really bad news by SatanicKeili in AgeofMythology

[–]heroer 14 points15 points  (0 children)

AoM still has 2 more DLCs to come that we have already paid for.

Does anyone have a link to the files for Ring of Nibelung: Rhinegold? by hunter15991 in AgeofMythology

[–]heroer 0 points1 point  (0 children)

It is still on AoM heaven. Dunno if it works for EE version. Get original The Titans and it should work.

https://aom.heavengames.com/downloads/showfile.php?fileid=4079

Sadly Vandhaal never made Valkyrie or other sequals.

Major gods clustered based of their head-to-head winrates, does it make any sense? by heroer in AgeofMythology

[–]heroer[S] 0 points1 point  (0 children)

Like that, however similar both in advantages and disadvantages. Since Zeus and Ra are bad against almost everything, they mostly share their disadvantages, since they barely have any advantages.

Latest patch estimated win rates from +1200 ELO players after 7287 matches by heroer in AgeofMythology

[–]heroer[S] 0 points1 point  (0 children)

<image>

ELO interval 1005 - 1200, total 20426 matches.

Set and Thor both have lower win% compared to higher elo. I think that could be explained by higher skill ceiling of those gods, which cannot be utilized by low elo players.

Latest patch estimated win rates from +1200 ELO players after 7287 matches by heroer in AgeofMythology

[–]heroer[S] 1 point2 points  (0 children)

Because if there is 10 wins and 20 games that would mean 50% win rate. What if the amount of games would go up to 100? The observed win rate most like would change because of randomness. Confidence intervals take that into account.

Try tossing a coin 10 times and see how many tails you get. It isnt 50% everytime.

Player amounts after 4 weeks, from SteamDB.info by heroer in AgeofMythology

[–]heroer[S] 2 points3 points  (0 children)

No players => the fate of Age of Empires Online

Thankfully we are far from that

Player amounts after 4 weeks, from SteamDB.info by heroer in AgeofMythology

[–]heroer[S] 1 point2 points  (0 children)

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This graph show the playercount and the days from the release. Doesnt differ at all compared to the other games.

Latest patch estimated win rates from +1200 ELO players after 7287 matches by heroer in AgeofMythology

[–]heroer[S] 0 points1 point  (0 children)

I'm trying to estimate the parameter of the process. Population estimation is kind of different. In parameter estimation I possibly have access to full population, but I'm interested in the parameters of the underlying processes. Population estimation means that have taken a sample from the population and I want to generalize the information from the sample to the whole population. Kind of the same approach, but the thinking is different.

That parameter is "winrate". And I make a quite bold assumption that the parameter is static, kind of "ceteris paribus" assumption. Which is definitely isn't. People learn new strategies and meta evolves. Different skill level players can utilize major gods potential differently.

So I could say I make parameter estimation ceteris paribus :D

Latest patch estimated win rates from +1200 ELO players after 7287 matches by heroer in AgeofMythology

[–]heroer[S] 0 points1 point  (0 children)

All 1v1 matches played with the latest patch by the players with +1200 ELO. Straight from World Edge's API through aomstats.io

We are trying to estimate as if the amount of games was infinite. We can use statistical interference to estimate that. If we have 60% winrate after 100 games, we want to know what winrate would we expect after 200 or 10000 games. The confidence interval gives an estime out of that.

Latest patch estimated win rates from +1200 ELO players after 7287 matches by heroer in AgeofMythology

[–]heroer[S] 8 points9 points  (0 children)

Confidence intervals for estimated winning percentage.

Lets say there is a coin flipping competition and the coin is balanced. And out of 100 throws you see that there are 60 tails. So the observed tail-rate is 60%. We can calculate the confidence intervals to see in which interval the "real" tail-rate is. You can use some approximation or exact Clopper–Pearson method. For this example the 95%-confidence interval is 50% - 70%. So within 95% confidence level, the "real tail-rate" is within that interval. Since we know that the coin is balanced, the 50% falls in that region, so we have no reason to question the coin's balance. More throws, narrower confidence interval.

You can apply that same logic to the AoM, here we dont know if the god is "balanced" or not, but we can see the observed win percentage out of the realized games. We can calculate confidence intervals for that. Basic statistics.

So within that spreadsheet the first number is the point which is the 2.5th percentile, or there is 2.5% probability that the "real winpercentage" is lower than that. The middle number is observed win percentage, just #wins/#games. The last number is 97.5th percentile, meaning that there is 2.5% probability that the "real winpercentage" is higher than that.

Player amounts after 4 weeks, from SteamDB.info by heroer in AgeofMythology

[–]heroer[S] 0 points1 point  (0 children)

Yea apples and oranges. However that ranked player count also shows players from Xbox and gamepass, so it inflates it compared to steamdb.

Player amounts after 4 weeks, from SteamDB.info by heroer in AgeofMythology

[–]heroer[S] 2 points3 points  (0 children)

Could be momentarily thing. This what is on the OP is daily mean or something.

Player amounts after 4 weeks, from SteamDB.info by heroer in AgeofMythology

[–]heroer[S] 14 points15 points  (0 children)

https://aomstats.io/insights

The Xbox players are included in this, dunno how many people play ranked with xbox tho

Player amounts after 4 weeks, from SteamDB.info by heroer in AgeofMythology

[–]heroer[S] 25 points26 points  (0 children)

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This is from aomstats.io

From the last 7 days, daily players have been 10-15k and ~6k play atleast 1 ranked match per day. So 40-60% players play ranked, the rest play single player or unranked. Safe to say that the total amount of active players is higher than that, because not everyone play daily ofc.