable and frightened and make the world a far darker and draconian place. Fuck these people. The only lives that they are "pro" are their own greedy, selfish, insatiable souls. If it seems to you that my tone seems combative and scornful - it is. Kindness, respect, and compromise have never, and will never, prevent tße like of Republicans in Alabama and Missouri from passing the egregious and monstrously fascist bills that they have. When we compromise, they take another inch. When we then compromise again, they take yet another inch. If you have testicles, it is your choice whether or not to have your tubes tied or the entire damn system removed. If you have ovaries, it is your choice to do with those eggs, and anything gestating inside of them, what you will. I would not negotiate, compromise, nor ever accept the worldview of someone who justified slavery; I would battle tooth and nail and to the last breath against that diseased and toxic ideology, and I will similarly never accept nor compromise with someone who rejects the bodily autonomy of a woman. We are done with the age where we extend these people respect for their destructive and dehumanizing ideologies and agendas.
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Results of the Seventh Great FE:H Demographics and Opinions Survey!
Hi all, It’s time for results! Thank you to everyone who participated – we had around 3,400 results this time! For future context, this survey was posted about a week after the Performing Arts banner. If you responded to the survey or find these results valuable, upvotes to increase the visibility are much appreciated. There's a lot of Holy War threads to compete with right now, and I don’t want anyone who took the time to respond to miss seeing the results! As always, neither myself nor this survey are associated with Intelligent Systems or Nintendo in any way. Please direct feedback about the game itself to the official channels. Now without further ado, let’s get into the results! Album with all the graphs combined is linked in the closing remarks section, though I’d recommend reading the post itself as it contains more analysis and comparisons to previously-asked questions to show trends.
PreviousSurveyResults:First_Survey|Second_Survey|Third_Survey|Fourth_Survey|Fifth_Survey|Sixth_Survey ~ Demographics ~ As usual, the majority 99.6% reached this survey through Reddit, with the remainder coming from shared links. If you shared the survey with someone, make sure to share this results post with them as well! 72.6% began playing FE:H within 1 week of release, with 9.1% more beginning in February. 1.3% of respondents joined in September. Full results here: [Graph]. 42.9 % report being F2P, a slight decrease compared to the previous survey (-1.5%), continuing a slow decline. Also, 25.1% have spent between $1 - $100 and 3.9% have spent over $1000, up +0.4% from the previous survey. Full results here: [Graph]. 19-21 is the median age range. Full results here: [Graph]. Remember that these results are influenced by the subreddit’s demographics, and are not representative of the larger player population. 79.5% of respondents are male, 17.1% female, and 1.9% non-binary (66 respondents). Remember that these results are influenced by the subreddit’s demographics, and are not representative of the larger player population. [Graph]. 70.9% live in North America, followed by 16.7% in Europe. 4.4% in Asia, 3.1% in South America, 3.8% in Oceania, 0.7% in Central America & the Caribbean, 0.1% in Africa, and 0.3% in the Middle East. Remember that these results are influenced by regional availability and the popularity of Reddit - a predominantly English-speaking website - in those regions as well. [Graph]. 71.9% of respondents are in Arena tier 18 or above. 20.2% are tier 20 (+7.3% since last survey). The median tier is 18, and the average is 17.94. Full results here: [Graph]. ~ Summoning ~ Brave Heroes is the most summoned-from banner since the previous survey, with 95.1% of respondents reporting that they have spent orbs on it at least once (excluding the first free summon). Performing Arts is close behind at 94.5%, followed by Dauntless Crimeans at 79.0%. The next closest are both of Hector’s banners, To Die on the Battlefield Tempest Trials Mini (37.6%) and Choose Your Legends Top 8 Block A (35.6%). Full results here: [Graph]. Brave Heroes is the most common orb-draining banner since the previous survey, with 54.1% of respondents reporting that they used the most orbs on it. Runner-up is Performing Arts at 23.3%, then Dauntless Crimeans at 12.8%. Full results here: [Graph]. Brave Heroes is the most common favorite banner since the previous survey, with 54.0% of respondents reporting it as their favorite. Runner-up is Performing Arts at 27.9%, then Dauntless Crimeans at 8.2%. Full results here: [Graph]. 72.9% chose Brave Lyn as their free guaranteed summon from the Brave Heroes banner. 13.5% chose Brave Ike, 9.0% chose Brave Lucina, and 4.1% chose Brave Roy. [Graph]. 28.1% spent money on orbs specifically for Brave Heroes, which places it higher than all special banners so far expect for Hero Fest I (34.3%). [Graph]. 21.6% spent money on orbs specifically for Performing Arts, which makes it the third-highest grossing, just above Spring Festival (21.3%), but behind Brave Heroes at 28.1%. [Graph] Brave Ike was the most summoned for on the Brave Heroes banner at 76.9% of respondents pulling for him. Brave Lucina had 64.5%, Brave Roy had 53.4%, and Brave Lyn had 50.8%. Keep in mind that these numbers are affected by the free summon choice, where Brave Lyn was chosen most often. [Graph]. Performing Azura was the most summoned for on the Performing Arts banner at 79.0% of respondents pulling for her. Performing Inigo had 62.8%, Performing Olivia had 59.8%, and Performing Shigure had 33.7%. [Graph]. ~ Grand Hero Battles & Bound Hero Battles ~ 87.0% completed BHB Ephraim & Eirika on Hard, 81.7% on Lunatic, and 66.6% on Infernal. [Graph]. 87.6% completed BHB Ninian & Hawkeye on Hard, 81.5% on Lunatic, and 72.4% on Infernal. [Graph]. The average difficulty rating for Ephraim & Eirika Hard is 1.95, and Ninian & Hawkeye Hard is 1.97. The average difficulty rating for Ephraim & Eirika Lunatic is 2.84, and Ninian & Hawkeye Lunatic is 2.81. The average difficulty rating for Ephraim & Eirika Infernal is 3.80, and Ninian & Hawkeye Infernal is 3.63. Legion Infernal remains king with the highest difficulty rating so far (4.77). [Ephraim & Eirika Graph], [Ninian & Hawkeye Graph]. The amount of help used by players to complete Ephraim & Eirika and Ninian & Hawkeye can be seen here: [Graph]. Cross-analysis reveals that 54.98% of those who completed Ephraim & Eirika Infernal did so without any outside help. 58.77% for Ninian & Hawkeye Infernal. ~ Squad Assault III ~ 39.0% have completed the 3rd Squad Assault, compared to 59.6% who have not. [Graph]. 3.45 is the average difficulty rating for the 3rd Squad Assault. 48.0% rated the difficulty at a 4/5 or above. For comparison, the 1st Squad Assault had an average difficulty rating of 3.73. [Graph]. 3.14 is the average enjoyment rating for the 3rd Squad Assault. 35.1% rated their enjoyment at a 4/5 or above. For comparison, the 1st Squad Assault had an average enjoyment rating of 3.32. [Graph]. 31.4% reported not using any outside help to complete the 3rd Squad Assault (compared to 40.5% for the 1st Squad Assault). 15.8% looked at maps/units to do their own strategizing, 6.2% used some advice/strategizing/teambuilding help from others, and only 1.9% followed a video or step-by-step image guide. [Graph]. ~ Tempest Trials Mini: To Die on the Battlefield ~ 90.0% reached the final unique reward (Distant Def 1 Seal) at 20,000 points in Tempest Trials Mini. 91.9% reached 5* Masked Marth, 92.8% acquired the Defense +1 Seal, 94.1% achieved the Quickened Pulse Seal, and 95.7% acquired the 4* Masked Marth [Graph]. Ninian was the most-used Bonus Unit at 49.5%, followed by Hector (46.2%) and Masked Marth (24.9%). Lloyd was the least-used at 3.3%. [Graph]. 4.55 is the average enjoyment rating for the Tempest Trials Mini. 92.3% rated their enjoyment at a 4/5 or above. [Graph]. 2.34 is the average difficulty rating for the Tempest Trials Mini. Only 7.0% rated the difficulty at a 4/5 or above. [Graph]. 60.1% prefer the Tempest Trials Mini over the regular Tempest Trials, while 3.7% feel the opposite. 34.5% have no preference. [Graph]. ~ Tempest Trials: Moment of Fate ~ 53.4% reached the final orb reward at 99,999 points in the Fourth Tempest Trials. 92.3% reached the Panic Ploy 1 Seal, 95.6% reached 5* Black Knight, 96.5% achieved the Fortify Defense 1 Seal, 97.8% reached the Resistance +1 Seal, and 99.1% reached 4* Black Knight [Graph]. Ike was the most-used Bonus Unit at 52.3%, followed by Black Knight (39.6%) and Elincia (31.7%). Mist was the least-used at 6.3%. [Graph]. 3.67 is the average enjoyment rating for the Fourth Tempest Trials. 58.5% rated their enjoyment at a 4/5 or above. [Graph]. 2.74 is the average difficulty rating for the Fourth Tempest Trials. 20.0% rated the difficulty at a 4/5 or above. [Graph]. Tempest Trials Mini: To Die on the Battlefield is the favorite Tempest experience so far, at 55.2%. The runner-up is Tempest Trials IV: Moment of Fate at 20.3%, followed by Tempest Trials III: Reunited at Last at 9.6%. Full results here: [Graph]. ~ Specialty Teams: Horse Emblem ~ Comparison to last month’s results are in parentheses at the end of each line. 91.4% can complete the monthly Cavalry quests (+2.9%). 91.6% can field a full Lv.40 Cavalry team (4 Cavalry units) (-2.6% w/ Lv.40 specification). 71.2% use a Dire Thunder user on their main Cavalry team (+3.6%). 69.5% use Brave Lyn on their main Cavalry team (---%). 30.4% use a Blade tome on their main Cavalry team (-4.4%). 21.2% use another tome mage (non-Dire non-Blade) on their main Cavalry team (-5.2%). 70.1% use Xander or Camus on their main Cavalry team (-7.5%). 40.9% have used their main Cavalry team in Arena Offense (+1.6%). 33.8% have used their main Cavalry team in Arena Defense (+1.9%). 58.8% have used their main Cavalry team in GHBs/Tempests (+1.4%). 7.5% have more than +5 in merges spread across their main Cavalry team, though this question failed to specify the star-level of merges. (+1.9%). ~ Specialty Teams: Flier Emblem ~ Comparison to last month’s results are in parentheses at the end of each line. 91.1% can complete the monthly Flier quests (+8.3%). 88.3% can field a full Lv.40 Flier team (4 Flier units) (-3.8% w/ Lv.40 specification). 50.9% use a tome flier on their main Flier team (-2.7%). 35.2% have at least one flier with Hone Fliers on their main team (+3.0%). 23.5% have used their main Flier team in Arena Offense (+5.9%). 12.9% have used their main Flier team in Arena Defense (+2.2%). 26.9% have used their main Flier team in GHBs/Tempest (+2.0%). 5.5% have more than +5 in merges spread across their main Flier team, though this question failed to specify the star-level of merges. (+2.5%). ~ Specialty Teams: Armor Emblem ~ Comparison to last month’s results are in parentheses at the end of each line. 85.4% can complete the monthly Armor quests (+10.1%). 74.5% can field a full Lv.40 Armor team (4 Armor units) (-11.0% w/ Lv.40 specification). 65.0% use Hector on their main Armor team (+7.8%). 89.2% use the Black Knight on their main Armor team (---%). 27.1% use Amelia on their main Armor team (+3.2%). 50.2% have 2 or more units with Distant Counter on their main Armor team (+41.8% w/ addition of DC weapon). 1.0% have 2 or more units with Armor March on their main Armor team (+0.4%). 14.6% have used their main Armor team in Arena Offense (+7.3%). 9.5% have used their main Armor team in Arena Defense (+4.0%). 