Population Estimate Of Mechwarrior Online
#21
Posted 09 February 2015 - 06:12 PM
Also, the only data we have is the number of games played per hour. And the data we have doesn't include the overhead of finding a game, changing modules or builds, or changing mechs. If you want to call that playing MWO (for the most part I would, weird ui aside).
Anyway, if the average player does 6 matches an hour, that would come to 1560 concurrent players by your formula.
I do very much appreciate your conclusions drawn from Steam and Eve data btw.
#22
Posted 09 February 2015 - 07:03 PM
LoL averaged $1.32 per month per player, WoT is $4.51.
So with 35000 players, MWO would make $45,000 to $135,000 a month.
Anyone who likes this game better pray the Steam launch goes really, really well.
#23
Posted 09 February 2015 - 07:43 PM
Torgun, on 09 February 2015 - 04:42 PM, said:
Thats correct, these are numbers for a weekend period. I can again use Eve/Steam data to predict overall but weekend peak is on its own a primary benchmark so I'm not too concerned about weekday numbers.
Cion, on 09 February 2015 - 05:47 PM, said:
Anyways, I did my own calc and we're not too far off.
I highballed the average match length to 15 minutes to hopefully account for the longer but less common CW matches.
Fishbulb333, on 09 February 2015 - 05:49 PM, said:
There may be 70,000 founders, but how many of those still play?
Green Mamba, on 09 February 2015 - 06:07 PM, said:
No way 35 k still play this game...not even close..I figure the 4k or 5 k numbers regularly with a bump up to maybe 7k or 8k on patch days or events are fairly accurate
35k would be how many people log into the game regularly, not how many are online at any given moment. You're mixing up what I call "concurrent users" and "overall population". Think of a clinic - the clinic may have thousands of patients on file but only have a handful of examination rooms.
Bobzilla, on 09 February 2015 - 07:03 PM, said:
LoL averaged $1.32 per month per player, WoT is $4.51.
So with 35000 players, MWO would make $45,000 to $135,000 a month.
Anyone who likes this game better pray the Steam launch goes really, really well.
MWO seems to have a more mature playerbase, which means more to spend, so hopefully it's on the higher end of that scale. 1.6m gross revenue doesn't seem too bad to me, but I know little about business and economy - maybe someone with more knowledge can give us an estimation of MWO's financial status?
Edited by Tai Fighter, 09 February 2015 - 07:44 PM.
#24
Posted 09 February 2015 - 07:57 PM
Also, 6.4% of playerbase online avg. is slightly high compared to some other numbers I have seen (which are more in the 4-5% range).
Those two factors alone would significantly change your end result.
Edited by MadBadger, 09 February 2015 - 07:57 PM.
#25
Posted 09 February 2015 - 08:07 PM
We don't have that feature anymore but i seriously don't think MWO has more than 1000-1500 players playing the game at a given moment currently
#26
Posted 09 February 2015 - 08:30 PM
#27
Posted 09 February 2015 - 08:33 PM
Anyone else remember PGI saying it would never have a steam release? I sure do.
what did Age of Empires online do when their numbers were seriously low? Changed their views of steam and did a free release
Did Age of Empires online survive? nope.... no they did not.... steam did invite larger numbers initially, but the real problem isn't the numbers/sales. its the retention/sales. Age of Empires did a conference on why they failed, and MWO seems to be following the foot steps pretty darn close.
#28
Posted 09 February 2015 - 09:36 PM
While we are definitely a rabid player base... we are also without question a very niche genre, IP fan base not withstanding.
We are not anywhere in the same league as TF2, WoT, War Thunder, Warcraft etc... That said, the proposed numbers in context are not too terrible all told... most surely more players would not hurt.
#29
Posted 09 February 2015 - 11:22 PM
Quote
There were allegedly 70.000 backers. People that payed 30-150$ 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?
