almost 3 years ago - /u/trichoglossusbee - Direct link

Hai Beans,

I am actually off today but online to post this - will check back in the replies as the weekend goes on!

First up, here's our fifth Vibe Check survey. Last week many members let us know that they want to learn more about what this survey is, so I popped down some answers alongside some of the data from last week's survey. Here we gooooo:

Why did you start the Weekly Vibe Check?

We spend our days going through a lot of qualitative comments on various platforms, but rarely have an easy way to point at something and go “Hey, things were great this week!” or “Uh oh, something went wrong this week”, outside of articulating the sentiment changes that we see online. That can be challenging.

We wanted a simple way to benchmark the status of the game and community sentiment, and to easily identify divergences. It’s been great for that!

Where do you use results?

There a few ways:

  • We use it to keep people who are farther removed from player-facing roles in the loop of what the most pressing improvements might be
  • We use it to see the impact of certain things within the game
  • We use it alongside data from other areas of the game such as Support, to see if our peaks and troughs mach what they see
  • We use it to validate what top areas of focus might be for improvements and features

But realistically, with only having four done so far, we want to continue identifying ways we can use these results as the surveys evolve and we have more data. We’ve made a couple of changes to the survey since the first one, and want to continue expanding on them as we go.

In fact, we actually recently added an area of our post-Beta Surveys that mirrors some questions contained within this Vibe Check so we can compare those results, too! This was not something we originally planned to do, but was really useful to us.

What have the results been so far?

Here is the past week’s responses:

11th of February Vibe Check

  • 40% of responders played 0 - 5 hours of Fall Guys that week
  • 23% played 5 - 10 hours of Fall Guys that week
  • 15% had played 20+ hours of Fall Guys that wek

When asked about how they felt about the game, players on average rated it 7.3/10 that week.

When asked about stability of the game, players on average rated it 7.5/10 that week

The top issues that week were “General Bugs”, followed by “Physics”, and then “Matchmaking”.

For Physics Issues, “Other players bumping/pushing into me” was the top issue at 15%, followed by “Being blocked by moving players” and “Other players grabbing me”, both very close at 14.7% and 14.3% respectively.

From “Anything to add?” comments, the most recurring comments asking for improvement were around disconnects, lag, show balancing (namely Final Frequency being a top one), and Xtreme Squads resulting in long shows due to the “No Squads Eliminated” issue with ties (we aren’t bringing Xtreme Squads back until that is fixed), and requests for more Finals Marathon.

All results have been almost identical to this week’s so far - the only real changes are that sometimes “Physics” and “General Bugs” swap places as the top 2. They are usually only 2% apart in terms of the number of responses separating them.

We have some changed in an upcoming update that should work to mitigate these - then we'll also use that week's vibe check to see if there's been a marked difference in any way. It's just such a good way to collect different types of feedback!

Does this count as me reporting a bug to Mediatonic?

Not in the way you might think.

It does from a high-level, for example, we can tell the teams “I can see many players saying grabs have been really bad this week, this particular player says that they got thrown on Roll Off from afar”, we cannot find the player who said that and action their report, check their game, look at their system, etc.

So far, the most-reported issues have already firmly been on our radar and are actively being worked on. In these cases, the Vibe Checks help us understand priority from the community perspective, and that is vital. However, please, report bugs to our Player Support as you usually would when you encounter an issue.

How long will these run?

No set time - until they aren’t useful, until we have something else that serves the same purpose, or maybe just… forever!

Can I suggest new additions to the Vibe Check?

Yes. Our original Vibe Check launched without an area to specify what “Physics Issues” might be, and our latest one includes an area to rate the latest Side Playlists. These were suggested to us, and made sense to add. Please do suggest!

---------

Here is this week's survey if you made it down hereeee!

I hope this sheds some light into these questionnaires and what we're doing with them! Have a great weekend and thanks to all of you who fill these in :)

External link →
almost 3 years ago - /u/trichoglossusbee - Direct link

Hai Beans,

I am actually off today but online to post this - will check back in the replies as the weekend goes on!

First up, here's our fifth Vibe Check survey. Last week many members let us know that they want to learn more about what this survey is, so I popped down some answers alongside some of the data from last week's survey. Here we gooooo:

Why did you start the Weekly Vibe Check?