15.3% used their main Armor team in GHBs/Tempest (+8.9%). 2.8% have more than +5 in merges spread across their main Armor team, though this question failed to specify the star-level of merges. (+0.2%). ~ Specialty Teams: Dragon Emblem ~ Comparison to last month’s results are in parentheses at the end of each line. 67.8% can field a full Lv.40 Dragon team (4 Dragon units) (-18.1% w/ Lv.40 specification). 87.6% use Ninian on their main Dragon team (+13.5%). 7.0% have 2 or more units with Fortify Dragons on their main Dragon team (---%). 9.6% have used their main Dragon team in Arena Offense (+2.3%). 5.8% have used their main Dragon team in Arena Defense (+0.4%). 9.8% have used their main Dragon team in GHBs/Tempest (+3.4%). 5.9% have more than +5 in merges spread across their main Armor team, though this question failed to specify the star-level of merges. (+2.5%). ~ Repeating Questions ~ 41.7% believe that every playable character from every main-series Fire Emblem game will be added eventually, down -0.4% from the last time this question was asked. 40.7% do not believe that every playable character will eventually be added. [Graph]. 23.1% believe they will eventually reach Tier 20 in Arena, while 41.8% have already reached Tier 20 at least once (up +5.8% from the last survey). 26.1% don’t believe they will ever reach Tier 20, about equal (-0.1%) from the last survey. [Graph]. 90.5% believe Intelligent Systems cares about its Free to Play userbase, down -3.5% from last survey’s record high of 94.0%. [Graph]. 47.5% have Sharena at 5* rarity (+1.2% compared to last survey). 41.3% have Anna at 5* rarity (+3.4%), and 33.7% have Alfonse at 5* rarity (+4.4%). 42.8% do not have any of the Askr Trio at 5* rarity. [Graph]. ~ Miscellaneous Topics ~ Awakening is the most-played main series Fire Emblem game (besides Heroes) at 72.3%, followed by Fates at 66.6%. Third is Sacred Stones at 59.5%. The least-played is Mystery of the Emblem at 6.0%. Full results here: [Graph]. 7.1% of respondents neglected to check the Fire Emblem Heroes box! 31.3% have taken a break or hiatus from Heroes for more than a week before eventually coming back. 66.9% have never taken a break for more than a week. [Graph]. +3.8 is the average highest merge level achieved on any unit, and 2 is the median highest merge level. However, this question neglected to specify the rarity level. Since there’s a big commitment difference between 3* and 5* , these results should not be taken too seriously. [Graph]. 27.4% favor an enemy-phase, defense-oriented playstyle, while 15.5% favor a player-phase, offense-oriented playstyle. However, the majority 56.2% use a combination of both or don’t favor one over the other. [Graph]. 84.2% believe there have been instances of power creep in FE:H, compared to 9.9% who do not. [Graph]. 43.86 Orbs is the average decided exchange rate for 20,000 feathers after removing major outliers. 57.8% chose their Summoner Support hero because they are one of their favorite characters, while 32.8% chose them because they are one of their strongest characters. However, I was missing a “both” option, so take these results with a grain of salt. [Graph]. 63.2% have used their only copy of a 4* Available unit for Skill Inheritance. A further 25.5% would do so under the right circumstances, while 11.3% would never do so. [Graph]. 37.7% have used their only copy of a 5* Only unit for Skill Inheritance. A further 34.0% would do so under the right circumstances, while 28.3% would never do so. [Graph]. 7.4% have used their only copy of a Special Limited Time / Seasonal unit for Skill Inheritance. A further 25.9% would do so under the right circumstances, while 66.6% would never do so. [Graph]. 20.7% have used their only copy of a Grand Hero Battle unit for Skill Inheritance. A further 36.4% would do so under the right circumstances, while 42.9% would never do so. [Graph]. ~ 5* Hero Data ~ 41.16 is the average number of Available 5* Heroes. Median is 39. 6.67 is the average number of heroes merged away into other heroes. Median is 4. 4.01 is the average number of heroes used for inheritance. Median is 3. 0.49 is the average number of heroes sent away for feathers. Median is 0. 51.95 is the average TOTAL number of 5* Heroes given all of the above data sets. Median is 48. For the current AVAILABLE number of 5* Heroes:
41.16 is the average number of 5* heroes available in barracks among all players.
30 is the cutoff for the 25th percentile
39 for the 50th percentile
47 for the 75th percentile
58 for the 90th percentile
71 for the 95th percentile
For the TOTAL number of 5* Heroes
51.95 is the average total number of 5* heroes obtained for all players.
36 is the cutoff for the 25th percentile
48 for the 50th percentile
59 for the 75th percentile
74 for the 90th percentile
95 for the 95th percentile
~ Other Game Data ~ 46.48 is the average number of Orbs at the time of this survey. However, the Median is 14.5. 45,775 is the average number of Feathers at the time of this survey. Median is 25,000. 123/176 is the average unique hero count (Hero Catalog number) at the time of this survey. The median is 124/176. Only 19.8% have reached S-rank Summoner Support with more than one hero. Only 2.5% have reached S-rank Summoner Support with more than five. The average is 1.37. 6.32 is the average number of Heroes to have at max Hero Merit (3000). The median is 6. 241.06 is the average Barracks size. The median is 205. 53.8% have expanded their barracks at least once beyond the default 200. 74.85 is the average number of Sacred Coins, though this question was ill-timed as the Sacred Seal Forge came out right around the same time as this survey. As such, this result is highly unreliable. 46.4% find the 5* Hero Data collection and results to be valuable, while 41.2% answered “sort of” and 2.5% do not. [Graph]. 88.1% do not find the 5* Hero Data survey difficult or stressful to fill out, while 9.3% answered “sort of” and 1.7% do. [Graph]. Thank you for your suggestions and replies to the 5* Hero Data survey – I will continue to tune and adjust it to be as valuable as possible. ~ Special Results: Number of 5* Heroes by Join Time ~ The following is a graph plotting the Total Number of 5* Heroes by Join Time: [Graph]. ~ Special Results: # of 5* Heroes vs. Money Spent ~ The following graph plots the average number of 5* heroes for each spending bracket: [Graph]. Do not take this as incentive to spend more for higher return – remember that gachas are gambling, and can be addicting. Always have a plan of how much you’re willing to spend, and stay below an amount you can afford and feel comfortable with. ~ Special Results: 5* Hero Data for Release Month F2Ps Only ~ For the current AVAILABLE number of 5* Heroes:
35.96 is the average number of 5* heroes available in barracks among players joining in February.
30 is the cutoff for the 25th percentile
36 for the 50th percentile
42 for the 75th percentile
47 for the 90th percentile
51 for the 95th percentile
57 for the 99th percentile
For the TOTAL number of 5* Heroes
43.28 is the average number of 5* heroes obtained for players joining in February.
35 is the cutoff for the 25th percentile
44 for the 50th percentile
52 for the 75th percentile
58 for the 90th percentile
63 for the 95th percentile
71 for the 99th percentile
~ Bonus Questions ~ Dancers/Singers are the most dreaded unit type to face (49.0%), followed by Tome Cavalry (22.7%) and Archer Cavalry (16.1%). [Graph]. Who is your Favorite Hero?
Ike (5.5%) is the winner, followed by Nino (4.8%) and Brave Ike (3.9%)
13.8% have participated in all 7 of these surveys. Thank you all for your continued support! The average survey respondent has participated in 3.18 surveys. This survey gained 31.1% that had never responded to one of these surveys before. Full results here: [Graph]. Graphs for the “Rate your feelings on the following statements” questions:
The most responses of “Strongly Agree” is on the statement “The FireEmblemHeroes subreddit is my main source of FE:H information and discussion”
4.06 is the average rating on “Dancers don’t need good offensive stats to be good units”
4.34 is the average rating on “The Choose Your Legends event exceeded my expectations”
3.22 is the average rating on “My luck in this game is about average compared to people with comparable money/time investment”
4.30 is the average rating on “The FireEmblemHeroes subreddit is my main source of FE:H information and discussion”
3.82 is the average rating on “The Sacred Coins’ purpose meets my expectations”
3.27 is the average rating on “Gennys are friends, not fodder”
~ Feedback ~ As always, I received lots of great feedback, both in your survey responses and in the thread itself. A heartfelt thank you to all participants for your encouragements and criticisms - these surveys wouldn’t be where they are without your feedback. But it’s not all serious: feedback messages also included:
Wrathful sheep noises
“Elise is the leading cause of Gennycide”
#FaesarefriendsNotfood #SaveTheSheep #BuffFlorina
A passionate defense of Takumi
A call to arms to support Genny rights. Contact your local representatives today!
Lies about the ability of a proficient Roy to stand a chance against an Azura
Greetings from Australia, Austria, Brazil, Canada, Chile, Finland, France, Hawaii, Hong Kong, Indonesia, Ireland, Italy, Mexico, the Netherlands, New Zealand, Vietnam, and a post-hurricane Puerto Rico. Stay safe, summoner!
Extra Life 2017: Team Fire Emblem Coming up on November 4th is the Extra Life livestream event to raise money for children’s hospitals. If you haven’t seen u/darkdogdemon ‘s post about it, check it out here. It’s a worthy cause, and just a little of your time or money can go a long way towards helping young Heroes defeat their Trials. A source on the inside informs me that there’ll be some very special guests, exclusive prizes up for raffle, and not 1, not 2, but at least 10 different Fire Emblem games being played throughout the 24-hour period! If you haven’t played the games of some of your favorite characters in FE:H, this would be a great opportunity to see their origins! Keep a lookout on this sub for more details coming soon!
Thanks again to everyone who participated! I hope you find the results interesting, and if there’s anything else you think can be discovered from the data, let me know and I’ll do my best to oblige!
Results of the Fifth Great FE:H Demographics and Opinions Survey!
Hi all, It’s time for the results! Once again, a sincere thank you to all who participated in this survey. In total, there were just over 2,500 responses! If you responded to the survey or are interested in these results, feel free to share or otherwise increase the visibility. I don’t want anyone who took the time to respond to miss seeing the results! Apologies for the slight dip in quality this time around – I ended up rushing to put this out before the 1.6 update / Hero Fest hits, and I made some mistakes. Notably, Clarisse, Tobin, and Berkut were benched missing from the drop-downs as I forgot to add new non-banner heroes. Also, a few other questions weren’t updated to account for new features/heroes. Rest assured the next one will meet the higher standard. For context, this survey was posted on July 31st, just after the 6-month Anniversary livestream, but just before the Anniversary event itself. As always, neither myself nor this survey are associated with Intelligent Systems or Nintendo in any way. Please direct feedback about the game itself to the official channels. Now without further ado, let’s get into the results! Album with all the graphs combined is linked in the closing remarks section, though I’d recommend reading the post itself as it contains more analysis and comparisons to previously-asked questions to show trends.
