The 0.16 tournament is over. For 16 days, players could compete for tournament points and banners by playing 0.16 games on the public servers.
The winning player was DrKe, with 5915 points. DrKe won 19 games during the tournament, including an 8-game streak and the second-fastest win by turncount. In second place was Zooty, with 5694 points and 18 wins, including the longest streak (13 games, tied with WalkerBoh). In third place was Yermak, with 5398 points and 23 wins. Yermak was the only player to receive all 22 Tier III banners during the tournament (though teammate Zooty stole the Saint III banner in the end).
The fastest wins in the tournament were achieved by damdam (turncount, 13705 turns with a DDFi of Jiyva) and simm (realtime, 48m 10s with a MiBe). Tabstorm had the highest score, 56M points with a DDBe. joy1999 had the lowest level win, an XL 14 FeEn of Ru that sacrificed two experience levels to Ru and also died twice on the orbrun. The first victory of the tournament was claimed by lessens just 75 minutes after tournament start.
The clan competition was won by Cheighis Khan (20656 points). Kikus Delivery Service (19082 points) and AWBW – Ru-Tang is for the Children (18347 points) were second and third respectively. There were 162 clans in all.
Here are some basic statistics on the players in this tournament compared with the 0.15 tournament (in parentheses):
- Players: 2773 (2308)
- Total player time: 43008 hrs (33718)
- Avg player time: 15.5 hrs (14.6 hrs)
- Proportion of players using webtiles: 88.9% (85.3%)
Winrate numbers in this tournament were warped by a serious bug that affected the first half of the tournament; see the 0.16.1 release post for details. Here is a comparison of winrates between the first and second halves of this tournament and the 0.15 tournament:
- Win % in the two halves of the 0.16 tournament: 4.04% / 2.03%
- Win % in the two halves of the 0.15 tournament: 2.03% / 1.49%
A graph made by johnstein shows how various statistics progressed over the course of the tournament.
1. Comment by Mennas
30/Mar/2015 at 10:53
Well Played all.
DCSS tournaments % win rate:
v0.10 = 1.10%
v0.11 = 1.18%
v0.12 = 1.40%
v0.13 = 1.37%
v0.14 = 1.31%
v0.15 = 1.71%
v0.16 = 2.03% (2nd half only)
I would like to see some adjustment. The recent quality of life changes are great for the player but they are objectively making the game easier.
2. Comment by hungryneko
30/Mar/2015 at 10:57
http://dobrazupa.org/tournament/0.16/players/ew.html
this player obviously botting allday with 30k+ games played, do you count it into the statistic?
3. Comment by lyraley
30/Mar/2015 at 11:57
Agree with 1#. Recent changes make the game simpler and easy to beat. Don’t feel it’s the DCSS i met 5 years ago, a completely hard game.
4. Comment by Jonas
30/Mar/2015 at 14:44
Don’t agree with the above. Making the game more playable does not mean it is easier. If deaths are reduced that were caused by a missing “do you really want to?” this does not mean it is easier. Bad UI != challenge.
5. Comment by Kaeoschassis
30/Mar/2015 at 20:24
I’d also like to add that a game with a 2% winrate can’t really be called anything BUT “completely hard”.
6. Comment by xordid
30/Mar/2015 at 23:19
I concur with #3. I won’t believe that the game has become “easier” overall just by looking at blanket win %, which can hinge on a number of factors.. such as more players being willing to dig deeper into the game now that it is more streamlined. I would much prefer a dialogue over specific changes to the game that some think need to be reverted or adjusted due to making the game too easy.
7. Comment by PleasingFungus
31/Mar/2015 at 04:12
hungeyneko: We filter out bots from the statistics. Good question!
8. Comment by mps
2/Apr/2015 at 01:32
Higher win rates are to be expected as regular players get better at the game and the generally improved understanding of it percolates to newer players.
9. Comment by SlowGraham
3/Apr/2015 at 18:50
Thanks!
Higher win rates may also be the result of a higher concentration of good players.
10. Comment by hubbles
5/Apr/2015 at 15:04
Thinking of a phenomenon similar to win rates increasing, I thought of athletic progression:
http://en.wikipedia.org/wiki/Men%27s_high_jump_world_record_progression
In high jump, and most other sports, the bar (literally and figuratively) has been being pushed higher & farther. I don’t see why DCSS should be any different, as more and more players become long-term players, and information/strategies is/are more readily available. Also, 2.03% is not exactly indicative of an easy game, but it could mean that recent updates have helped to whittle down on total-luck deaths, eg: “You fell down a shaft two levels!” from D1 to D3, and are suddenly surrounded by 3 uniques with no means of escape.