We spend our days going through a lot of qualitative comments on various platforms, but rarely have an easy way to point at something and go “Hey, things were great this week!” or “Uh oh, something went wrong this week”, outside of articulating the sentiment changes that we see online. That can be challenging.

We wanted a simple way to benchmark the status of the game and community sentiment, and to easily identify divergences. It’s been great for that!

Where do you use results?

There a few ways:

  • We use it to keep people who are farther removed from player-facing roles in the loop of what the most pressing improvements might be
  • We use it to see the impact of certain things within the game
  • We use it alongside data from other areas of the game such as Support, to see if our peaks and troughs mach what they see
  • We use it to validate what top areas of focus might be for improvements and features

But realistically, with only having four done so far, we want to continue identifying ways we can use these results as the surveys evolve and we have more data. We’ve made a couple of changes to the survey since the first one, and want to continue expanding on them as we go.

In fact, we actually recently added an area of our post-Beta Surveys that mirrors some questions contained within this Vibe Check so we can compare those results, too! This was not something we originally planned to do, but was really useful to us.

What have the results been so far?

Here is the past week’s responses:

11th of February Vibe Check

  • 40% of responders played 0 - 5 hours of Fall Guys that week
  • 23% played 5 - 10 hours of Fall Guys that week
  • 15% had played 20+ hours of Fall Guys that wek

When asked about how they felt about the game, players on average rated it 7.3/10 that week.

When asked about stability of the game, players on average rated it 7.5/10 that week

The top issues that week were “General Bugs”, followed by “Physics”, and then “Matchmaking”.

For Physics Issues, “Other players bumping/pushing into me” was the top issue at 15%, followed by “Being blocked by moving players” and “Other players grabbing me”, both very close at 14.7% and 14.3% respectively.

From “Anything to add?” comments, the most recurring comments asking for improvement were around disconnects, lag, show balancing (namely Final Frequency being a top one), and Xtreme Squads resulting in long shows due to the “No Squads Eliminated” issue with ties (we aren’t bringing Xtreme Squads back until that is fixed), and requests for more Finals Marathon.

All results have been almost identical to this week’s so far - the only real changes are that sometimes “Physics” and “General Bugs” swap places as the top 2. They are usually only 2% apart in terms of the number of responses separating them.

We have some changed in an upcoming update that should work to mitigate these - then we'll also use that week's vibe check to see if there's been a marked difference in any way. It's just such a good way to collect different types of feedback!

Does this count as me reporting a bug to Mediatonic?

Not in the way you might think.

It does from a high-level, for example, we can tell the teams “I can see many players saying grabs have been really bad this week, this particular player says that they got thrown on Roll Off from afar”, we cannot find the player who said that and action their report, check their game, look at their system, etc.

So far, the most-reported issues have already firmly been on our radar and are actively being worked on. In these cases, the Vibe Checks help us understand priority from the community perspective, and that is vital. However, please, report bugs to our Player Support as you usually would when you encounter an issue.

How long will these run?

No set time - until they aren’t useful, until we have something else that serves the same purpose, or maybe just… forever!

Can I suggest new additions to the Vibe Check?

Yes. Our original Vibe Check launched without an area to specify what “Physics Issues” might be, and our latest one includes an area to rate the latest Side Playlists. These were suggested to us, and made sense to add. Please do suggest!

---------

Here is this week's survey if you made it down hereeee!

I hope this sheds some light into these questionnaires and what we're doing with them! Have a great weekend and thanks to all of you who fill these in :)

External link →
almost 3 years ago - /u/trichoglossusbee - Direct link

Originally posted by thePowerJC

If you can reveal it, how many people roughly have done each vibe check?

A few thousand every time.

almost 3 years ago - /u/trichoglossusbee - Direct link

Originally posted by krae_man

Some of those options are too vague. "Other players grabbing me" doesn't know the difference between "the grab mechanic has no place in the game at all" and "I got teleport grabbed for the 12th time this week"

So you think there should be a separate option just for whether grabbing should be allowed PvP? I can see if we can add that in, but it's not something we're likely to do, but at least to see what the overall sentiment is?

almost 3 years ago - /u/trichoglossusbee - Direct link

Originally posted by hold_my_cocoa

Suggesting a new addition to the Vibe Check:

Can we also have a poll section to judge the live event, if one has been going on? Because right now I don't know if the Valentine's event itself should influence my vote on the Duos Festival show or not and the general feedback for the show might be off then.

YES! This is a great idea, absolutely.