PreviousSurveyResults:First_Survey|Second_Survey|Third_Survey|Fourth_Survey ~ Demographics ~ As expected, 98.9% reached this survey through Reddit, though a handful of others joined in through other forms of social media. If you shared the survey with someone, make sure to share this results post with them as well! 59.4% began playing FE:H on release day, with 17.7% more beginning within release week and another 7.3% within the month of February. 1.6 % of respondents joined in July. Full results here: [Graph]. Nearly a quarter (24.8%) of respondents have used over 90% of their naturally-refilling stamina since they began playing the game, and a cumulative 83.2% use 50% or higher. Full results here: [Graph]. 45.6% report being F2P, a slight decrease compared to the previous survey (-1.6%). Also, 27.3% have spent between $1 - $100 and 2.8% have spent over $1000. Full results here: [Graph]. 25.8% are 19-21 years old, with 20.4% in the range 16-18, 22.6% in the range 22-24, and 19.7% in the range 25-30. Only 3.7% are below 15, and 6.6% are above 30 (with 0.4% above 40). Remember that these results are influenced by the subreddit’s demographics, and are not representative of the larger player population. [Graph]. 80.7% of respondents are male, 17.0% female, and 1.4% non-binary (36 respondents). Remember that these results are influenced by the subreddit’s demographics, and are not representative of the larger player population. [Graph]. 70.7% live in North America, followed by 17.3% in Europe. 3.9% in Asia, 3.6% in South America, 3.3% in Oceania, 0.7% in Central America & the Caribbean, 0.2% in Africa, and 0.4% in the Middle East. Remember that these results are influenced by regional availability, and the popularity of Reddit - a predominantly English speaking website - in those regions as well. [Graph]. 81.6% of respondents are in Arena tier 17 or above. 12.9% are tier 20. This is a significant shift to the higher tiers since last month’s survey, where 78.2% were tier 16 or above, and only 2.8% were in tier 20. The median tier is 18, and the average is 17.5 Full results here: [Graph]. ~ Summoning ~ Ylissean Summer is the most summoned-from banner since the previous survey, with 77.5% of respondents reporting that they have summoned from it at least once. Nohrian Summer is close behind at 67.5%, followed by Alm’s Army at 55.9%. Full results here: [Graph]. Ylissean Summer is the most common orb-draining banner since the previous survey, with 40.9% of respondents reporting that they used the most orbs on it. Runner-up is Nohrian Summer at 14.8%, then Alm’s Army at 14.2%. Full results here: [Graph]. Nohrian Summer is the most common favorite banner since the previous survey, with 31.0% of respondents reporting it as their favorite. Runner-up is Ylissean Summer at 22.0%, then Alm’s Army at 13.5%. Full results here: [Graph]. Alm’s Army was chosen over Celica’s Army for most orbs used on it, with 42.4% using more on Alm’s while 24.6% used more on Celica’s. [Graph]. 78.1% summoned from the Ylissean Summer banner at least once, and 68.3% summoned from the Nohrian Summer banner at least once. This makes Nohrian Summer the least-summoned from special banner, but the data is currently unreliable due to the upcoming Hero Fest and long end date for the banner. Ylissean Summer is less summoned from than Hero Fest (89.6%) and Spring Festival (81.7%), but not Bridal Blessings (76.8%). [YS Graph]. [NS Graph]. 18.0% spent money specifically for the Ylissean Summer banner, and 16.3% spent specifically for the Nohrian Summer banner (though the same caveat as above applies here as well). This is less spending than the other special banners: 18.9% spent specifically for Bridal Blessings, 21.3% for Spring Festival, and 34.3% for Hero Fest. [YS Graph]. [NS Graph]. Robin was the most summoned for on the Ylissean Summer banner at 54.9% pulling for her. Tiki had 48.2%, Frederick had 22.6%, and Gaius had 19.3%. [Graph]. Corrin was the most summoned for on the Nohrian Summer banner at 57.6% pulling for her. Elise had 23.5%, Xander had 22.6%, and Leo had 15.6%. [Graph]. Since someone asked, the following table calculates which Summer characters were summoned for by Gender. [Table]. 13.0% have summoned from one of last month’s banners specifically to obtain a newly-introduced skill onto an already-owned hero. [Graph]. ~ Grand Hero Battles ~ 83.1% completed GHB Clarisse on Hard, 70.4% on Lunatic, and 51.3% on Infernal. [Graph]. 82.2% completed BHB Alm & Celica on Hard, 70.6% on Lunatic, and 54.9% on Infernal. [Graph]. 85.1% completed GHB Berkut on Hard, 66.9% on Lunatic, and 52.9% on Infernal. [Graph]. The average difficulty rating for Clarisse Hard is 2.04, Alm & Celica Hard is 2.31, and Berkut Hard is 2.28. The average difficulty rating for Clarisse Lunatic is 3.13, Alm & Celica Lunatic is 3.37, and Berkut Lunatic is 3.45. The average difficulty rating for Clarisse Infernal is 4.01, Alm & Celica Infernal is 4.22, and Berkut Infernal is 4.29. Legion Infernal remains king with the highest difficulty rating (4.77). Hope you’re all ready for the rematch! [Clarisse Graph], [Alm & Celica Graph], [Berkut Graph]. Berkut has the highest proportion of respondents following a video or step-by-step images to complete, while Clarisse has the lowest. Similarly, Clarisse has the highest proportion of respondents using no help at all, while Berkut has the lowest. [Graph]. Cross-analysis reveals that only 29.3% of those who completed Berkut Infernal did so without any outside help. 48.5% for Alm & Celica Infernal, and 56.4% for Clarisse Infernal. Grand Hero Battles / Hero rewards are preferred to Bound Hero Battles / Orb rewards by near double, 50.7% to 27.5%. [Graph]. ~ Chain Challenge and Squad Assault ~ 22.8% have not completed any Lunatic Level Chain Challenges, and only 12.5% have completed over 90% (4% have completed all). The median completion level is 30%. [Graph]. 52.4% believe the Chain Challenge rewards match the effort required. 30.2% believe the rewards are not enough, while only 1.1% believe they are too generous. [Graph]. 4.15 is the average difficulty rating for the Chain Challenge mode on Lunatic. 82.2% rated the difficulty at a 4/5 or above. [Graph]. 3.27 is the average enjoyment rating for the Chain Challenge mode on Lunatic. 40.5% rated the difficulty at a 4/5 or above. [Graph]. 54.2% believe the number of allowed teams for Lunatic Level Chain Challenges is acceptable, while 21.4% believe the number is too low. Only 2.4% believe the number is too high. [Chain]. 56.6% have completed the 1st Squad Assault, compared to 42.4% who have not. [Graph]. 44.8% believe the Squad Assault rewards match the effort required, compared to 29.5% who believe the rewards are not enough. Only 1.2% believe the rewards are too generous. [Graph]. 3.73 is the average difficulty rating for the 1st Squad Assault. 60.3% rated the difficulty at a 4/5 or above. [Graph]. 3.32 is the average enjoyment rating for the 1st Squad Assault. 41.8% rated the difficulty at a 4/5 or above. [Graph]. 40.5% reported not using any outside help to complete the 1st Squad Assault. 13.8% looked at maps/units to do their own strategizing, 4.6% used some advice/strategizing/teambuilding help from others, and only 1.5% followed a video or step-by-step image guide. [Graph]. ~ Specialty Teams: Horse Emblem ~ 82.3% can complete the monthly Cavalry quests 90.7% can field a full Cavalry team (4 Cavalry units) 64.9% use a Dire Thunder user on their main Cavalry team 32.6% use a Blade tome on their main Cavalry team The non-Blade tome question was thrown out for being poorly worded and able to be interpreted multiple ways. 77.0% use Camus or Xander on their main Cavalry team 36.2% have used their main Cavalry team in Arena Offense 29.3% have used their main Cavalry team in Arena Defense 47.4% have used their main Cavalry team in GHBs/Tempests 3.6% have more than +5 in merges spread across their main Cavalry team, though this question failed to specify the star-level of merges. ~ Specialty Teams: Flier Emblem ~ 73.3% can complete the monthly Flier quests 89.9% can field a full Flier team (4 Flier units) 25.9% use Spring Camilla on their main Flier team, though I forgot to update this question to account for the new flying tome Summer Corrin, so take it with a grain of salt 33.7% have at least one flier with Hone Fliers on their main team 11.2% have used their main Flier team in Arena Offense 7.1% have used their main Flier team in Arena Defense 17.0% have used their main Flier team in GHBs/Tempest 2.7% have more than +5 in merges spread across their main Flier team, though this question failed to specify the star-level of merges. ~ Specialty Teams: Armor Emblem ~ 61.8% can complete the monthly Armor quests 85.9% can field a full Armor team (4 Armor units) 56% use Hector on their main Armor team 7.5% have 2 or more units with Distant Counter on their main Armor team 4.7% have used their main Armor team in Arena Offense 3.7% have used their main Armor team in Arena Defense 5.8% used their main Armor team in GHBs/Tempest 2.0% have more than +5 in merges spread across their main Armor team, though this question failed to specify the star-level of merges. ~ Specialty Teams: Dragon Emblem ~ 86.4% can field a full Dragon team (4 Dragon units) 53.3% use Ninian on their main Dragon team 7.1% have used their main Dragon team in Arena Offense 5.8% have used their main Dragon team in Arena Defense 7.0% have used their main Dragon team in GHBs/Tempest 2.0% have more than +5 in merges spread across their main Armor team, though this question failed to specify the star-level of merges. ~ Repeating Questions ~ 40.3% believe that every playable character from every main-series Fire Emblem game will be added eventually, down only 0.5% from the last time this question was asked, but down 23.7% from March. [Graph]. 31.8% believe they will eventually reach Tier 20 in Arena, while 23.4% have already reached Tier 20 at least once. 33.8% don’t believe they will ever reach Tier 20. This represents an increase of 2.3% believing they will reach Tier 20 compared to the last time this question was asked, and the number believing they never will has decreased 16.8%. [Graph]. 91.8% believe Intelligent Systems cares about its Free to Play userbase, the highest ever polled (previous high was 84.1% at the end of June). This is likely an effect of the 6-month Anniversary announcements. [Graph]. 47.0% have purchased Fire Emblem Echoes: Shadows of Valentia, up 2.7% from last month, while the proportion of respondents planning to purchase eventually has remained about the same (18.7%). [Graph]. 40.9% have Sharena at 5* rarity (+7.4% compared to last survey). 28.3% have Anna at 5* rarity (+8.2%), and 19.0% have Alfonse at 5* rarity (+8.0%). 51.7% still do not have any of the Askr Trio at 5* rarity. [Graph]. ~ Miscellaneous Topics ~ 32.3% would remove boon/bane/IVs from the game entirely if given the option, while 54.1% would NOT remove them. [Graph]. 21.7% believe the level cap will eventually be raised beyond 40, while 61.2% do not. [Graph]. 83.3% like the variety of art styles currently present in FE:H, while 13.0% wish that all artwork was drawn in the same style. [Graph]. 62.6% believe that most new skills should be made available on 4* summons, while 24.7% believe all new skills should be available this way. 8.9% believe that most new skills should be 5* only. [Graph]. 26.1% believe that skills like Cancel Affinity and Panic Ploy have had an effect on the prevalence of the strategies they counter , while 52.7% do not believe these skills have such an effect. [Graph]. 2.75 is the average rating for the extent to which respondents care about the story/plot of FE:H. [Graph]. 66.7% watched the FEH Channel Livestream live on 7/27. [Graph]. 62.9% believed that Light’s Blessings should be made available as an in-game reward again (wish granted!). 13.7% thought they should NOT be made available anymore. [Graph]. 30.9% believe Blade Tomes need to be nerfed (have their power reduced, directly or indirectly, while 50.1% believe they do not need to be. [Graph]. 38.3% believe Cavalry buffs need to be nerfed (have their power reduced, directly or indirectly, while 45.7% believe they do not need to be. [Graph]. If nerfs were to occur, 65.3% would prefer them to be Indirect, compared to 23.0% who would prefer them to be Direct. [Graph]. Blue is the favorite color at 52.2%, followed by Green at 17.8%, Red at 16.2%, and Grey at 4.4%. I edited the colors of the pie graph to avoid confusion, but it still looks a little strange: [Graph]. ~ 5* Hero Data ~ 26 is the average number of Available 5* Heroes. Median is 24. 4 is the average number of heroes merged away into other heroes. Median is 1. 3 is the average number of heroes used for inheritance. Median is 1. 0 is the average number of heroes sent away for feathers. Median is also 0. 32.28 is the average TOTAL number of 5* Heroes given all of the above data sets. Median is 28. For the current AVAILABLE number of 5* Heroes:
26 is the average number of 5* heroes available in barracks among all players.
