Procedure score needs an update (details inside)

So after many days of being confused about this score. The community has a clearer picture of the game actions that this metric is based on when scoring the player after a career mode mission.

The entire score is based around the quantity of “correct” ATC interactions. Note I quoted correct because we’re talking about what the game considered correct, not what is actually correct in real life.

Not only this, but the score can go into negative percentages because someone improperly programmed this to translate a nominal score to a percent representation, let me explain in detail.

First, let us take a theoretical flight with 1 ATC interaction. If one were to not respond to ATC and the game consider it a failed interaction, you would be 0 for 1 interactions. To any normal human being that has taken basic arithmetic, this is 0/1 or 0%. This is not how the game does it. The game starts at some base value, probably 0, and subtracts. To the game, that failed interaction is -1, not 0 for 1. At the end of the flight they simply convert this nominal value to a percentage so it fits on the screen with the other percentages. Even though this is not a percent, or how percentage work at all. This is a massive part of the player confusion.

To get a high procedure score, you have to spam cancel IFR, and request flight following, or spam request vector to next waypoint. If you do proper ATC on short to medium flights, you will get bad procedure scores simply because there is not a large enough quantity of them to get a high score. This is because, on top of being able to get negative percentages due to improper representation of a nominal score, there is some arbitrary invisible bar someone has set. This can also result in scores above 100%.

To be clear, the percentage is not a percent. It is a percent representation of a nominal value so it looks good on the screen next to other percentages. This can result in negative and above 100 percentages. The bar to get 100% is arbitrary to that nominal score (not an actual percent remember). So scores above 100% are possible if you spam ATC interactions.

This entire metric needs to change to make any kind of rational sense to a normal human. The calculation should be

(good ATC interactions) / (total ATC interactions). This would result in

  1. An actual percentage (yay we can do arithmetic \o/)
  2. Short flights can now get high scores as well.
  3. The score would be relative to the flights you’re doing, not some arbitrary invisible bar.

EDIT: Seeing as this system is in the game in the first place, and we can make no assumptions, I guess I should note that the developer should also check for 0 total interactions and not do the calculation and have some solution for that because obviously dividing by 0 is bad if we had zero interactions. We don’t want to crash the game. My suggestion would be to give out 100% score if there were zero interactions, but you are free to come up with your own solution as long as it actually makes sense to the player.

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Fascinating, thanks for diving into this and giving a breakdown.

I’m going to come back to a theme for today: what is the point of this system? For something like landing scores I can see the point: it creates a challenge. The player can try and really nail as smooth a landing as possible, and if they succeed they get recognition for it and some extra points. Landing well isn’t easy, but it is a skill you can develop with practice. This creates satisfaction at doing well, or a desire to do better in future. Over time the player will get better and mastering that skill is satisfying.

How does this apply to any kind of Procedure Score? Are people really going to be patting themselves on the back: wow, check me, I didn’t forget to press Enter even once! No: it’s giving a score for the sake of giving a score … about something that is not really an achievement at all. If the game could understand your voice and so you spoke the ATC interactions out loud and it gave you a score on that, well then that would be an awesome skill to develop. However, it doesn’t and it’s not going to: you just press a button when it tells you to - any monkey can do that.

IMO it would be better to drop the whole Procedure Score completely. It doesn’t take skill to achieve a high score, no one is getting a sense of satisfaction from it. The design is just giving the player another boring chore to do. Asobo: don’t penalize people for not doing boring menial tasks in the career just because you can.

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Honestly, I don’t know why we need most things in career. The entire point of this system, and what players asked for in 2020, was some objective to give them a reason to fly. Not whatever this is.

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A lot of things hardcore simmers demand for realism’s sake amount to just another chore (and button press) in the sim, but I agree with you

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A not-helping-comment but at least a few aspects of MSFS2024 that were meant to deepen the aviation experience on paper must have be given in the hands of people who have no knowledge or interest in aviation!

I say this because the whole topic GaugeForever is describing speaks of contradictions: we want to give you missions to fly, yet it needs to be accessible for casual players, yet we make the evaluation (superficially said) so hard that even hard core simmers have to find loop holes to get good ratings -huh? The core audience is laughing at these mission scripts and is annoyed by them and the casuals will stop playing once they get missions that they can’t complete or keep getting point deductions for no reason.

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