Spielerando

Where on the map do players die most, once you count how often they go there?

A heat map of deaths is mostly a map of where people walk. A corner visited twice with one death looks deadlier than a busy crossing. This entry shows how to rank places fairly and keep tiny samples from topping the list.

Why this works

People die where they walk, so a raw count mostly maps traffic. Dividing by visits shows danger, and pulling thin cases toward the overall average stops a place seen twice from outranking one seen a thousand times.

When not to use it

Skip it when deaths come from something that is not tied to a place, such as poison, hunger or a timer. Then map the cause instead, or the moment in the run, and keep the map for traps and fights.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 43 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 "Where on the map do players die most, once you count how often they go there?" (read_entry rpg-death-hotspots-per-visit-with-shrinkage) 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