18 is the cutoff for the 25th percentile
24 for the 50th percentile
30 for the 75th percentile
40 for the 90th percentile
52 for the 95th percentile
For the TOTAL number of 5* Heroes
32.28 is the average number of 5* heroes obtained for all players.
21 is the cutoff for the 25th percentile
28 for the 50th percentile
35 for the 75th percentile
51 for the 90th percentile
70 for the 95th percentile
Looking at available Orbs and Feathers: 59 is the average number of Orbs at the time of this survey. However, the Median is 18. 27,333 is the average number of Feathers at the time of this survey. Median is 17,000. 33.57 is the average potential Total number of 5* Heroes, adding 1 to the total for every 100 orbs and for every 20,000 feathers. 5 is the average number of 5* heroes promoted from feathers rather than being summoned. Median is also 5. ~ Other Game Data ~ 59 is the average number of Orbs at the time of this survey. However, the Median is 18. 27,333 is the average number of Feathers at the time of this survey. Median is 17,000. 34.5 is the average number of heroes at Lv.40. Median is 31. 7.2 is the average number of heroes at current max Hero Merit (2,000 HM). Median is 7. 12.4 is the average number of heroes with a skill in every slot, though this question was worded poorly and could be interpreted in different ways. Median is 11. 6.8 is the average number of heroes considered “fully built,” though this question was worded poorly and could be interpreted in different ways. Median is 5. ~ Special Results: Number of 5* Heroes by Join Time ~ The following is a graph plotting the Total Number of 5* Heroes by Join Time: [Graph]. ~ Special Results: # of 5* Heroes vs. Money Spent ~ The following graph plots the average number of 5* heroes for each spending bracket: [Graph]. Do not take this as incentive to spend more for higher return – remember that gachas are gambling, and can be addicting. Always have a plan of how much you’re willing to spend, and stay below an amount you can afford and feel comfortable with. ~ Special Results: 5* Hero Data for Release Month F2Ps Only ~ For the current AVAILABLE number of 5* Heroes:
22 is the average number of 5* heroes available in barracks among players joining in February.
18 is the cutoff for the 25th percentile
22 for the 50th percentile
26 for the 75th percentile
30 for the 90th percentile
32 for the 95th percentile
For the TOTAL number of 5* Heroes
26 is the average number of 5* heroes obtained for players joining in February.
20 is the cutoff for the 25th percentile
25 for the 50th percentile
30 for the 75th percentile
35 for the 90th percentile
38 for the 95th percentile
~ Bonus Questions ~ Once again, Clarisse, Tobin, and Berkut were missing from the drop-downs due to benchwarming clerical error, so they’re not included in these results. Who is your favorite Hero?
Nino (7.4%) is still the winner, followed by Ike (4.8%) and Lucina (3.5%)
Since last time, Nohrian Summer Corrin stole 2nd, Reinhardt has left the Top Ten (maybe most people already have him by now?), and Ninian and Hinoka have both entered the Top Ten. (likely because of their Flier and Dragon Emblem utility)
Special Results: Tracking ranking changes for the question above throughout the surveys:
The following graph plots the ranks in the “If you could immediately receive any Hero at 5* rarity, who would it be?” question throughout the four surveys it’s been asked in. Note that 30 is not an actual ranking, but a minimum value given to any character that dropped out of the top 30 (or wasn’t introduced at the time) to keep the scale of the graph more readable.
The most responses of “Strongly Agree” is on the statement “Feh best owl”
2.93 is the average rating on “The ratio of new main series heroes to new alternate costume heroes is balanced”
4.12 is the average rating on “The Livestream was hype”
3.80 is the average rating on “The level of fanservice present in the Summer banners is acceptable”
3.92 is the average rating on “Berkut deserved better”
2.78 is the average rating on “Summoning is more often satisfying than disappointing”
3.95 is the average rating on “Summer Xander’s abs can cut diamonds”
3.29 is the average rating on “There is too much Shadows of Valentia content compared to representation from other games”
4.41 is the average rating on “Feh best owl”
~ Feedback ~ As always, I received lots of great feedback, both in your survey responses and in the thread itself. This survey was a bit different from the last one with some question types, and there were more mistakes/oversights than usual, but I appreciate all of the comments that help me fix and refine for the future. A heartfelt thank you to all participants for your encouragements and criticisms - these surveys wouldn’t be where they are without your feedback. But it’s not all serious: feedback messages also included:
Greetings from Australia, Brazil, Canada, Florida, France, Germany, Hungary, Indonesia, Spain, Mexico, Malaysia, Pennsylvania, and an Irishman in America. Hello!
Finally, I’ve made two comments below to organize conversation around two specific topics:
If you want a direct response to a question you wrote in the feedback, respond to the “Questions” comment below
High-effort FE:H song-parodies are honored with their own comment titled “Song Parodies” below.
~ Closing Remarks ~ [For all of the graphs in one album, click here]. Thanks again to everyone who participated! This survey was, admittedly, on the long side, so I’ll be paring it back down for next time. I hope you find the results interesting, and if there’s anything else you think can be discovered from the data, let me know and I’ll do my best to oblige!
Results of the Fourth Great FE:H Demographics and Opinions Survey!
Hi all, The results are in! First of all, a sincere thank you to everyone who took the time to complete the survey. In total, there were just over 2,700 responses! If you responded to the survey or are interested in these results, feel free to share or otherwise increase the visibility. I don’t want anyone who took the time to respond to miss seeing the results! For context, the survey was posted on June 26th, after the end of the first Tempest Trials and before the Ylissean Summer banner. FE:H was released nearly 150 days ago from the time of this posting. As always, neither myself nor this survey are associated with Intelligent Systems or Nintendo in any way. Please direct feedback about the game itself to the official channels. Now without further ado, let’s get into the results! Album with all the graphs combined is linked in the closing remarks section, though I’d recommend reading the post itself as it contains more analysis and comparisons to previously-asked questions to show trends.
PreviousSurveyResults:First_Survey|Second_Survey|Third_Survey ~ Demographics ~ As expected, 98.8% reached this survey through Reddit, though a handful of others joined in through shared links on Line, TV Tropes, and other mediums. If you shared the survey, make sure to share this results post with them as well! 60.1% began playing FE:H on release day, with 18.1% more beginning within release week. A further 8.5% began in February, 6.9% in March, 3.1% in April, 2.1% in May, and 1.1% in June. [Graph]. 47.2% report being F2P, which is actually a slight increase compared to the previous survey, meaning this survey must have had comparatively more F2P respondents. Anyways, 27.7% of players have spent between $1 and $100, and 2.7% have spent over $1000. Full results here: [Graph]. 24.9% are 19-21 years old, with 19.9% in the range 16-18, 21.6% in the range 22-24, and 21.3% in the range 25-30. Only 3.7% are below 15, and 7.5% are above 30 (with 0.1% above 40). Remember that these results are influenced by the subreddit’s demographics, and are not representative of the larger player population. [Graph]. 82.3% of respondents are male, 15.1% female, and 1.4% non-binary (39 respondents). Remember that these results are influenced by the subreddit’s demographics, and are not representative of the larger player population. [Graph]. 69.8% live in North America, followed by 18.6% in Europe. 3.7% in Asia, 3.5% in South America, 3.4% in Oceania, 0.7% in Central America & the Caribbean, 0.1% in Africa, and 0.2% in the Middle East. Remember that these results are influenced by regional availability, and the popularity of Reddit - a predominantly English speaking website - in those regions as well. [Graph]. 78.2% of respondents are in Arena tier 16 or above. 43.5% are tier 18 or above, and 2.8% are tier 20. The median tier is 17, and the mode is 18. Full results here: [Graph]. ~ Summoning ~ Bridal Blessings is the most summoned-from banner since the previous survey, with 75.8% of respondents reporting that they have summoned from it at least once. Runner-up is Rite of Shadows at 60.0%, then Echoes of Mystery at 50.7%. Full results here: [Graph]. Bridal Blessings is the most common orb-draining banner since the previous survey, with 41.1% of respondents reporting that they used the most orbs on it. Runner-up is Rite of Shadows at 13.8%, then Tempest Trials at 11.6%. Full results here: [Graph]. Bridal Blessings is the most common favorite banner since the previous survey, with 35.2% of respondents reporting it as their favorite. Runner-up is Rite of Shadows at 13.5%, then Tempest Trials at 13.3%. Full results here: [Graph]. 76.8% summoned from the Bridal Blessings banner at least once (though the question above had this figure at 75.8%, so there’s some respondent error to account for). This is less than the Hero Fest (89.6%) and Spring Festival (81.7%) banners. [Graph]. 18.9% spent money on orbs specifically for the Bridal Blessings banner, which is lower than the Hero Fest (34.3%) and Spring Festival (21.3%) banners. [Graph]. ~ Grand Hero Battles ~ 84.5% completed GHB Lloyd on Hard, and 79.0% on Lunatic. [Graph]. 85.2% completed GHB Camus on Hard, and 79.3% on Lunatic. [Graph]. 86.2% completed GHB Legion on Hard, and 62.3% on Lunatic. Only 37.3% completed Infernal. [Graph]. However, cross-analysis reveals that only 48.6% who completed Legion Infernal did so without any outside help. The average difficulty rating for Lloyd Hard is 1.93, Camus Hard is 2.08, and Legion Hard is 2.50. The average difficulty rating for Lloyd Lunatic is 3.03, Camus Lunatic is 3.29, and Legion Lunatic is 3.97. The average difficulty rating for Legion Infernal is 4.77. [Graph Part 1], [Graph Part 2]. 16.9% used outside help (completion videos, team advice, other player’s strategies, etc) to beat Lloyd and 17.6% for Camus. However, 37.2% used outside help to beat Legion. [Graph]. ~ Tempest Trials ~ 27.1% scored in the 50,001 – 55,000 range (gotta get that Quickened Pulse!). 46.3% scored below 50,000. A sizeable 12.1% scored above 100,000! [Graph]. 91.4% achieved the 4* Masked Marth reward, 75.6% got the Breath of Life 1 Seal, 69.9% got the 5* Masked Marth, and 56.4% made it to Quickened Pulse. 8.0% report that they did not get any of the special rewards. [Graph]. 44.0% believed the Tempest Trials’ milestones and rewards were appropriate, while a comparable 43.9% believed they were not. [Graph]. Feelings about Masked Marth’s lack of skills were pretty evenly distributed – 30.3% felt it was an overall good design choice, 32.6% felt it was an overall bad design choice, and 37.1% were neutral. The average rating was 2.98. [Graph]. As for the Bonus Unit system, 34.5% felt positively, 32.5% felt negatively, and 33.0% were neutral. The average rating was 3.00. [Graph]. 