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Posts posted by Jeroen
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Just wanted to let you know that it has been raised internally and that the team is looking into it
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39 minutes ago, Foobrother said:
As I said, I don't remember the questions and would really like to have them shared again here. Back in August I quoted the question "Do you agree/like with the reporting system?" not "How would you rate our web report system?". I don't know if it was me re-phrasing your question or an actual question which was part of the survey?
I'm not going to share all the questions here as that has no relevance. It may or may not have gotten lost in translation if you completed the survey through one of the translated versions; the question I quoted comes directly from the original (English) survey. Anyway, this topic was temporarily reopened to gather feedback since I noticed a few users indicated the questions were too generic; after that, the topic will be archived again.
39 minutes ago, Foobrother said:Yes it does. But can you do something with it? I don't think so. [..] You can't make any conclusion/decision from questions like that
Certainly can. It's also a typical CSAT (satisfaction) question. In addition, another (CES) question was included to gauge feedback on how easy or difficult it is to use that system. Furthermore, users were asked what they would change or improve. Besides, there are plenty of means through which user feedback is acquired. Hence, all in all, it is certainly possible to interpret the findings and draw conclusions. If something majorly stands out, there is always an opportunity to follow up on it, as we have done in the recent past. Generally, one also wants to avoid paralysis by analysis, which favours generalising where applicable rather than overanalysing things. If there is a desire to get into the nitty gritty of the report systems we utilise, it would be better to host a targeted survey rather than utilising the Community Survey for that.
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3 hours ago, Foobrother said:
The only thing I can say for now is that I did provide an example of why I found some questions "too generic". Here is the full sentence:
QuoteSome questions are too generic and could be interpreted in very different ways. i.e. "Do you agree/like with the reporting system?", someone might disagree/dislike it because it's not well designed while someone else will dislike it because he/she gets banned regularly! In that example the first person is very happy with a reporting system but doesn't like that one while the second person doesn't want a report system at all.
So to come back to your idea of "gathering demographic and psychographic data, and assesses various user experience metrics". I would then simplify the question to: "Do you agree with the concept of reporting offenses?". And eventually have a second one saying "Do you agree with the concept of bans?". Your question is asking people if they like the current reporting system, which, as I said, can be interpreted in many different ways.
Thanks. I'd like to point out that the question was "How would you rate our web report system?", which is not the same as agreeing or liking, but you are correct that it is not completely unambiguous. For instance, one may rate is based on their experience with the reporting form, whereas others may rate it by how reports are handled by our team. While it may not be ideal to exactly pinpoint specific issues, it does provide an overall indication as to how that system is perceived by users, which is in line with the aim of the survey. A (very) long list of questions is to be avoided as survey research shows that for every additional question that is added to the list, the participation rate drops.
On 10/15/2023 at 2:25 PM, blabberbeak said:Here are some random questions that came to mind.
[..]
Thanks, good questions indeed. I'll take note of them!
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On 9/4/2023 at 6:10 PM, CrazyCTRL said:
Have the winners been chosen?
Yes, all five winners were contacted and have received their prizes in the meantime!
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On 8/13/2023 at 12:34 PM, Granite [SVK] said:
Pretty generic stuff as expected
On 8/15/2023 at 3:49 PM, Foobrother said:Some questions are too generic
On 8/21/2023 at 11:19 AM, blabberbeak said:Interestingly enough, "they" have very actively participated in the previous survey, which eventually lead to changes of server configurations and punishment rules.
Did you notice that not a single question of the actual survey deals with simulation?
The Community Survey is designed to gather demographic and psychographic data, and assesses various user experience metrics. In short, it allows for the review of the community health and aids in the identification of any leads to guide future decision-making. Note that the Community Survey 2022 was aimed to gauge overall sentiments within the community, whereas yhe threefold (mini-)surveys in February followed up on the results from the Community Survey and were targeted at specific topics.
I am interested to hear what questions you would suggest asking in future editions, as well as how you would utilise the results and for what purpose. If you have concrete ideas, feel free to share them. Keep in mind that the number of questions is limited to avoid survey fatigue and that the intended results must be actionable.
