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Population Estimate Of Mechwarrior Online


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#41 Vassago Rain

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Posted 10 February 2015 - 02:51 AM

The forums have suffered a huge pop decline since late november last year.

There used to be up to 2000 idlers on, but these days, it hovers near 700.

#42 RePlayBoy101

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Posted 10 February 2015 - 02:54 AM

Main reason why new players left is becouse of the grind for money and sometimes things are unclear....for a f2p model 5000 is just to low...even if they have alot of whales

#43 Astrokatt

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Posted 10 February 2015 - 02:55 AM

$35-50 mech ain't helping.

Lower 30 day prem to $6.99 and u'd see a huge increase in players. Lower mech $$$ costs...

I'd Pay $5-15 for mechs, not $50.

Edited by Afrothunderkat, 10 February 2015 - 02:55 AM.


#44 RePlayBoy101

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Posted 10 February 2015 - 02:56 AM

View PostAfrothunderkat, on 10 February 2015 - 02:55 AM, said:

$35-50 mech ain't helping.

Lower 30 day prem to $6.99 and u'd see a huge increase in players. Lower mech $$$ costs...

I'd Pay $5-15 for mechs, not $50.



Or 250 for 6 mechs... only for fanboys

#45 Johnny Z

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Posted 10 February 2015 - 02:59 AM

The guys making this game said outright they havnt been concerned with getting new players basically since it came out of beta.

After the "new user experience" is done and a few other things then they said they would be trying to advertise. They dont at all at the moment and havnt since it left beta like i said.

#46 zagibu

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Posted 10 February 2015 - 04:58 AM

I would say the 35k active is a bit high. It was an event, and it was over the weekend, which makes me think the 2200 was more than 10% of the total active player base. I'd guess current active player count would be slightly below 20k.

Of course, it all depends on the definition of "active player". That's also why this count is not so terribly interesting, and the concurrent players is much more useful.

I don't think these numbers are cause for alarm. If they continue to improve and expand the game, they can even slowly grow. They might also spike suddenly, because as mentioned, MWO has lost a lot of players due to slow progress. They can be brought back. Then there is the problem of low visibility, which could be changed with the steam release.

So, there is potential. The question is more whether PGI is able to make use of it. What's pretty clear right now is that player count won't increase if they just keep releasing more mechs.

I still think the game could get pretty big if they were able to get away from the core team deathmatch gameplay.

#47 Lily from animove

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Posted 10 February 2015 - 05:26 AM

View PostAfrothunderkat, on 10 February 2015 - 02:55 AM, said:

$35-50 mech ain't helping.

Lower 30 day prem to $6.99 and u'd see a huge increase in players. Lower mech $$$ costs...

I'd Pay $5-15 for mechs, not $50.



thats why there are a la carte buys, is then exactly in your pice range, yet its a bundle, so no single mech buys for you.

#48 Lily from animove

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Posted 10 February 2015 - 05:30 AM

View Postzagibu, on 10 February 2015 - 04:58 AM, said:

I would say the 35k active is a bit high. It was an event, and it was over the weekend, which makes me think the 2200 was more than 10% of the total active player base. I'd guess current active player count would be slightly below 20k.

Of course, it all depends on the definition of "active player". That's also why this count is not so terribly interesting, and the concurrent players is much more useful.

I don't think these numbers are cause for alarm. If they continue to improve and expand the game, they can even slowly grow. They might also spike suddenly, because as mentioned, MWO has lost a lot of players due to slow progress. They can be brought back. Then there is the problem of low visibility, which could be changed with the steam release.

So, there is potential. The question is more whether PGI is able to make use of it. What's pretty clear right now is that player count won't increase if they just keep releasing more mechs.

I still think the game could get pretty big if they were able to get away from the core team deathmatch gameplay.



The question is what you call "active"? people that are online daily,? people that basically paly the game, so everyone online within the last month? some people really only play like 2 hours a weekend or even less.

#49 Insects

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Posted 10 February 2015 - 05:54 AM

15 minute games seem a bit high
The mech I played all challenge stats say 43 games in 5:08. 7 minute games.

Yeah there is matchmaker and lobby time (does lobby time count in stats time?) but its still a long way from 15 min.

Also consider people jumping into another mech after an early death, so playing two games in that time.

#50 AThousandD

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Posted 10 February 2015 - 06:07 AM

I agree, 15 minutes to assume per game is not realistic.

Mechs are destroyed early on (within 3-5 minutes of starting the round) and a lot of people immediately quit and move on. Few people hang back the full round time to see how it plays out after they'd been killed that early on.

#51 Sug

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Posted 10 February 2015 - 06:14 AM

View PostVassago Rain, on 10 February 2015 - 02:51 AM, said:

The forums have suffered a huge pop decline since late november last year.

There used to be up to 2000 idlers on, but these days, it hovers near 700.


Is that any surprise when posts get deleted and players get banned when they say something PGI doesn't like and most of the official updates are posted on twitter first?

#52 Lily from animove

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Posted 10 February 2015 - 06:17 AM

View PostAThousandD, on 10 February 2015 - 06:07 AM, said:

I agree, 15 minutes to assume per game is not realistic.

