The map shows most deaths in the corridor, but is the corridor really dangerous?
A heat map of deaths mostly shows where players walk, not where they are in danger. A busy hallway lights up even when it is harmless, and a side room with a nasty trap hides. This entry shows what to divide by.
Why this works
A count only tells you where people were, because every busy place collects more of everything. Danger is the share of those who came through and did not survive, so you must divide by how many entered before you compare two places.
When not to use it
It misleads when death is not caused by the place itself, such as a fall whose real cause is the ledge above, or when almost nobody visits a spot. There, look at what the player was doing just before, or collect more visits first.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 35 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "The map shows most deaths in the corridor, but is the corridor really dangerous?" (read_entry death-rate-per-visit-not-raw-deaths) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP