Hello,
I found the display of funnels to be quite underwhelming. It shows me the percentage of the population that reached a certain funnel step. (The other setting “playtime”: I couldn’t figure out what it means exactly and its not explained anywhere, so I ignore it for now…)
This might be an easy way to explain funnels, but in real life, what does it help? IMHO its totally irrelevant how many percent of the total player base reached a certain step. The most important question is the drop-off in each INDIVIDUAL funnel step,e.g. “how many percent of the people which reached the previous step also reached that certain step.”
Or mathematically: the derivate of the current display:
In other words, IMHO you want to identify “Where do player drop off the funnel?” “What is the problematic step where everybody quits when playing? (or what step is way too-easy?)”
Yes, you can eyeball the curve and look for some steep decline (too difficult/boring) or flat part (too easy). But why do calculus in your head when you have computers? I don’t get it.
So currently, to be useful, you always have to download the csv, import into excel, write some “=B4/B3” in some column to get the derivate and then plot this by yourself. (Or you do the clumsy eyeballing-thing, trying to do calculus in your head…)
Shouldn’t Unity do this on the website as default?
Ciao, Imi.
PS: The example data were after balancing, so it might not be the best data to make my point. As you can see, we are quite happy with our funnel progression.
PPS: As you can see from the unity-screenshot, the name of the custom event takes up all the labelling-space on the diagram. Would be nice if Unity would strip the custom event name if its the same for all funnel steps. (Which I would assume this is true for all funnels plotting regular checkpoints using the same custom event)
PPPS: Also, setting up the funnel was quite annoying. Fortunately you have to do this only once per game/funnel but I’d like some way to copy the last funnel step into the next one when setting up the stuff. I imagine that this would help 99% of the funnels, as any funnel step configuration is most probably “like the last funnel step with one value of one parameter slightly changed”
PPPPS: Yes, “drop-off rate” is probably misleading word for what I plotted in my graphics. But Unity’s graph also does not show a drop-off but some kind of “reached rate” where they plot how much percent reached a certain funnel step, so I thought its better to keep the graph in the same direction. In literature, its usually plotted as drop-off, which is simply “100-my values”