OpenMW Analytics
Confrontations
Where players get stuck: pass-rate and attempt volume per suspect & topic, and the failure reasons behind the misses.
Pass-rate by topic
Share of committed attempts that landed
Why players miss
Failure reasons across all failed attempts
Table view
| Suspect | Topic | Attempts | Passes | Pass-rate |
|---|---|---|---|---|
| Titania | Name At Scene | 12 | 1 | 8% |
| Titania | Crime Scene | 3 | 1 | 33% |
Friction
A pass-rate alone cannot tell good difficulty from bad — a puzzle players lose five times and then beat is a good puzzle. What separates them is what the player does next.
What players do after failing
Each failed attempt, classified by the next thing that player did
Ordered worst-to-best by shade: retrying the same topic is healthy friction; a session ending on a failure is the strongest warning sign. “Left the area” is ambiguous on its own — it may mean walking off in frustration or walking away to fetch evidence.
Attempts before a success
Per topic, across sessions — and whether it was ever solved at all
| Suspect | Topic | Sessions | Solved | Attempts | Avg. tries to pass |
|---|---|---|---|---|---|
| Titania | Name At Scene | 5 | 1 / 5 | 12 | 3.0 |
| Titania | Crime Scene | 1 | 1 / 1 | 3 | 3.0 |
A topic solved in 0 of its sessions, with attempts on the board, is the signal for content that may be effectively unpassable.
Skill checks
A pass-rate says that a check failed. The margin says by how much — and that difference decides whether the fix is lowering a threshold or accepting that the player brought a different build.
Close enough that the bar itself may be a point or two too high.
A real gap, but a plausible build could close it.
Not built for this route. Tuning the threshold will not help.
Counted once per player per check, not per attempt — a cheap retryable action would otherwise outvote every costly one. A check that was eventually passed in a session is not counted as a failure there.
How far short players fell
Closest failed attempt per check — distance from the passing threshold
What the mod gates on
Every skill and attribute tested, and how often players clear it
| Stat | Type | Trigger | Checks | Distinct | Pass-rate |
|---|---|---|---|---|---|
| Luck | Attribute | player | 20 | 1 | 0% |
| Alchemy | Skill | player | 4 | 4 | 75% |
| Security | Skill | player | 3 | 3 | 100% |
| Agility | Attribute | passive | 2 | 1 | 100% |
| Shortblade | Skill | player | 2 | 2 | 100% |
| Acrobatics | Skill | player | 1 | 1 | 0% |
| Alteration | Skill | passive | 1 | 1 | 0% |
| Marksman | Skill | player | 1 | 1 | 100% |
Archetype routes taken: Alchemy (1) · Marksman (1)