speedygamers901 said:WraithTDK said:speedygamers901 said:Why? Some games have achievements where only 2% of steam users that have the game have it like the Stanley Parable Demo, therefor no need to change the current way!What does that even remotely have to do with what I'm suggesting?WraithTDK said:I would GREATLY prefer it if "completion percentage" was calculated the same way here that it is on TA classic - that is to say, a game doesn't start counting until you've popped at least 1 achievement.It means that games with 1 achievement and the achievement is rare the ratios are going to be low like 10 when in reality it's probably 20So what you're saying is that for the sake of the rare games in which the average person playing the game can't get a single achievement, we're going to, essentially, artificially inflate the value of everything else.
The whole point of the TSA ratio to figure out what an achievement should be worth, based on - to the best of our ability to reliably calculate - the relative difficulty. We count how many people have the game and measure that against how many people have the achievement. The idea being that if 5,000 people have the game, and only 5 people have earned a particular achievement in it, that achievement must be pretty hard, because only .1% of all people who have played the game have managed to get it.
The thing is, with the way we're doing it now, every person who uses a program like idle master - which logs you as playing a game in your library - to grind trading cards, or every person who starts up a game and leaves it running while they're at work or while they sleep for the same reason, or every person who started a game, played it for 5 minutes, thought "wow, this sucks" and never touched it again; is going to be used in that calculation. It makes the value MUCH less meaningful.