an example of making some numbers seem scary. A 50% increase is a big number, but is it? If there was an increase from 1% to 1.5% of players quitting the 50% is not really that big a deal.
12% is pretty sizable, and while coming up from 8% isn’t good, but this too is relative.
It’s also one of these things where more data paints a better picture. Such as what’s the percentage of quitting in just the higher skill tiers? Is this percentage of players or percentage of games where people quit? How many of these people “quitting” are getting an error code? (Indicating a network issue and not a behavioral one)
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