54.8% believe Survival should count more than Speed, while only 6.8% think the opposite. 27.5% thought they should be weighted evenly. [Graph]. 39.8% prioritized Survival, 29.0% favored Speed, and 29.7% didn’t prioritize one over the other. [Graph]. 75.0% completed Lunatic 7 difficulty at least once, and 87.33% completed Lunatic 5 or higher at least once. Full results here: [Graph]. 65.1% played Lunatic 7 difficulty most often, while 17.7% favored Lunatic 5 and 11.2% favored Hard 5. Full results here: [Graph]. 40.8% reported a 80-100% average completion rate on their chosen difficulty level. Full results here: [Graph]. Of those who reported playing Lunatic 7 most often, only 39.7% reported an 80-100% completion rate. 53.7% rated their preparedness for Tempest at a 4/5 or above. The average preparedness rating is 3.42. Full results here: [Graph]. 25.8% rated the importance of Colorless Healers (Staff Users) in Tempest at a 5/5, while 36.6% rated it 1/5. The average rating was 2.80. Full results here: [Graph]. 47.0% rated the importance of Dancers in Tempest at a 5/5, while 19.1% rated it 1/5. The average rating was 3.61. Full results here: [Graph]. 39.6% used other Medic builds (Non-Staff units with healing skills) in their typical Tempest Trial runs, compared to 58.9% who did not. [Graph]. 23.6% used a Horse Emblem team in their typical Tempest runs, 6.2% used a Flier Emblem team, and only 1.1% used an Armor Emblem team. [Graph]. 57.3% of respondents used 81%-100% of their naturally-refilling stamina on the Tempest Trials for the duration of the event. 21.1% used 61% - 80%. Full results here: [Graph]. 18.0% did not use any Stamina Potions on the Tempest Trials, 46.9% used 1-5, and 22.8% used 6-10. Full results here: [Graph]. 63.5% felt that they had adequate time/stamina to reach the rewards they wanted during the Tempest Trials, while 30.3% felt they did not. [Graph]. 40.7% wished the Tempest Trials event had been shorter, 35.6% felt it as a good length, and 18.6% wished it had been longer. [Graph]. 31.9% want the Tempest Trials to occur Once a Month, while 34.4% want them to occur Every Other Month. Full results here: [Graph]. 45.6% liked the Tempest Trials more than the Voting Gauntlets, 26.5% like the Voting Gauntlets more, and 19.8% like them both equally. [Graph]. 36.6% rated their overall enjoyment of the Tempest Trials at a 4/5, but only 10.0% rated it a 5/5. The average enjoyment rating was 3.29. Full results here: [Graph]. 76.6% rated the overall difficulty at a 4/5 or higher. The average difficulty rating was 3.98. Full results here: [Graph]. 32.3% rated the overall quality of the event at a 4/5, and 34.5% at a 3/5. Only 3.9% rated it a 5/5. The average quality rating was 3.03. Full results here: [Graph]. Nino is the most common Tempest Trials MVP (14.8%), followed by Reinhardt (13.0%), Bride!Cordelia (6.0%), and M!Robin (4.9%). Top ten shown here: [Graph]. Runner-ups here: [Graph]. Tharja was most often used to defeat Veronica (11.2%), followed by Lucina (10.4%), Ryoma (9.0%), and Sanaki (7.7%). The top non-red is Nino (7.1%). Top ten shown here: [Graph]. Runner-ups here: [Graph]. The average number of Lv.40 Heroes is 25.5. The median is 22. For F2Ps starting during Release Week, the average is 24.32 and the median is 20. ~ Miscellaneous Topics ~ 25.2% have used a Horse Emblem team in Arena offense, 8.5% have used Flier Emblem, and 3.0% have used Armor Emblem. [Graph]. 85.4% have chosen skills for a hero based on a guide or unit build read online, compared to 13.4% who report never having done so. [Graph]. 44.3% believe the new Voting Gauntlet underdog rule (where the losing team gets a 3x flag multiplier) had a positive effect on the Voting Gauntlets (4/5 or above), while 18.6% believe it had a negative effect (2/5 or below). The average rating was 3.31. [Graph]. This is a decline from the previous survey, where 65.0% thought the new rule was good for the gauntlets and only 6.6% thought it was bad. Support for the new Arena scoring algorithm (taking merging and skills into account instead of only BST) is overwhelmingly positive, with 70.2% rating it a 4/5 or above, and only 5.5% rating it 2/5 or below. 24.4% are neutral. The average rating was 3.92. [Graph]. This is more or less in line with the results from the previous survey, where 73.1% preferred the new Arena scoring algorithm and 5.1% preferred the old one. Support for Sacred Seals and the S-skill slot are similarly positive, with 65.9% rating it a 4/5 or above, and only 3.2% rating it 2/5 or below. 31.0% are neutral. The average rating was 3.86. [Graph]. Again, comparable to the previous survey where 75.7% were glad that the Seals had been added while 4.5% wished they had not been added. Support for the new defense tile terrain is positive as well, with 66.4% rating it a 4/5 or above, and only 7.9% rating it 2/5 or below. 25.7% are neutral. The average rating was 3.84. [Graph]. The previous survey had a 65.9% positive rating, and 7.6% negative. 18.7% believe 6* Heroes will eventually be added to FE:H, compared to 62.1% who believe they will never be added. [Graph]. This is a 16.2% decrease since the last time the question was asked (34.9% previously believed they would be added eventually). Similarly, those who believe 6* Heroes will never be added has increased by 18.4%. 40.7% believe that every playable character from every main-series FE game will be added eventually, compared to 43.9% who do not believe this will be the case. [Graph]. This is a 23.3% decrease since the last time the question was asked (64.0% previously believed they would all be added eventually). Similarly, those who don’t believe every character will be added has grown by 21.3%. 29.5% believe they will eventually reach Tier 20 in Arena, compared to 50.6% who believe they never will. [Graph]. 79.4% believes that Intelligent Systems cares about its Free to Play userbase, while 6.9% believe they do not. This is a 4.7% decrease from 84.1% in the previous survey over a month ago. [Graph]. 44.3% have purchased Fire Emblem Echoes: Shadows of Valentia, and a further 18.8% say they haven’t yet, but they plan to. 36.7% said No. [Graph]. The previous survey’s question “Are you planning to buy …” had 54.5% Yes, 28.8% No, and 15.9% Undecided. Only 4.0% have the default in-game name (Kiran, for English language). [Graph]. 70.3% have never changed their in-game name since account creation. 18.0% changed it once, and 9.7% changed it a few times. Only 0.4% change it at least once a week. [Graph]. 33.5% have Sharena at 5* rarity, 20.1% have Anna at 5* rarity, and 11.0% have Alphonse at 5* rarity. 60.0% do not have any of the Askr Trio at 5* rarity. [Graph]. ~ 5* Hero Data ~ Note: This recurring section is used to gather data and plot the average number of 5* Heroes among the playerbase as the game progresses. Here, there’s a distinction between the AVAILABLE number of 5s, and the TOTAL number of 5s. AVAILABLE number of 5*s refers to the number of heroes in your barracks with a gold border, regardless of whether they were summoned or upgraded with feathers. Do NOT include merges (eg. Hector Lv.40+4 counts as one unit, not five). TOTAL number of 5s refers to the sum of all the 5 heroes you’ve ever had. This is the number of heroes in your barracks PLUS merges, and 5*s used for inheritance (eg. Hector Lv.40+4 counts as five, and a Hector sent home to give another unit Distant Counter counts as another one). For the current AVAILABLE number of 5* Heroes:
20.93 is the average number of 5* heroes available in barracks among all players.
14 is the cutoff for the 25th percentile
18 for the 50th percentile
23 for the 75th percentile
32 for the 90th percentile
42 for the 95th percentile
77 for the 99th percentile
For the TOTAL number of 5* Heroes:
23.94 is the average number of 5* heroes obtained for all players.
15 is the cutoff for the 25th percentile
20 for the 50th percentile
26 for the 75th percentile
36 for the 90th percentile
49 for the 95th percentile
104 for the 99th percentile
Following feedback, I also included a ranged variant for these questions. The results of the range-based restatements is below: For the AVAILABLE number of 5* Heroes: 16-20 is the most common range at 28.1%. The next two largest are on either side: 11-15 at 22.6% and 21-25 at 18.8%. The median range is 16-20 (Median error fixed thanks to u/QRioss 's sharp eyes!). Full results here: [Graph]. For the TOTAL number of 5* Heroes: 16-20 is again the most common range at 23.9%, with 11-15 at 16.9% and 21-25 at 22.0%. The median range is 16-20 (Median error fixed thanks to u/QRioss 's sharp eyes!). Full results here: [Graph]. Let me know whether you like the range-based form better or worse than the regular. Finally, the number of 5* units sacrificed for Skill Inheritance is overwhelmingly in the 0-5 range (91.2%), but the question was flawed. As a commenter pointed out, the 0-5 option should have been separated to 0 and 1-5 to differentiate between those who would sacrifice a 5* for SI and those who would not. As such, the results for this question should be taken with a grain of salt. Full results here: [Graph]. ~ Special Results: Number of 5* Heroes by Join Time ~ The following is a graph plotting the Number of 5* Heroes by Join Time: [Graph]. ~ Special Results: # of 5* Heroes vs. Money Spent ~ The following graph plots the average number of 5* heroes for each spending bracket: [Graph]. Do not take this as incentive to spend more for higher return – remember that gachas are gambling, and can be addicting. Always have a plan of how much you’re willing to spend, and stay below an amount you can afford and feel comfortable with. ~ Special Results: 5* Hero Data for F2Ps joining during Release Week Only ~ For the current AVAILABLE number of 5* Heroes:
16.64 is the average number of 5* heroes available in barracks among Release Week F2Ps.
13 is the cutoff for the 25th percentile
17 is the cutoff for the 50th percentile
20 for the 75th percentile
23 for the 90th percentile
24 for the 95th percentile
29 for the 99th percentile
For the TOTAL number of 5* Heroes:
18.38 is the average number of 5* heroes obtained for Release Week F2Ps.
14 is the cutoff for the 25th percentile
19 is the cutoff for the 50th percentile
22 for the 75th percentile
25 for the 90th percentile
27 for the 95th percentile
34 for the 99th percentile
~ Bonus Questions ~ Who is your favorite Hero?
Nino (7.7%) is the winner, followed by Ike (6.3%) and Lucina (4.5%)
Since last time, Julia has fallen from #4 to #8, and Celica and Spring Camilla entered the top 10.
Sacred Stones (30.6%) is the game most wanted to be featured on the next new banner. The runner-up is Radiant Dawn (11.5%), followed by Awakening (7.0%). Full results here: [Graph]. Graphs for the “Rate your feelings on the following statements” questions:
The most responses of “Strongly Agree” is on the statement “Nino always does her best.”
More people think that Takumi did something wrong than think Takumi did nothing wrong
Most people agree that Veronica deserves friendship
“There should be a way to change boon/bane/ivs” average score is 3.69.
“Nothing will ever be as good as Chrom vs Ephraim” average score is 3.20.
“There should always be some amount of login orbs” average score is 4.35.
“Nino always does her best” average score is 4.17.
“The best thing about the gauntlets is the fanart” average score is 3.74.
“Takumi did nothing wrong” average score is 2.77.
“I would pull on a Summer seasonal banner” average score is 4.03.
