OpenMW Analytics

Confrontations

Where players get stuck: pass-rate and attempt volume per suspect & topic, and the failure reasons behind the misses.

Attempts
15
Overall pass-rate
13%
n = 15
Topics contested
2
Small sample. 15 recorded attempts across a single player. Rates below are shown for shape, not as measurements — treat every percentage on this page as an anecdote until the counts grow.

Pass-rate by topic

Share of committed attempts that landed

Why players miss

Failure reasons across all failed attempts

Table view

SuspectTopicAttemptsPassesPass-rate
TitaniaName At Scene1218%
TitaniaCrime Scene3133%

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

SuspectTopicSessionsSolvedAttemptsAvg. tries to pass
TitaniaName At Scene51 / 5123.0
TitaniaCrime Scene11 / 133.0

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.

Near miss
0
none recorded

Close enough that the bar itself may be a point or two too high.

Moderate gap
0
none recorded

A real gap, but a plausible build could close it.

Build gap
3
avg -40 from passing

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

StatTypeTriggerChecksDistinctPass-rate
LuckAttributeplayer2010%
AlchemySkillplayer4475%
SecuritySkillplayer33100%
AgilityAttributepassive21100%
ShortbladeSkillplayer22100%
AcrobaticsSkillplayer110%
AlterationSkillpassive110%
MarksmanSkillplayer11100%

Archetype routes taken: Alchemy (1) · Marksman (1)