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Jeroen

Business Analyst
 TruckersMP Profile
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Posts posted by Jeroen

  1. On 12/30/2023 at 1:19 PM, Bеаn said:

    I know they wish for servers where the economy is global, and fines, etc., are forced on. A system like this would be beneficial for those who play the game for that experience but may have negative repercussions on those who only play to drive up and down one road (aka a rather large percentage of the player base). Therefore, an economy change would have to either strike a balance or be server specific. 

     

    On 1/1/2024 at 2:08 PM, blabberbeak said:

    I regard the "vanilla" economy of the simulator not much of a challenge.

    Mainly because the job incomes are high, bank loan interests and the salary of employed drivers are low.

     

    Trucks maintenance and fines are also no big deal, especially not if the money amount can be adjusted to astronomical high numbers in the profile.

    I advocate in that matter none-tweakable user profiles, so experience, levels, money and achievements have to be earned through progress.

     

    On 1/3/2024 at 12:17 PM, Foobrother said:

    While I find the economy for the company, jobs and salaries fairly realistic, I don't find the economy for YOU the main employee very realistic. Here is why...

    In the real world, drivers (even company owners) don't always use the company money to pay for their mistakes/damages, truck decorations/customisations, fines. And company owners have their own salary (they don't have the whole company budget as personal money.

     

    That's why I would have 2 budgets: one for the company and one for you the main employee. Your budget (the main employee budget) would only be credited by its salary (maybe 1-2% of the company budget?!). And depending on the expense, it would be deducted from the company budget or from your personal budget. 

     

    Finally in order to force people to drive correctly on TMP, I would MASSIVELY increase the fines and damage repair. That way people will have to be careful to not end up with 0 budget to pay for fines/upgrades.

     

    A little disclaimer before I go further: we, TMP, are not working on this, so please do not get your hopes up; I'm just trying to discuss this within the community and do this on a personal note. 

     

    I agree that the default game economy, as well as the in-game progression system, is quite lackluster does not really satisfy MMO players (in my opinion). TruckersMP has allowed players from all over the world to connect and play together, e.g. in VTCs. Though, users still play in the game's economy on a personal level only, and most if not all content is essentially limited to just driving about. Over the years, some great third parties have been developed by the community: TrucksBookVTC.World, VTC Analytics, Trucky, to name a few; some VTCs have also built their own trackers, networks, and dashboards that serve a similar purpose. But it's all segregated, running on their own servers, and most do not actually simulate an online economy but rather simply track job details within said VTC or (sub-)community. Do any of you have experience with those or similar third parties, and if so, what is your opinion on what they added to your gameplay experience?

     

    I'm just thinking out loud here, but I think it would be great if we could bring things to life on the online servers. Like, fully simulated career and economy systems with realistic prices, fees, and fines, to induce the roleplaying potential within the community and bring things to life. Where indeed, you have your own personal budget, but you can also invest and build your own VTC and members contribute to the VTC's progression and financials - and compete against other VTCs. By leveling up your server profile, you'd unlock new types of jobs and higher rewards, and so on. There's a lot of details that would have to be balanced and playtested, but you get the overall idea. If there would be an accident between players, it would be cool if they could resolve it on their own or via an 'insurance agency', which would more or less transfer currency from one player to the other for the damages; rather than that it would immediately result in disciplinary action like kicks or bans from the game. Players that would not engage in genuine RP could be removed or blocked from the server, though, similar to how NoPixel manages their VIP server through so-called RP rules. It gives players something to do, provides a sense of progression (which in my opinion is an essential element of any MMO that takes itself serious), and provides the gameplay experience that (in my opinion) SCS has lacked to bring to the table.

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  2. Let's talk about the game economies of ETS2/ATS.

     

    What do you think of the current game economies (e.g., the amount of money you earn from completing tasks, the height of penalties, banking system, etc.)? Do you feel they are scaled well? Do you use, or have you ever used, an economy mod? What, if anything, would you change to enhance your experience?

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  3. On 12/24/2023 at 10:34 AM, 2fund said:

    İs there any recruitment in soon?

     

    One of our teams intends to open the doors in Q1 2024. Recruitment forms are always posted on the website, though they will also be announced on the forum, our Discord, and on our socials. If you don't wish to check regularly, joining our Discord server and subscribing to announcements (via Channels & Roles) is your best bet to stay informed. Good luck if you decide to apply!

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  4. 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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  5. 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:

     

    Quote

    Some 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! 👍

  6. 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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  7. On 9/27/2023 at 3:38 PM, ALLIANCE _Thyagoof said:

    I would remove the speed limit.

    On 9/27/2023 at 5:13 PM, [Seko] said:

    Actually, i would remove the speed limit too. 

    On 9/27/2023 at 5:49 PM, Halaskâr said:

    There is a speed limit at the moment because the players are not playing properly. Normally, I would like the speed limit to be removed.

    On 9/28/2023 at 3:42 PM, DeniPEKSEN said:

    I would remove the speed limits of course!

     

    Earlier this year, a new server (Simulation 2) was introduced to cater to the apparent widespread needs of users to not be limited by a speed limit (see this blog). In addition, for all ATS-based servers and ETS2-based servers (except Simulation 1), the speed limits were increased to 150 kmh (93 mph), which is virtually limitless. Was this update this not known to you guys, is 150 kmh/93 mph not sufficiently high for you, or are you asking for the 110 kmh limit that applies to Simulation 1 to be increased c.q. removed because that is by far the most popular server?

     

     

    On 9/28/2023 at 6:30 AM, Santos. said:

     I would remove the speed limit, in some cities the speed limit is limited even on the road next to it, that's sad... 

    On 9/28/2023 at 3:10 PM, xLucky15Britx said:

    speed limit in certain areas on ats 

    On 9/28/2023 at 4:49 PM, blackaudi said:

    Speed limits on highways

    On 9/28/2023 at 8:41 PM, Mogebear said:

    I would adjust the speed limit like for example at Hamburg you can only drive 80 km/h on the Highway which isn´t going through the city...

     

    Setting local speed limits was considered earlier this year, but appeared difficult to achieve. Currently, road speed limits take priority over 'zone' speed limits (e.g., a city counts as a zone), however, the roads are not always properly defined in the game (by SCS) and so it is possible that you can be hit by a city speed limit on a road that it technically shouldn't apply to. There is a workaround for it, but that quickly becomes a 'maintenance nightmare' for our development team – which could halt progress elsewhere. Fortunately, those zone speed limit issues are usually quite short of duration, so all in all it shouldn't cause that much of an inconvenience. Although it is very understandable that it is not an ideal situation.

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  8. 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. 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:

     

    spacer.png

     

    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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  10. 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:

    I can see it says in 2021 you had a huge (maybe record?) number of reports. Since the post was done in JAN 2022 I assume this number is for the entire year? Because the graph is only showing the first 6 months of 2021 for some reason? 🙄

    spacer.png

     

    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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  11. On 4/11/2023 at 4:45 PM, Foobrother said:

    I assume (and hope) we will agree on these 2 statements:

    1. 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

    2. 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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  12.  

    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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  13. 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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  14. 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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  15. 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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