#30
Posted 09 February 2015 - 11:45 PM
#31
Posted 10 February 2015 - 12:00 AM
#32
Posted 10 February 2015 - 12:04 AM
I would doubt anything over 2K ATM... many clans/members have either completely abandoned MWO during the money grab phase or are simply keeping tabs. There is news of some good changes coming for gameplay, but as of yet, the game has revolved around increasing hero/mech count instead of developing gameplay
#33
Posted 10 February 2015 - 12:08 AM
#34
Posted 10 February 2015 - 12:43 AM
Of course, the estimation might not be accurate, but until a better one is presented, i'm going to trust this one.
#35
Posted 10 February 2015 - 12:51 AM
#36
Posted 10 February 2015 - 02:16 AM
Tai Fighter, on 09 February 2015 - 03:30 PM, said:
Hard Facts:
~400,000 points were earned over a 72-hour period
24 players per match
Some assumptions:
Each game takes 15 minutes (including searching, ready screen, score screen, etc.) and nets 15 points. (The main assumption is that most players are playing in regular drops as opposed to CW)
-edit- this is a bit high but I figured it would be the best way to account for mechbay clicking and the 30-min CW matches
Numbers are rounded for easier reading.
400000 points ÷ 15 points/game = 26666 games
26666 games ÷ 72 hours = 370 games launching every hour, or 6.2 games/minute
15 minute games means that there are, on average, 93 concurrent games
93 concurrent games with 24 players per game = 2200 concurrent players
If the population follows the same pattern as Steam, (which it probably doesn't, but Steam data is the best analogue I can think of) the peaks and troughs are 25% above and below the average, respectively, meaning
Peak concurrent players: 2800
Average concurrent players: 2200
Trough concurrent players: 1650
Using patterns from Eve online we can estimate the overall population and not just average concurrent users. In 2013 Eve hit 500000 subscribers, and the average server population was at around 32000, meaning 6.4% of subscribers were online at a given moment.
Transcribed to MWO, that means that if the average number of players online is 2200, the overall active population of MWO can be estimated to be at about 35000 players. (or more forgiving fermi estimation, in the magnitude of the 10000s)
Well I don't think the estimations are that correctly, I would say on the weekend morning form EU point, population is a lot lower. I see people then I never have seen before and they generally play horrible. So I guess population is so low that elo matchups get thrown out of the window.
Also, I would not compare the MWO community to the Eve Community, Eve is a more "No life game" so the average user that playes eve is less casual. So I guess the gap between your estimation would be bigger between total playernumbers and registered accounts.
How many clan wave 1 packs did PGI said were sold?
I remember we had a update and there were like 2000 or even 2700 people online in the FORUM, and the forum is only a fractiopn of the people playing.
Using the steam stats is also a BAD idea, because there are laods of steam users always online in steam, but not playing. Poeple who leave their PC's online all day being logged in. Further there are a lot of bots in steam who just add and spy others.
individual Games like Warframe or APB Releaded may be better refferences how palyer population alters, because they by playerbehavir and casuals vs hardcore may have a more similar distribution.
#37
Posted 10 February 2015 - 02:19 AM
#39
Posted 10 February 2015 - 02:30 AM
Tai Fighter, on 09 February 2015 - 07:43 PM, said:
Wikipedia says PGI has 65 employees (not sure where that number came from, I can't find any reference to amount of employees on the PGI website). They also enjoy some (no idea how much) revenue from other games. That said, $1.6m is quite low to be supporting that many employees, alone. That averages out to $24.6k year/employee. And while I'm not sure how the taxes and additional costs work in Canada, in the US, you can add about 20-25% of an employee's base pay to their cost in the form of taxes, benefits, etc. And this isn't even factoring in cost of computers, rent, utility bills (imagine their electric), internet bill, yadda yadda. Anyways, that would lower actual real wages to $19.7k year/employee. And again, you're still not paying for anything else than 65 people standing in a parking lot. Sounds kinda low don't you think? So either their other games are subsidizing MWO (seems pretty unlikely), or they make a heckuva lot more than $1.6m/year from MWO.
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