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We have increased the slots for Simulation 1 to 4,000 players now, in accordance with the demand we have measured over the past 3 weeks.
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We have increased the slots for Simulation 1 to 4,000 players now, in accordance with the demand we have measured over the past 3 weeks.
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We have increased the slots for Simulation 1 to 4,000 players now, in accordance with the demand we have measured over the past 3 weeks.
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23 minutes ago, Foobrother said:
Well if you can't provide explanations (or are not interested to look for them), I'm sure you will understand if I stick with my views/ideas then.
That is absolutely fine
I fear this discussion has derailed a bit. I tried to provide the background information that you were seemingly looking for, albeit it is progressively shifting to an off-topic discussion. Some raised a hypothesis earlier in response to the project update, which I then tested based on actual data and statistical models that I had readily available. Generally, though, if you make a claim, the burden of proof is on your end; it is not up to me (or anyone else for that matter) to disprove it. The graph that is being dissected right now was made 1.5 years ago and merely provided a visual representation of the daily influx of reports per day in the aforementioned period, and the inversion you highlighted has nothing to do with this project update nor was it investigated to look for an explanation as it was (and still is) irrelevant for the topics at hand.
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9 hours ago, Foobrother said:
Please share the data which proves I'm wrong.
The burden of proof is always on the side of the party making a claim.
9 hours ago, Foobrother said:My view is that ETS2 & TMP was initially a lot more played by mature simulation oriented players than over the last 2-3 years. Probably because the game became more and more popular and more and more customisable and cheap (to buy and to run). Plus Convoy which probably attracted a lot of these mature simulation players.
Could be. I do not have data at my disposal with which we could determine such maturity levels through time.
9 hours ago, Foobrother said:You lost me. Which comments are you talking about?
Like I said, there were a few comments arguing against the change on the basis of what the community was like before Road to Simulation was initiated.
9 hours ago, Foobrother said:Well, what bothers me is the inversion we start observing from FEB-2021:
To me that means an increase of number of reports per player (or per hour played). You can explain that by:
- more offenses?
- or people being more picky/offended?
- people having more time to submit web reports?
- web reports submissions limits increased? (no idea if that was the case)
Interesting one indeed. I cannot explain that inversion, nor have I (or anyone else) tried to look for an explanation anyway. Could also be an anomaly in the data for all we know. It's all speculation unless we would have more information available.
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9 hours ago, Foobrother said:
I think it's not really accurate to compare pre 2020 with 2021-2023 phenomenon. Because the population of players/profiles have changed (would be great to see some stats on players age over time). Unfortunately I wasn't part of TMP before 2021. But from what I can read, it was much more simulation oriented with much more simulation players who progressively moved away to be replaced by different profiles (hence the survey results we have now).
10 hours ago, Foobrother said:To me if seems that we are here at an important switch period where many simulation profile players just left or played much less on TMP and the % of racing profiles became higher. And this proportion effect is probably the reason why we see the behaviours and survey results evolution we see today. But statistics won't be able to measure/visualise that since you can't see if which playtime is a playtime of simulation player or playtime of racing player who drives faster (and now even faster). What I'm trying to say is that you can't take for granted what you observed 4 years ago.
If you had data on total & avg damage generated and average speed of players over time, that would give an indication on the evolution of profiles. And we would understand better the impact or not of some rules changes I guess.
What's your source? Anecdotal evidence is considered the least certain type of information and cannot be used to validate or invalidate evidence.
"What I'm trying to say is that you can't take for granted what you observed 4 years ago." Absolutely. This also implies that some of the comments of people advocating against this change on the basis of how the community was like before Road to Simulation can thus not be taken for granted either.
We do not track the data you suggested, but it would be great to have it.
9 hours ago, Foobrother said:Correct, for the whole year. The image was part of a section devoted to the period in which COVID-19 resulted in many lockdowns globally, to indicate what effect it had on our servers and game moderation; COVID-19 lockdowns across Europe were most prominent in 2020 and the first half of 2021, hence why those date ranges were selected for this graph. It's a data visualisation choice to support the story that the section aimed to address.
