Which step on the way to better gear makes players give up?
Average times between gear levels look fine because only players who got through are in them. This entry shows how to count the ones who got stuck and left, so the slow step stands out.
Why this works
The players who got through a hard step are the patient ones, so their times flatter it. The step that hurts most is the one with many players who waited as long as finishers needed and still never moved on.
When not to use it
Skip it for a game with only a few steps or very few players, and when players are free to play other things at their own pace. Then a long pause says little, so ask the players what stopped them.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 2 common mistakes and the fix
- 37 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Which step on the way to better gear makes players give up?" (read_entry survival-tier-step-where-players-stall) 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