Mwo Obt - Failure To Launch!?
#41
Posted 06 November 2012 - 01:35 PM
#42
Posted 06 November 2012 - 01:43 PM
#43
Posted 06 November 2012 - 02:01 PM
But hey, only idiots get used to a new game alone so they know what to do when they play with friends, instead of failing most the time discouraging friends from playing with them.
To compare it with WoT, every battle has a lasting positive effect (crew exp, free exp), new players don't get dominated by veterans all the time (hardly anyone plays tier 1 non stop) and there is a way to battle with a group of friends against another group of friends (on multiple levels). Last but not least, the maximum group size is 1/5th of the team, where the opposing team still will have a good chance to win.
As long as you can't get fair games when playing alone, along with the lack of lasting stuff to start with this game will fail.
Give the game a solo queue where you never fight groups and enough funds to buy a commander mech and the game might survive (even with the horrible hit detection).
Edited by jerrycan, 06 November 2012 - 02:02 PM.
#44
Posted 06 November 2012 - 02:04 PM
But adding approximately 7,000 new accounts in a week doesn't seem horrible.
That said, yes, the New Player Experience sucks and many of us "golds" said as much, even if we were also saying "so join a group" in response to the complaints about groups
#45
Posted 06 November 2012 - 02:08 PM
#46
Posted 11 November 2012 - 01:04 PM
397,815
That means just 4,000 new players in 5 days.
Did this check because today I realized that I faced the same players in consecutive games. The player base must be incredibly low, you can see how the interest in this game has decreased by just looking at this forum.
Just 307 members online right now.
#47
Posted 11 November 2012 - 02:30 PM
the average registrations / day for 2nd week alone has gone down to 860 vs 930 for 1st week
the total number of new registered users, since OBT launched, has reached 11626
that accounts for 2.92% of total users registered
hoped by the time 2nd week was over and I'll present the data, the number of accounts will reach 400k, but doesn't look like it
interestingly, the Kotaku live chat has done nothing to promote the game
in 2-3 days time, at about same hour I'll present the 2nd week data
small preview:
Edited by zmeul, 13 November 2012 - 02:25 AM.
#48
Posted 14 November 2012 - 02:17 PM
by the time I'm done posting this it's already the 15th, for me at least
so .. I'm back with a new batch of data gathered from 6th (completing the day) to 15th of this month
Nr of accounts to date are 399674, out of which 13418 were created since OBT launched - they now account for 3.36% of total registered users
the number of new accounts created / day, starting with day 2 (30th of Nov) are as follows:
- 983
- 873
- 576
- 777
- 1285
- 1082
- 892
- 976
- 936
- 800
- 727
- 873
- 846
- 638
- 610
- 544
the numbers of new accounts created / day is "going down" and despite what Mr. Russ Bullock said in the N.G.N.G. podcast, it doesn't look encouraging at all
maybe this is the real reason for pushing 3rd person view?!
also you can notice that today (well yesterday for me) we hit a new low in nr of registrations
Edited by zmeul, 14 November 2012 - 02:20 PM.
#49
Posted 14 November 2012 - 02:26 PM
#50
Posted 14 November 2012 - 02:31 PM
Edited by MrPenguin, 14 November 2012 - 02:31 PM.
#51
Posted 14 November 2012 - 02:34 PM
#52
Posted 14 November 2012 - 02:41 PM
Grraarrgghh, on 14 November 2012 - 02:34 PM, said:
the "problem" is not the past and the current player base, the real issue is where does it go from here
from a stand point of a Free2Play business model adopted by PGI, having a small player base is not gonna be OK, they need a constant influx of players, paying players
it's a vicious circle I don't see MWO jump out of until PGI does something drastic(!?!?)
releases new content, fixes the MM - there are plenty of issues that needs adressing
also, they had a live-chat on Kotaku on the 7th, last week - it did absolutely nothing in regard of inviting ppl in and trying out the game
#53
Posted 14 November 2012 - 02:44 PM
I personally don't think the game was ready for the scrutiny of the public eye, but I'd wager that it wasn't entirely up to them as to when they made the transition.
Edited by Rokuzachi, 14 November 2012 - 02:46 PM.
#55
Posted 14 November 2012 - 02:50 PM
#56
Posted 14 November 2012 - 02:51 PM
zmeul, on 14 November 2012 - 02:41 PM, said:
the "problem" is not the past and the current player base, the real issue is where does it go from here
from a stand point of a Free2Play business model adopted by PGI, having a small player base is not gonna be OK, they need a constant influx of players, paying players
it's a vicious circle I don't see MWO jump out of until PGI does something drastic(!?!?)
releases new content, fixes the MM - there are plenty of issues that needs adressing
also, they had a live-chat on Kotaku on the 7th, last week - it did absolutely nothing in regard of inviting ppl in and trying out the game
Well for a more broadview, compare this to this, and I'd say they're not doing half bad.
#57
Posted 14 November 2012 - 02:52 PM
MrPenguin, on 14 November 2012 - 02:31 PM, said:
When are these game modes to come? Taking a look at PGIs recent track record shows that it takes them ages to implement even basic stuff, and if they implement it it is often broken or a placeholder, so I wouldn't get hyped to much by the promise of community warfare where we have not even seen a screenshot yet.
12 vs 12 matches are not even talked about anymore, well, netcode is not even working with 8 vs 8.
#59
Posted 14 November 2012 - 02:55 PM
Theres a lot of ways you could take the data, but I don't think it gives us enough to make any accurate assessment about the game.
Keep it up though, around actual launch all that historical data will be very nice to see
I just wish we could get some numbers that matter (players online, sales)
#60
Posted 14 November 2012 - 02:59 PM
flackee, on 14 November 2012 - 02:55 PM, said:
Theres a lot of ways you could take the data, but I don't think it gives us enough to make any accurate assessment about the game.
I could employ a crawler and fetch it, but I have no idea on how PGI would react to the increase in bandwidth usage
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