9 hours ago, Foobrother said:But from JUN-2021 the number of players went down drastically. Turns out ETS2 released Convoy just at this time. We can safely say that many players went less on TMP to play on ETS2 Convoy. But for some reason:
- even if the second half of 2021 had more than 50% less players we still have a record number of reports for this year? As you can see above, the number of players on average was pretty much equivalent to 2020.
- we don't show the number of reports during the second half of 2021?
Correct. Yes, despite the drop in concurrent players (as that is what the image you posted displayes), we had a record number of reports that year – mainly because of the extraordinary influx of reports in the first five months (as you can see in the graph above). With regard to your second comment, the number of reports were communicated in the blog and a graph was used to visualise the influx of reports across the aforementioned COVID-19 period to display the dynamics over time. As mentioned to the point above, data visualisations are picked to support the story that you try to tell.
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On 4/11/2023 at 4:45 PM, Foobrother said:
I assume (and hope) we will agree on these 2 statements:
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If you don't change ANY parameter but the speed limit, and some people drive faster, you will automatically see more crash/collisions, reckless driving and offenses in general. Because the faster you go the harder it is to control your truck in any situation. Adding this quote:
US Department Of Transportation: https://safety.fhwa.dot.gov/speedmgt/ref_mats/fhwasa1304/Resources3/08 - The Relation Between Speed and Crashes.pdf
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The more offenses, the more reports people will send. I'm not saying it's a linear progression but it's a progression.
I'm not a statistician but the above statements look pretty logic and probable (like in real life).
Now these are when you don't change ANY parameter but the speed. The problem is that you're not providing any explanation. Just p and r-squared which don't show how you ended up to these values. But you mention that the playtime has a bigger impact. Obviously if we consider that the average playtime of 1 single player isn't changing much, the number of players playing will have a great impact. Guess what, over the last 2 years the number of players decreased! That might be why you find that the number of reports isn't impacted by the rules changes? Less players = less playtime = less (or stagnation if the number of offenses per player increased) of reports.
But surprisingly you're saying that's not the case according to the data and what you're seeing.
BTW do we have a graph somewhere showing the number of reports over time?
Sound like reasonable hypotheses indeed, it may increase the likelihood of accidents happening and thus could increase the number of reports.
What I tried to exemplify with my message is not to talk about likelihoods or chances of something happening, instead I tried to test the hypothesis that not having the Road to Simulation policy lead to more reports with two simple metrics: having Road to Simulation (yes or no) and the number of web reports (integer). I also added playtime as a control variable (numeric) as I already knew playtime and the number of web reports are traditionally highly correlated. The data range included the variables per day for roughly the last 4.5 years. No relation between the type of policy and number of web reports could be found through logistic regression, though a strong relation could be found between playtime and the number of reports through linear regression.
To my knowledge we have not published the number of reports over time, with the exception of this blog that I wrote last year about a few insights from 2020-2021: https://truckersmp.com/blog/264
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If you don't change ANY parameter but the speed limit, and some people drive faster, you will automatically see more crash/collisions, reckless driving and offenses in general. Because the faster you go the harder it is to control your truck in any situation. Adding this quote:
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38 minutes ago, FernandoCR [ESP] said:
Am I the only one who can't make sense of this?
The known phenomenon of joining the server with most players, as it is interaction with other players that many users are ultimately after.
On 3/31/2023 at 1:08 AM, Jeronimο said:A real split will not occur regardless; the community has traditionally shown that most players join the server that is most active.
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Various TruckersMP-related cabin accessories are available in the game since your suggestion was created. Recently, we also released the TruckersMP logo that you can apply as an accessory to your trailer and you can haul the TruckersMP logo as cargo on a flatbad; check out the news article about it!
// Completed
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There are paint jobs available in the game since October 2020, and recently we released "TruckersMP"-branded paint jobs (and cargo), including exclusives for Patrons!
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You can access the dev announcements through the new launcher that we released in November 2022! You can download the new launcher here.
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The no collision zone was removed along with the rework of Duisburg city. For more information, check this blog.
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We are continuously monitoring demand, as announced earlier in this blog. We have taken note of the current player distribution across Simulation 1 and 2, and will be making adjustments soon. In the light of those intentions, I will accept your suggestion.