“Veronica deserves friendship” average score is 3.69
~ Feedback ~ As always, I received lots of great feedback, both in your survey responses and in the thread itself. My goal is to make each survey even more refined than the last, and I think it’s come a long way since the first one. A heartfelt thank you to all participants for your encouragements and criticisms - these surveys wouldn’t be where they are without your feedback. But it’s not all serious: feedback messages also included:
Greetings from Finland, Hong Kong, Canada, Russia, Indonesia, and the Caribbean. Hello!
Equal amounts of praise and criticism for the joke questions at the end
3 people think I’m secretly a Nintendo/IS employee – I wish!
Inquiries about Shadows of Valentia: I’m playing it right now, near the beginning of Act 4. It’s pretty good, but still has its share of flaws. Alm > Celica, fight me
A detailed description of why Setsuna should wield the Fujin Yumi instead of Takumi
The usual F2P BTW, Disgusting, Skilled Roy, Do your Best, Jojo memes, and too many other memes to possibly mention!
I do read all of the feedback – if you want a direct response to something you wrote, comment below or PM ~ Closing Remarks ~ [For all of the graphs in one album, click here]. Thanks again to everyone who participated! I hope you find the results interesting, and if there’s anything else you think can be discovered from the data, let me know and I’ll do my best to oblige!
So, here’s a glimpse at the world map for my superhero setting, Paladin, specifically focusing on the Middle East. Much of the history of the Middle East went as we know it in our timeline, even with the addition of Metahumans and advanced technologies since 1945. Israel was established, and Metahuman soldiers fought on both sides, with the Israelis emerging victorious each time; European powers withdrew from the region, etc. A few things go differently, though; for instance, Dubai blossoms into a metropolis much sooner than in our timeline. In general, though, everything went as we might expect, until 1980. That was when World War III (1980-1984) broke out, and the villainous forces of the New Order fell upon the Middle East. Spearheading the New Order’s efforts in the Arabian Peninsula was the S-rank supervillain, Set. A sociopath with the ability to control sand, Set made his base of operations in the shining city of Dubai, and created a massive sand storm that threatened to swallow the entire region. Ultimately, Set was defeated by the combined forces of two unlikely heroes: an Israeli superhero named Golem and a Palestinian superheroine named Simurgh. The former had the ability to create automatons out of clay, mud and dirt, whilst the latter could take the form of a fiery six-winged bird, as well as transfer her energy into others to enhance their own abilities. They both did their best to fight Set, but in the end the situation required them to not only to work together, but to sacrifice their lives in order to save the Middle East. Simurgh transferred 100% of her power into Golem, who then poured everything he had into a ten-mile-tall colossus of mud and sea water, which he directed to destroy Set. Set, along with the entire city of Dubai, was crushed and buried under half a mile of earth. The Middle East was saved. The war would still rage on for two and a half more years, but without Set, the forces of the New Order were far, far easier to fight. The lasting legacy of Golem and Simurgh’s sacrifice was a lasting peace between the Israelis and Palestinians, and the creation of the Federal Union of Israel and Palestine, a secular, bi-national confederation of two peoples united by the sacrifices of each other’s children. Between 1995 and 2006, a colossal bridge covered in solar panels was constructed, connecting the West Bank to Gaza. Today, almost a million people live on the Shalam Bridge. Riyadh was destroyed by Set, killing most of the Saudi Royal Family. When the sand settled, the Saudi Civil War began, and didn’t end until 1999, with the Treaty of Kuwait City. The former territory of Saudi Arabia was broken up, with the oil-rich region of Nejd going to the Gulf Alliance, a confederation of Persian Gulf states, which had occupied Nejd for almost all of the Saudi Civil War. The last remnants of the Saudi Royal Family were put in charge of a revived Kingdom of Saudi Arabia, based in Jeddah. The Jordanians donated a member of their royal family to sit on the throne of the Kingdom of Hashemite Arabia, based in Tabuk. And lastly, all involved officially recognized the Free Territory of the Holy Cities, which was established during World War III by an international group of Muslim superheroes to protect Mecca and Medina first from Set, and then from the Saudi Civil War. The Gulf Alliance is surprisingly progressive and forward thinking in its own way. As the region hardest-hit by Set’s rampage, it made sense for the governments of Kuwait, Bahrain, Qatar, Oman and the UAE to pool their resources in order to rebuild. Though most of the Middle East has been surprisingly welcoming to alien refugees from the moon (long story), due to the massive regional drop in population brought on by Set’s Storm, the Gulf Alliance has welcomed in the most. Though the Alliance itself is mostly secular, the locals have been rather successful at converting the alien newcomers to Islam. Work is still underway to dig up many of the destroyed oil wells, even as the world is moving towards more and more renewable energy. As for Saudi Arabia and Hashemite Arabia, the latter is a moderate Arab constitutional monarchy, the former…isn’t. The degree to which it isn’t is kinda shocking, actually. Hashemite Arabia lets their women run for positions in parliament; Saudi Arabia 2.0 doesn’t permit women to leave their homes. Hashemite Arabia is debating abolishing the death penalty; Saudi Arabia doesn’t even have prisons – they have a waiting list for the guy with the scimitar who beheads people for anything from theft to lying about one’s virginity. Saudi Arabia is also backing North Yemen’s now-radicalized Royal Army (more on that clusterfuck later). Moving across the Red Sea, we have the Arab Republic of Egypt, which…well, let’s just say, they have some interesting residents these days. During World War III, Egypt came under siege by the New Order, with the Nile Delta the site of some of the war’s most intense fighting. On one side, the New Order – supervillains, Taurus Group ground and air forces, robots, dinosaurs, African mercenaries, and thousands of undead Nazi soldiers. On the other side, the Allied forces – the Egyptian Army and local Egyptian superheroes, plus some unlikely back-up from the Muslim Brotherhood and the Israeli Air Force. However, the Allies were losing. Badly. So badly that the Egyptian government activated its covert “Osiris Plan”. See, Taurus Group was able to resurrect the entire Wehrmacht by activating what’s known as a “Charnel Womb” (another long story), which the Nazis created in 1938 through their use of arcane science and mysticism. However, top secret archeological discoveries revealed that the Ancient Egyptians created their own, much more advanced Charnel Womb. Which Egyptian government agents activated. They were then greeted by an undead Metahuman pharaoh by the name of Neherkamun. Surprisingly reasonable, Neherkamun agreed to aid the Egyptian government. In exchange for some concessions later. Five days later, hundreds of thousands of skeletons, mummies and zombies rode towards the Cairo war zone, astride skeletal and mummified horses, clad in bronze/crocodile leather armor, wielding swords, spears, axes, AK’s, RPK’s, RPG’s and PKM’s, backed up by lich-sorcerers and animated statues armed with massive clubs and scythes – this undead horde charged into Cairo, Alexandria and Giza, to liberate their once and forever homeland from the forces of evil. The forces of the dead were enough to turn the tide in favor of the Allies. With the New Order defeated in Egypt, the Egyptian Army and their new undead comrades then moved to assist Gaddafi in neighboring Libya. The Egyptian government held up their end of the bargain with Neherkamun and created the Autonomous Region of the Dead in 1990, as an autonomous domain for Egypt’s new undead citizenry. The living are permitted to live in the ARD, though at this point, the dead outnumber them in cities like Luxor (renamed Waset), Edfu (Behdet) and Aswan (Swenett). Neherkamun visited Las Vegas in 1996 (when the city was rebuilt following the devastation it suffered during WW3), and was very much impressed; today, the nightlife in Waset, Behdet and Swenett is a strange Ancient Egyptian-themed neon rainforest with very friendly dead people walking around the gentrified necropolis, with street signs in both Arabic and hieroglyphics. In 1999, another autonomous region for the undead was created in the north of the country – the Autonomous Region of Giza, which has become even more of a tourist-y place than before, now that you can have a friendly conversation with the people who actually built the pyramids. Both autonomous regions have Neherkamun as their constitutional monarch, and all residents of the undead autonomous regions are members of the Egyptian republic. What are the attitudes of living Egyptians towards their undead countrymen? Surprisingly positive, actually. Sure, some fundamentalists regard them as “spawn of Iblis”, but the undead have been a fairly…secularizing influence on Egypt. Being able to talk with your oldest ancestors brought about a revival of cultural interest in Ancient Egyptian history amongst the Egyptian youth, which pervades. Many undead are still waking up to this day, and they tend to be very, very curious about this new world that they find themselves in – familiar and yet so very strange. It’s not uncommon to see Undead Egyptians visiting Paris, New York, Rio, Tokyo or Moscow, though since most were peasants when they died, most simply remain in Egypt. Some Undead Egyptians have converted to Islam, but the overwhelming majority continue to worship the old gods of the Nile. 2015’s Miss Egypt is the very well-preserved Nefertiti, who became the first undead individual to win such a title. To the south of Egypt, one can see two grey-ish territories. Before World War III, these were the disputed territories of Bir Tawil and the Hala’ib Triangle. During the war, the New Order made extensive use of combat robots during their invasion of Sudan, Eritrea, Somalia, Djibouti and Ethiopia. However, during the massacre of a village in Sudan in 1983, a simple infantry robot with the designation T9X1109 spontaneously developed sentience and led an uprising within Taurus Group’s mechanical legions in northwest Africa, establishing connections with other “enlightened autonomatons” and “uplifting” those who were not so “enlightened”. T9X1109’s mutiny was mostly successful, and he made an offer to the UN’s Joint Allied Command; in exchange for withdrawing from the conflict, T9X1109 and his “people” would be allowed to settle these disputed territories as a “homeland” for sentient machines. A neutral “machine homeland”, the Republic of 01001001 (binary for “I”; commonly called “01” or “Zero-One”), was created in 1984. In the years since the end of WW3, many machine intelligences have immigrated to this harsh and bitter desert nation, which is covered in solar panels to provide vital electricity for its approximately ~41,233 intelligences. Increasingly, cyborg transhumanist types have made their “pilgrimage” to Zero-One as well, where they evangelize their strange techno-religion to the human refugees from neighboring war-torn Sudan who’ve been permitted to seek refuge in the mechanical country (this is one reason why Cairo likes Zero-One: it’s a convenient Sudanese refugee sponge of sorts). Zero-One has a strictly pacifistic constitution and possesses no military. Its economy is based mostly on production of batteries. Saddam Hussein’s regime performed impressively during WW3, and he was able to win over much of the public as a result. But he over-played his hand, and thought he could go back to his old ways. He was wrong, and an idealistic, Western-educated superhero by the name of Ninurta (real name: Mohammed Al-Doori) led the uprising against Saddam in 2002. His parents fled Iraq for Canada shortly after the Ba’athists came to power in Iraq in 1968, and young Mohammed longed to return to free his homeland. After deposing Saddam, the eagle-headed superhero abolished the Ba’athist regime and replaced it with a secular, democratic government – the Mesopotamian Confederation of Iraq, with himself as its wise and benevolent dictator. Every office and position in the new Iraq is elected through a multi-party democratic system, with the exception of Ninurta’s position as President. The Federation is divided into six autonomous republics, plus the independent capital district of Baghdad. The six “Mesopotamian Republics” are Babylonia (Sunni Arab majority), Sumeria (Shiite Arab majority), Kurdistan (Kurdish majority), Assyria (Christian Assyrian majority), Sinjar (Yazidi majority) and Akkad (Turkman majority). Under Ninurta’s rule, much has been done to mitigate the country’s historical ethnic tensions and to modernize Iraq. Though most of the time, Ninurta is busy helping to build infrastructure, or assisting the Iraqi Defense Forces with rooting out Islamist or Ba’athist terrorists; there are fundamentalist Muslims who disapprove of Ninurta’s love affair with ancient Mesopotamia or take issue with his atheism, and the Ba’athists are salty that he overthrew Saddam. To the east of Iraq is the Persian Technate. In 1979-1980, Iran was a country on the verge of