Murloc Cult

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Autonomous players: day/night rhythm, real AFK breaks, fewer vendor trips, and A/B test conclusion

At night, autonomous players play shorter sessions and take longer breaks, as on a real server. They go AFK when no monster is near. They only visit a vendor when selling is worth the trip. The A/B test is closed: none of the tested features explained the excess mortality.

Commit
548cd68
Build
Build success (1 min) · Target worldserver
  • Day/night rhythm: between 1 am and 8 am (Paris time), play sessions last 45 minutes to 2 hours instead of 1.5 to 4 hours, and offline breaks 30 to 90 minutes instead of 5 to 25. The realm empties gently at night and fills up in the evening.
  • AFK: the 'quiet' condition required an inn or a nearly monster-free area, which almost never happened. Now it is enough that no hostile monster is within 30 m.
  • Vendor: with herbs and leathers, bags fill quickly, and a single sellable item was enough to trigger a round trip (every 5 minutes for some). The player now waits until they have at least 4 items to sell, or completely full bags.
  • A/B test: over 1,589 deaths since 19:58 UTC, none of the four tested features explains the afternoon rise in mortality. Three of them (melee when out of mana, fleeing only towards a guard, ranged players backing off) even do slightly better (-5 to -6%). The test is closed and all players get them. The rise is mostly due to progression: players have left the starting zones for more dangerous regions.