Mechs are destroyed early on (within 3-5 minutes of starting the round) and a lot of people immediately quit and move on. Few people hang back the full round time to see how it plays out after they'd been killed that early on.



depends, CW matches can be 30 minutes waiting, and also 30 miutes playtime. then some are only 10 minutes waiting 4 minuts playtime. some are instant. nd depending on how they end, CW can grant 40 points to the event. so the estimation of a middle is what you have to do for an estimation.

#53 Elizander

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Posted 10 February 2015 - 06:45 AM

It's not unreasonable to have more users than what peak concurrent users games like MWO (or FPS type games) have because play time is not as long as MMOs. MMOs keep you online for longer periods of time hence a higher chance for higher peak users, but games like these have people logging off after 1-2 games so the unique users per month can be a bit higher.

#54 Kookieslayer

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Posted 10 February 2015 - 07:11 AM

If there is only 35k active players in this game, I don't know how they are still running... It's a free to play, they need a crapton of users to compensate for the F2P only users.

That, or they have so many whales that they don't need a big mass of players... that would explain de bad pricings and rewards. Catering to the whales is a very bad long term strategy, but they probably don't have a choice atm...

Just for a little comparative, for a MMORPG to be viable, it usually needs 100k active players.

#55 zagibu

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Posted 10 February 2015 - 07:26 AM

It's not a MMORPG. And yes, they have a lot of whales. Some players collect every hero.

#56 DaZur

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Posted 10 February 2015 - 07:53 AM

View PostTalonOne, on 09 February 2015 - 11:22 PM, said:


There were allegedly 70.000 backers. People that payed 30-150$ for a Free to Play game that didn't even exist.
And now less than 10.000, probably less than 5.000 of them are left.
And that isn't terrible?

Don't confuse attrition with active player base...

PGI's past transgressions did without a dout run off a sizable number of vested players... I'd wager an equal amount left simply because MW:O did not manifest as closely to TT and conical reference points they had hoped.

Founders invested in a fostered idea, lofty idealism and unrealistic goals... The fact that as many packed bags and blew town does not surprise me... Some attrition was inevitable. I don't think anyone was prepared for the actual amount.

That said, folks have to stop looking for numbers that will never manifest... I don't care how brilliant MW:O becomes, it will never carry and player base anywhere remotely close to other IPs.

Sadly doom mongers can't get over that reality and continue to equate the active player base with MW:O death throws because they are not similar to "X" game.

Apples and hand grenades... :rolleyes:

Edited by DaZur, 10 February 2015 - 07:54 AM.


#57 Vassago Rain

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Posted 10 February 2015 - 08:11 AM

View PostKookieslayer, on 10 February 2015 - 07:11 AM, said:

If there is only 35k active players in this game, I don't know how they are still running... It's a free to play, they need a crapton of users to compensate for the F2P only users.

That, or they have so many whales that they don't need a big mass of players... that would explain de bad pricings and rewards. Catering to the whales is a very bad long term strategy, but they probably don't have a choice atm...

Just for a little comparative, for a MMORPG to be viable, it usually needs 100k active players.


There are plenty of people who've blown 1000+ dollars on this game.
That's how they're still running.

Also, we've gotten very limited features since UI 2.0 in 2013. Lots of extra robots, but little development.

#58 mike29tw

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Posted 10 February 2015 - 08:20 AM

View PostKookieslayer, on 10 February 2015 - 07:11 AM, said:

If there is only 35k active players in this game, I don't know how they are still running... It's a free to play, they need a crapton of users to compensate for the F2P only users.

That, or they have so many whales that they don't need a big mass of players... that would explain de bad pricings and rewards. Catering to the whales is a very bad long term strategy, but they probably don't have a choice atm...

Just for a little comparative, for a MMORPG to be viable, it usually needs 100k active players.


I'm pretty sure MWO operates on a different model than most MMORPG. There's a reason the game still survives this day with slow development and overpriced Macrotransaction.

#59 Rebas Kradd

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Posted 10 February 2015 - 08:22 AM

View PostVassago Rain, on 10 February 2015 - 08:11 AM, said:


There are plenty of people who've blown 1000+ dollars on this game.
That's how they're still running.

Also, we've gotten very limited features since UI 2.0 in 2013. Lots of extra robots, but little development.


We've gotten Community Warfare. The very feature that people bitched about not having and used to accuse PGI of malfeasance.

So, that you can say "little development" even despite that, tells me all I need to know about your intentions towards this conversation.

View PostMister Blastman, on 09 February 2015 - 08:30 PM, said:

I think hope you are being generous so I have leverage to bully PGI into giving me what I want.


FTFY.

Edited by Rebas Kradd, 10 February 2015 - 08:23 AM.


#60 RG Notch

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Posted 10 February 2015 - 08:27 AM

View PostRebas Kradd, on 10 February 2015 - 08:22 AM, said:


We've gotten Community Warfare. The very feature that people bitched about not having and used to accuse PGI of malfeasance.

So, that you can say "little development" even despite that, tells me all I need to know about your intentions towards this conversation.



FTFY.

I would classify what they call CW as little to no development. Obviously the PGI fans have different standards as they are used to settling for better than nothing. In fact some of the white knights have even stated better a half assed game than no game. You really can't reason with that level of settling.





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