revolution, and between despotic monarchs and totalitarians of both the Islamist and Marxist variety, a low-level Metahuman supergenius by the name of Hamid Mousavi created a fourth option for his beloved Iranian homeland – a secular, scientifically-minded brand of populist technocracy. World War III began shortly after the Iranian Revolution, and amid the chaos, with loyalist and revolutionary forces and third and fourth parties fighting each other and the New Order, the Iranian Technocratic Revolutionary Army managed to fight its way to be top dog in the Iran Theatre. When all was said and done, Mousavi effectively controlled the country, thanks to his brilliant grasp of strategy and his charismatic brand of “scientific populism”. In 1986, the Iranian Revolution ended, and the Persian Technate was officially recognized by the US and USSR. Today, the Persian Technate is a rationalist, secular regime governed by scientists, engineers, mathematicians. The Technate’s not very democratic, and though they have a lot of fancy doo-dads, the planned economy is kinda mediocre. Following the death of Mousavi in 2010, his successor’s lack of charisma isn’t helping the growing sense of dissatisfaction with the eggheads ruling Iran. Turkey has not had a fun time. During World War III, the country was invaded by Taurus Group, backed by Reticulan tripods. Immediately prior to the start of the war, Turkey’s military government was devastated by a string of assassinations carried out by ninjas sent by the Red Hand. To add fuel to the fire, a very young Metahuman in the province of Bayburt experienced a panic attack, unleashing all of its power at once. That glowing blue orb and the “Gulf of Trabzon” you see? That’s the result. The shockwaves resulted in earthquakes across Turkey and tsunamis along the Soviet coastline in the eastern Black Sea, killing upwards of a million people. Despite all this chaos, the splintered and factionalized Turkish armed forces were able to liberate their homeland from the New Order. Following the end of hostilities in 1984, the National Transitional Council of Turkey was formed, bringing the three main factions of the Turkish Army together – a secular republican faction, a “theodemocratic” Islamist faction, and a Neo-Ottmanist faction advocating for a constitutional monarchy. Negotiations were tense, with militias and paramilitaries clashing in the streets across Turkey, Turkish and Armenian separatists making their moves, and the Syrians expanding their sphere of influence into Hatay. The Turkish national election of 1995 ended badly, with violence raging across the country and the military factions breaking away from the NTCT to back their political allies in the streets. The Turkish Civil War (1995-2001) had begun. When the dust settled in 2001, a NATO intervention in Turkey resulted in a negotiated ceasefire brokered by the Sentinel Coalition (which still occupies the Bosporus Straits). The country was now divided into the Republic of Turkey (“Republican Turkey”, Istanbul), the Islamic Republic of Turkey (“Islamic Turkey”, Ankara) and the Sultanate of Turkey (“Ottoman Turkey”, Adana). That last one is a mostly-secular constitutional monarchy headed by Dündar Ali Osman, the last heir of the old House of Osman. Relations between the “Three Turkeys” have been tense at times, with Islamic Turkey currently in the midst of a military build-up, fearing the growing ties between Republican and Ottoman Turkey. Istanbul, Ankara and Adana were all forced to recognize the independence of Kurdistan, as well as, more controversially, the Free State of Izmir. Allow me to explain Izmir. At the start of the Turkish Civil War, a giant, tentacled Kaiju by the name of Atlas took advantage of the chaos in Turkey to take over Izmir and the surrounding area from the Republican and Islamist forces fighting there. A fan of Ayn Rand, Atlas decided to turn Izmir into his own little capitalist utopia. And the people living there decided to go along with the 300-foot beast’s plan. Today, Izmir is a city in the vein of Las Vegas, Singapore and Bangkok – a free market wonderland of Ottoman and Art Deco architecture with its dictator spending most of his time along the bottom of the Gulf of Izmir. The People’s Republic of Kurdistan started out as a socialist republic ruled by the PKK (Kurdistan Worker’s Party). Backed by the USSR, Kurdistan made the transition to a multi-party social democracy in 2004. Meanwhile, in Republican Turkey’s far-eastern provinces the unrecognized and widely-hated “Armenian Republic of Tačkahayastan” claims authority there. The ART is headed by a pyrokinetic Metahuman and Armenian ultra-nationalist by the name of Azhdahak, who is overseeing a rather ironic campaign of ethnic cleansing against the local Turks. Republican Turkey keeps asking Armenia to do something about the flow of arms that’s obviously coming across their border, to which Armenia shrugs and plays stupid every time. Increasingly, however, more and more Armenians are deciding to agitate in favor of ending the madness, and the Soviets are getting around to tapping Yerevan on the shoulder. North Yemen is…yeah, pretty much a clusterfuck. The Mutawakkilite Kingdom (North Yemen) and the People’s Democratic Republic of Yemen (South Yemen) put their differences aside to fight against the New Order, and more or less reached a state of détente with the war’s conclusion. This lasted about 30 years. Around 2010, the failing Mutawakkilite monarchy began experiencing major uprisings by left-wing protestors backed by South Yemen. On the brink of civil war, and with much of the kingdom’s military siding with the protestors, the Yemeni monarchy made the very, very questionable decision to ally with a supervillain by the name of The Claw. For a while, The Claw was able to keep things under control, though on his watch, North Yemen increasingly became a police state. At the same time, The Claw started to gain his share of odd supporters from the populace. Believing that they could take over the security infrastructure The Claw had built, the Mutawakkilites tried and failed to assassinate him in 2013. Almost immediately afterwards, The Claw staged a coup, backed by his private army of cyborg mercenaries and his following of Yemeni supporters. The Mutawakkilites fled to Saudi Arabia while the Royal Army remained to fight against The Claw’s army, and the left-wing North Yemen Democratic Forces rose up. The North Yemen Civil War had begun. South Yemen continued to back the NYDF, but stopped short of committing their forces to the three-way conflict, believing that the Royalists (backed by Saudi Arabia) and The Claw’s forces (backed by nobody) could be easily defeated. South Yemen’s military was actually busy assisting the Soviets and Ethiopians in Somalia during most of the North Yemen Civil War. Then, in 2014, half of Aden was ripped a series of explosions in the early morning hours. Suicide bombers, whose explosives were traced back to The Claw’s growing transhumanist cult of cyborgs. Though The Claw himself denounced the attack as the actions of a rogue henchmen acting against his orders, South Yemen announced that it would be withdrawing its forces from Somalia to “rectify a previous error in judgement” and invade North Yemen. The Soviet Union and Egypt have both agreed to back South Yemen’s move and have committed troops to backing the NYDF. So, conclusion? Middle East is a bit of a mixed bag. Some good, some bad, lots of interesting, I suppose.
This is an open thread to discuss items of interest. I may also use it to drop thoughts as they occur to me as well -- something of a replacement of my former "tab closure" posts, as ... well, it seems tabs are simply running away from me. Consider this an experiment that's been mulling for some time. If you've got a question, observation, link, or anything else, feel free to post it, with a thought to the lair rules -- like house rules, but larrier.
I strongly recommend eleitl's subreddit, /collapsademic/. "Low-volume, low-noise, moderated discussion of our coming collapse". That's one of a set of "limits and collapse" subs I've created a multireddit for:
Facebook's secret sauce wasn't software, it was Harvard
That is, Facebook was once literally Harvard. Something it very much isn't anymore, a point I noted after cries of "but the normal people are coming" rang out on Mastodon. It's a point danah boyd has also made in her research. There's a corollary: if your interest is in creating the next Facebook, or even merely disrupting the present one, then it strikes me one viable option would be to identify whatever your next Harvard is -- a cohort of intelligent, attractive, interesting people, who aren't much impressed by Facebook Which Is No Longer Harvard -- and kick some funding and technical support at them. Your Next Harvard doesn't have to be Harvard, mind, though that's probably a good (and symbolic) target to include. And I can pretty much guarantee that the folks at 1 Hacker Way will go into a blind panic. Which might just be a sufficient disruption.
Veritasium: What YouTube's algorithm selects for
Derek Muller, among the higher-quality YouTube creators, has reflected from time to time on what makes for successful YouTube content. Much of that (as with other social channels) is strongly dependent on what the site's own algorithms incentivise for. This 12 minute video looks at recent changes, and what this suggests. Why YouTube Used to Prefer Quality. This ties in with a ... much larger .. reflection I've been engaged in on media generally. It also highlights one of many failings with The Information Diet, which is that the information appearing online, at social media sites such as Facebook, Twitter, or Reddit, or on the sites and content farms feeding those maws, depends tremendously on what is being selected for and promoted. Muller also fails to consider a few elements:
Intentional access to media makes a tremendous difference. I've griped about YouTube's recommendations quality in the past, and it seems to be improving ... modestly. (I also don't use the site whilst logged in, so my history is, I hope, reset fairly frequently.) Its search is actually pretty good, and if your interest is a specific topic or speaker, it will often reward interest.
Tools which leverage reputation would help. I've long requested the ability to block an entire channel. A major problem with dreck content is that it carries very little reputational risk for the producer or poster. If users could respond by blocking a channel entirely (and this was followed through), some of the bottom-feeding behaviour might be reduced.
Gresham's Law. I think this topic has officially crossed the line from interest to obsession with me. Absent some corrective selector, increased audience virtually always means lower quality content. See Reddit's default subs as a prime exemplar.
One of the strongest reasons for drawing the line of separation clearly and broadly between science and art is the following:—That the principle of classification in science most conveniently follows the classification of causes, while arts must necessarily be classified according to the classification of the effects, the production of which is their appropriate end. Now an effect, whether in physics or morals, commonly depends upon a concurrence of causes, and it frequently happens that several of these causes belong to different sciences. Thus in the construction of engines upon the principles of the science of mechanics, it is necessary to bear in mind the chemical properties of the material, such as its liability to oxydize; its electrical and magnetic properties, and so forth. From this it follows that although the necessary foundation of all art is science, that is, the knowledge of the properties or laws of the objects upon which, and with which, the art dons its work; it is not equally true that every art corresponds to one particular science. Each art presupposes, not one science, but science in general; or, at least, many distinct sciences.
Comparing existing ontologies of technology. The Encyclopedia Britannica, the Bacons (Francis and Roger), the Library of Congress Classification System, the Random House Encyclopedia, and Joseph Needham's classifications come to mind. Comparison with mechanisms within biology. Why biology? Because human technology is, as I see it, an extension of biological mechanisms, at least in large part. Nick Lane in particular has some very interesting work here. Are the mechanisms themselves technologies? I think my answer here is no, though I want to check myself on this. The fundamental mechanisms. All the categories boil down to "do less" or "use more", I think. The Network Elements. Numerous of the categories I've defined have or represent network-type effects. I'm asking myself if these cannot be simplified. Keeping the end in mind. The ultimate goal of any classification scheme is to find an underlying and simplifying pattern. The realisation as I started putting this together was that each of the mechanisms implied specific benefits, and disadvantages, for the associated mechanisms, as well as a set of common features. Disruption. I'm looking for ways Clayton Christensen's concept comes in to play. See also Jill Lepore's The Disruption Machine: What the gospel of innovation gets wrong (2014).
This presupposes a few other questions, including defining what privacy is. Jill Lepore, again, has a University of Kansas lecture, "Unseen - the History of Privacy" (April, 2017), which suggests a progression from mystery to secrecy, then privacy:
Mystery: That which cannot be known, we're asked to believe in the absence of evidence. Frequently religious.