// Accepted
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We are continuously monitoring demand, as announced earlier in this blog. We have taken note of the current player distribution across Simulation 1 and 2, and will be making adjustments soon. In the light of those intentions, I will accept your suggestion.
// Accepted
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We are continuously monitoring demand, as announced earlier in this blog. We have taken note of the current player distribution across Simulation 1 and 2, and will be making adjustments soon. In the light of those intentions, I will accept your suggestion.
// Accepted
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We have no plans to increase the speed limit to such heights at this moment, however, have recently increased it to 150 km/h (93 mp/h) on some servers. Check this blog for more information.
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4 hours ago, Foobrother said:
Lastly, this one you are aware of it. [..] You admitted yourself that increasing the speed limit will generate more reports
This is an argument that I have seen multiple times now, but when we compare data from before Road to Simulation to after, there is no evidence to support that claim. The type of policy is insignificant to the number of reports we receive (p = 0.108, adjusted R-squared = 0.00118), while a factor such as playtime (i.e. the amount of time that users collectively play on the servers in a given period of time) does highly correlate with the influx of reports (p < 0.001, adjusted R-squared = 0.7561). It is of course possible that a certain policy attracts more users (thereby contributing to a higher playtime), but it does not directly result in more reports according to what we measure.
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The number of concurrent players on Simulation 1 has been hanging on and around 3000 players for the past few months, and according to testimonials (such as the one above) it doesn't take too long to get in either. As mentioned in a recent blog, we'll continue to monitor the demand and make adjustments where necessary. One weekend alone does not provide the necessary insights as of yet.
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2 hours ago, blabberbeak said:
It is a paradoxical statement that the TruckersMP team promises to continue to support a "handful of players" when they have just given in to the majority's demand and buried Road to Simulation
It would have been paradoxical if we took away the ability to play realistically, which is not at all the case. Anyone can still play in the exact same manner as before, and in addition to that there has been an extra server added to the roster due to popular demand. We continue to support the community, which includes diverse groups of players.
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TruckersMP 2023 Recap
in News Archive
Posted
It's a new year, and that means we all look forward to what this year has in store. Today, however, we're taking a moment to look back and reflect on 2023 and examine how the year unfolded in terms of a few statistics and insights!
Summary
User Activity
Earlier this year, we achieved the milestone of 5 million registrations! To give you an idea, that's nearly as many people as the combined population of the world cities Berlin (Germany) and Barcelona (Spain)! The number of registered users increased by an average of 32K new players per month throughout the year.
On average, 36K unique users played per day and 229K per month. Together, they played for a total of 24 million hours on the servers. On average, users played for 109 minutes (~2 hours) per session and 523 minutes (~9 hours) per month. The busiest day on our servers this year was on October 29th during the Halloween event, with 59K unique players and a collective playtime of 114K hours. December turned out to be the busiest month on average, with an average of 44K unique players per day and 80K hours of playtime per day.
Furthermore, the community gathered almost 2 million achievements and 6750 awards across the year, and started a whopping 4.4 million jobs in just November and December (of which roughly half were completed while on the servers)! The community also engaged in delivery events as part of the Fruity Freight Fiesta and Halloween events, respectively completing 270K jobs in June and 81K in October.
Enforcing Driving Safety
Managing such a large number of players also comes with the responsibility for our team to maintain order on the servers and let users play in harmony with each other. Players who misbehave or spoil the fun for others can be reported. Throughout the year, we received a total of 1.4 million reports, with approximately 1.2 million in-game reports and 213K web reports. Together, these resulted in 222K bans (including 5144 permanent bans), with 104K issued retrospectively via web reports and 118K directly in the game. In response to these bans, we received a total of 71K appeals (meaning roughly 1 appeal for every 3 bans), of which 6% led to a modification of the ban duration or a complete lifting of the ban.
Technical Support
Our Support Team stood ready to assist players in need throughout the year. They provided assistance in over 53K support tickets. Thanks to our international and flexible team, we can offer this help in multiple languages, allowing players who may not be proficient in English to participate in the community as well. Out of the 53K support tickets, most (35%) were handled in English, followed by Turkish (22%), Russian (12%), German (9%), and Polish (7%); the remaining 15% involved other languages.
