Socks
Active Member
- Joined
- Jun 23, 2023
- Messages
- 33
Hello,
I've seen many discussions brought up about limiting the maximum number of blues to a certain number or implementing a ratio limit. However, what I've always seen being argued against this is the lack of data showing whether fewer guards lead to more failrounds. Even if you look at the team scores, it's impossible to know if the red team won because one person got LR and did his death request, or if all reds rebelled and managed to kill all the guards.
So, I've decided to write my own data on a spreadsheet by playing 100 rounds of jailbreak. This was partly to contribute to the team cap debate and partly for fun. I have recorded the following:
I've also included notes for each round typically noting if there was an active LR that would affect the round, when the warden died, when LR was given, and when the round ended. (I've added the last two bits of data hoping it'd help with the argument of shortening DR aswell.)
I didn’t mention freedays as I planned to only note them if they killed the warden, which didn’t happen during these rounds.
The sheet itself.
I'd recommend anyone who's been debating on the matter of capping blue team to read the data and come up with their own conclusions.
I'm open to feedback about the data and the sheet as a whole.
Here's some highlights:
I've seen many discussions brought up about limiting the maximum number of blues to a certain number or implementing a ratio limit. However, what I've always seen being argued against this is the lack of data showing whether fewer guards lead to more failrounds. Even if you look at the team scores, it's impossible to know if the red team won because one person got LR and did his death request, or if all reds rebelled and managed to kill all the guards.
So, I've decided to write my own data on a spreadsheet by playing 100 rounds of jailbreak. This was partly to contribute to the team cap debate and partly for fun. I have recorded the following:
- The map
- The number of blues
- The number of reds
- The warden's class
- How the round ended (successful round, failround or red failround.)
I've also included notes for each round typically noting if there was an active LR that would affect the round, when the warden died, when LR was given, and when the round ended. (I've added the last two bits of data hoping it'd help with the argument of shortening DR aswell.)
I didn’t mention freedays as I planned to only note them if they killed the warden, which didn’t happen during these rounds.
The sheet itself.
I'd recommend anyone who's been debating on the matter of capping blue team to read the data and come up with their own conclusions.
I'm open to feedback about the data and the sheet as a whole.
Here's some highlights:
- In the 100 rounds across 15 maps there were 41 successful rounds, 37 failrounds and 13 red failrounds.
- There were 6 wardays 3 of which were last day wardays. Reds won 5 of those wardays while blue won only 1.
- There were 2 Rapid Rocket days, with 1 win for Red and 1 for blue.
- There were 5 Hide and Seek days with 4 being failrounds and 1 being a red failround.
- There were 5 Roll the Dice days with 1 being a successful round, 3 being failrounds and 1 being a red failround.
- There were 3 Hunger Games days with 2 being successful rounds and 1 being a failround.