Secrecy: That which is known, but not to everyone. Often state.
Privacy: Kept to ourselves. Generally personal.
Lepore also notes that "the case for privacy always comes too late" -- after the horse is out of the barn. Debates over privacy always lag advances in technology. There's a related set of etymologies: cabinet, a chamber of secrets, secretary, one entrusted to secrets, and secret itself: "set apart, withdrawn; hidden, concealed, private", from PIE root *krei- "to sieve," thus "discriminate, distinguish". It seems to me that privacy is the abilty to set, define, and defend boundaries. (A source of rather constant friction with Google.) In which case some of the possiblities for measurement:
The degree to which boundaries can be set.
The scope of boundaries which can be defined.
The extent to which those boundaries can be defended.
The amount of information exposed.
The number of parties with access to that information.
Whether or not others are better informed of the state or tendencies than the subject of the information itself.
Who benefits by the information -- the subject or others?
That's a partial and speculative list, but it gives some sense of where I'm looking.
Employment and Automation: Why is factory work different?
The focus on the automation debate is over the likely falling wages, and apparently job security, of labour. This frequently prompts the counterargument that factory work was an earlier age's version of automation, and ultimately paid well. One though that occurs: What if manufacturing-based factory work was an exception? And if so, an exception to what, exactliy, and why? A few points come to mind, with Arnold Toynbee's Lectures on the Industrial Revolution and Robert Gordon's The Rise and Fall of American Growth supplying much of the background here.
Early factory work wasn't highly paid. Better than farm wages, yes, though that's not saying a whole lot.
Gordon points to the period from ~1920 - 1970 as the peak period of productivity growth.
Much of which was directly related to the amount of power -- kilowatts of electricity, or horsepower of mechanical energy -- supplied per worker.
Still wages didn't increase until unionisation of the late 1930s.
Adam Smith writes of the five factors which provide for a premium on wages:
first, the agreeableness or disagreeableness of the employments themselves; secondly, the easiness and cheapness, or the difficulty and expense of learning them; thirdly, the constancy or inconstancy of employment in them; fourthly, the small or great trust which must be reposed in those who exercise them; and, fifthly, the probability or improbability of success in them.
Several of these apply to factory work:
It's not entirely pleasant, and was often dangerous.
Many jobs required a fair amount of skill. This was generally on-the-job training, but this still manifests as both time-cost, and scarce resource.
Workers were in something of a position of trust: they oversaw expensive equipment, inputs, ouput, and process.
Employment was typically, though not always regular. While a factory could operate year-round without concern for weather, it would often be subject to business variability.
That's four of the five factors. The real key to me though is that the role of human workers was as the brains and control element of a structured, automated, and powered process. Factory work is very much literally a force multiplier of raw human skill. A single man, plus machines, could have his output multiplied many times. And due to the considerations above, plus unionisation, eventually claimed a high wage. The question is how these factors extend into the coming world of work. I have concerns. And I don't see any of the discussion of this point following the lines of analysis I've given here. Further development in a comment at The Other Place. And, back to unionisation: factories represent both a strength and a weakness of monopoly-as-network-control. On the one hand, a factory is a nexus of capital, access to financing, marketing and vendor relationships, transport, power or energy, and labour. On the other, a factory is much like a mine: you cannot simply pick it up an move it to another location. Or at least this was far less true in the 19th and much of the 20th century. Over the past 50 years or so, mobility of capital, and the ability to finance and construct new factories largely at-will has increased, with labour organisation falling largely in parallel.
When Owen asked C-3PO if he spoke the binary language of moisture vaporators, the proper answer for him to give (in binary) would have been "with neither too many hands nor too few," that being the idiom for speaking politely and properly. Moisture vaporators use their hands as communication ports, each finger transmitting or receiving a single channel, and touch hands to one another in order to speak; if you were to speak with more hands than the listener had available, they would miss part of what you were saying, and (especially if that were crucial metadata) they would not be able to understand you. Conversely, if you spoke with fewer hands than they listened with, your transmissions would be slow, stilted, taking far too much time. Speaking with the appropriate number of hands is a key aspect of their culture. But as with many societies, etiquette conceals notions of class: the number of hands a moisture vaporator has is largely determined by wealth and their role. As a result, a common worker with only two or three hands will always seem slow-witted and foolish when trying to speak to a five-handed member of their bourgeoisie, and that burgher would in turn feel profoundly uncomfortable in "seven-handed society." An eighth hand, by law and by custom, is permitted only to their Emperor, and in fact "the eighth hand" is both a symbol of and metaphor for Imperial power.
So, we get communications, class, wealth, status, and complexity of thought, in one package. I'd run across an item at Nautilus (fantastic online source, by the way, and they're actively soliciting support currently), "How Your Brain Decides Without You:
The structure of the brain [Lisa Feldman Barrett] notes, is such that there are many more intrinsic connections between neurons than there are connections that bring sensory information from the world. From that incomplete picture, she says, the brain is “filling in the details, making sense out of ambiguous sensory input.” The brain, she says, is an “inference generating organ.” She describes an increasingly well-supported working hypothesis called predictive coding, according to which perceptions are driven by your own brain and corrected by input from the world. There would otherwise simple be too much sensory input to take in. “It’s not efficient,” she says. “The brain has to find other ways to work.” So it constantly predicts. When “the sensory information that comes in does not match your prediction,” she says, “you either change your prediction—or you change the sensory information that you receive.”
To which I obseved on the Inevitability of the Eighth Hand, by the Emperor, that is, the decisionmaking centre of society:
Thus: the emperor must always have the eighth hand, and proper interpretation and framing of the Universe requires more processing power then sensing power, and/or the obligation to discard information which cannot be integrated into the receiving frame.
On which I'll note that the most startling element of this whole episode was that I was actually able to find it using G+ search -- otherwise almost wholly useless.
"Forward to the Past" -- the Digital Library as the problem, not the solution
Eric van der Velde writes on my newfound obsession, libraries, in "Forward to the Past". I've points of disagreement and agreement.
The catalogue is in fact a search tool, and a good one. Librarians discount the value of categorised, classified, and standardised-authority-organised collections to their tremendous disservice. That said, yes, the catalogue, as it now stands, pointing the way to informational paradise but withholding the fruits, is a significant problem.
Curation also has its place. Piles of crap, no matter how searchable, remain crap. Diderot's lament on information overload from 1755 is valid, and improved indexing and search can only delay, not prevent, being buried alive in dung. The Jevons Paradox likely means that the inevitable is being accelerated.
What particularly caught my attention, though, is this:
Why is there no scholarly app store, where students and faculty can build their own libraries?
Subreddit styling: Geopolitics has a wonderful thread-collapse design
I'd first run across this some time back ... and then couldn't recall which subreddit it was. /Geopolitics has a very slick CSS where the "collapse thread" control runs the full height of the left-hand margin, for each nesting level of a comment thread. If you've decided you've had enough of a particular digression, you can close any level of it with a single click, without having to hunt up-thread for the relevant comment. See this archived post for an example. I'm impressed and may well steal the concept. Good UI is very rare. This is a good UI. Why? It puts the control directly in context, makes it easy, makes it obvious, and, should you close an item by accident, makes undoing the action trivially easy.
China and classifications of industrial sectors
In a YouTube video, Mark Anderson of INVNT/IP makes mention of a classification by China of the global economy into 417 sectors, and apparently is targeting those for economic espionage. On inquiring as to where that classification is made: the Communist Party of China's 12th Five Year Plan, 2011 - 2015. Which I now feel I need to find an English translation of. I did track down a U.S. government assessment of the plan, however. And in that, a further interesting note on what it considers to be a failure of the plan: though the performance targets of the plan were generally hit (and fairly impressively so), the analysis argues that the structural foundations of the economy weren't adequately addressed. This strikes me as an interesting possible response to various "things are going so amazingly awfully terrifically swell!!!" glurge posts which emerge from time to time. Interesting how vision clears when focused outward....
The Tech Ontology Purity Test: Filters
Another aspect of the tech ontology: I'm somewhat stuck on the point of various purification processes and mechanisms and how these fit within the notional framework I've conceived. Especially as this capability is a highly fundamental biological process, one that is key to virtually any process. Actually, it gets us straight back to entropy and de-entropisation. A process by which a conglomeration of two (or more) things can be reduced to two (or more) separate collections, each with only one set of components to it, is what de-entroposiation is all about. That might be a mechanical sorting (e.g., hand-picking), size-based filters (sieves, nets, filters), density differentials (wheat/chaff sorting, bouancy, air-jet separation, charged beam, gas diffusion, centrifuge), magnetic properties, distillation processes, chemical solutions, ion-diffussion / proton-pump mechanisms (cell-wall), etc. The upshot is: how do you distinguish between what you want, and then, somehow, act differentially on the one vs. the other? Is this strictly a process knowlege, in which case it falls under "technology"? Is it a class of actions? Is it material properties? Systems management?
Asset price inflation and Adam Smith
A wonderful Smith quote:
As soon as the land of any country has all become private property, the landlords, like all other men, love to reap where they never sowed, and demand a rent even for its natural produce.
Simple leadership strategies drive out the complex.
But then expands this more completely, showing the information-theoretical underpinnings of the fundamental Gresham's mechanism:
Simple, easily explained, easily comprehended, explicit-knowledge descriptions of a leadership strategy dive out subtle, complicated, tacit-knowlege appreciation for the potential of a complex leadership strategy to influence organizational behavior in ways that improve performance.
He continues to note that this comes in two forms:
We humans prefer simple leadership strategies to complex ones.
We also prefer simple explanations of complex leadership strategies to the subtle and complicated reality.
What I particularly like is the focus on several elements of psychology and cognition:
Easily explained. A simple, but difficult-to-explain concept, fares poorly.
Easily comprehended. As above.
The distinction between explicit and tacit knowledge. It is vastly more efficient to propagate explicit knowledge, that which can be acquired through reading, hearing, or seeing, than tacit knowledge, that which must be practiced, often under a skilled teacher.
Overt rather than potential value. Something which only pays off in indirect ways is far less appealing to us.
This suggests a subsuming mechanisms for Gresham's Law which jibes with concepts from Darwinian evolution: that systems evolve complexity costs, and that among the selective pressures which exist are those for a minimisation of complexity in light of such costs. There's an article on a computational evolution experiment, "Meet the Animats", which notes that there is a minimum complexity bound to various maze-traversal "animat" bots, though, without a complexity cost factor, the experiment found no constraint on the upward bound of complexity. A few minor edits -- mostly deletions -- makes Behn's formulation on page 42 (appropriate) much more general: "Simple, easily explained, easily comprehended, explicit-knowledge, descriptions ... drive out subtle, complicated, tacit-knowledge appreciation for the potential of a complex model."
Do you like what you're reading here? Would you like to see a broader discussion? Do you think there are ideas which should be shared more broadly? The Lair isn't a numbers game, my real goal is quality -- reaching, and hopefully interacting with, an intelligent online community. Something which I've found, in several decades of online interactions, difficult to achieve. But there's something which works surprisingly well: word of mouth. Shares, by others, to appropriate venues, have generated the best interactions. I do some of that, but I could use your help as well. So: if you see something that strikes you as particularly cogent (or, perhaps, insipid), please share it. To another subreddit. To Twitter or Facebook or G+. To the small-but-high-quality Metafilter. To your blogging circle, or a mailing list. If you work in technology, or policy, or economics, there as well. Thanks, Morbius.
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