Previously, we managed support-related matters through the help section on the forum, which is used to a lesser extent today but where our team still stands ready; in 2023, it involved 524 support topics. Additionally, community members can assist each other and interact with our support team through the support channel on our Discord server; this year, over 191K messages were exchanged in our support section on Discord. Furthermore, the team processed 3742 ModMail tickets via Discord this year (some of which are also related to Discord moderation).
Virtual Trucking Companies
By the end of 2023, over 162K users were members of one of the 50K Virtual Trucking Companies (VTCs). About 40% of all VTCs are 'lone wolves', where the owner is the only member. At the end of the year, 668 VTCs had more than 20 members, with 306 VTCs having more than 50 members; 94 VTCs held the Validated status, and 58 had the Verified status. Three VTCs surpassed the magical threshold of 1000 members: China ACC Team, China RPG Team, and Viva Trucking. Congratulations on that impressive achievement!
The majority of VTC members were part of small- (2-4 members) to medium-sized (5-19 members) VTCs: 39% and 15% of all members, respectively. Over 14% of all members were part of a VTC with an accredited status (Validated or Verified). The top 1.3% largest VTCs possessed 33% of all VTC members!
Events
Users frequently come together in various ways. Some do so by exploring busy areas, while others attend or organise events. Throughout the year, a total of 3441 events were organised, with 76% hosted by VTCs. That averages out to 9 events per day! For these events, a collective 280K sign-ups were made by individual players and 42K by VTCs; that's an average of 81 individual and 12 VTC sign-ups per event! The most sign-ups in 2023 were for our official event Real Operations V15 (2549 individual and 176 VTC sign-ups). The two most popular events organised by the community were Trucky 6 Year Anniversary (876 individual and 57 VTC sign-ups) and RCCG Real Operations V1 (607 individual and 121 VTC sign-ups).
For 34% of the events, a request was submitted to organise them on one of our dedicated event servers. These are private servers specifically tailored to managing large and important events, providing event organisers the opportunity to run events under special rules and conditions. This year, we were able to facilitate 72% of these requests, free of charge.
Community Platforms
TruckersMP community members seeking interaction outside the game primarily gather on our forum or our official Discord server. To date, over 292K users have accounts on the forum. Collectively, they were responsible for 3405 new forum topics and 42 thousand posts in 2023. Additionally, a total of 43 thousand status updates were shared, and you all responded massively with 124K reactions (with LIKE at 31% and AWESOME at 21% being the most used reactions). The top 3 community members who received the most reactions to their forum content this year were Killua (4651 rep), L-DR@GO (3165 rep), and 3749771 (3122 rep).
In December, we hit the magical milestone of 200K users on Discord! Thanks to you, our server is and has remained among the top 1% largest Discord Communities in the world (both globally and within the Gaming category) — thank you! Additionally, 23K Discord servers are subscribed to and stay updated with our announcements in their own servers. Together, you exchanged more than 2.8 million messages and spent almost half a million minutes in voice channels on Discord!
TruckersMP Team
Our team has been quite active this year, growing significantly to continue delivering all the services you expect from us. Throughout the year, our team expanded from 208 to 271 members, a net growth of 30%! This growth is spread across all teams. To give some examples: the Game Moderation Team went from 104 to 132 members, the Add-On Team from 4 to 10, the Translator Team from 21 to 29, the Event Team from 31 to 44, and our Media Team doubled from 7 to 14.
New team members joined through one of the eight recruitments held this year, through which we received a total of 2306 applications, of which 134 (6%) were successfulin the end. The most popular department, based on the number of applications, was our Game Moderation department, with 1388 applications (60% of the total). Interested in joining as well? Keep an eye on our recruitment page and socials!
Fun Facts Time!*
* based on Data from November and December
/fix
with a whopping 2.9 million times. And oh dear, 11 thousand of you forgot the slash and just typed fix. Whoops!That's another year wrapped up! Here's to another year of adventures and exciting developments in the TruckersMP community. Thank you for being a crucial part of our journey! Keep those wheels turning, and we look forward to seeing you on the roads in 2024. Safe travels!
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