While I know what you're going for here, somehow I doubt if ZoS would ever be concerned at dwindling down to 67 million dollars a month in income.@ZOS_MattFiror stated during E3 there were over 11 million registered users.
How many of these registered users are still playing the game?
Or are we expecting this in our future:
I'm curious what denotes an active user, though. Is that someone that logs in to get daily rewards and/or free event stuff, or people that average so many hours a week in game?According to a thread last week, there are currently 2.3 million active users. Given how hoppin' Vulkel Guard is on a Saturday morning, I'd guess that about a million of 'em were there!@ZOS_MattFiror stated during E3 there were over 11 million registered users.
How many of these registered users are still playing the game?
And how many of them are just Bot accounts?
No way is ZoS making 67mil/mo. 80% of the people playing this game aren't paying to play the game.Merlin13KAGL wrote: »While I know what you're going for here, somehow I doubt if ZoS would ever be concerned at dwindling down to 67 million dollars a month in income.
I heard similar numbers. Now, let's make some guestimates, if that's okay.According to a thread last week, there are currently 2.3 million active users.
Matthew_Galvanus wrote: »
PvE and PvP should have been entirely separate from one another from the very start. One of the biggest issues people bring up is the fact that Zenimax is trying to juggle PvE and PvP together, but this is completely unfeasible. When you make make changes to a set, or skill to change how it performs in one aspect of the game ( and in this instance alot of changes are made to skills and sets to make them more balanced in PvP), it has an adverse reaction on the other aspect of the game (PvE). When you reduce the overall efficiency of something so it isn't exploitable in a setting where players are fighting each other, you make those very same skills far less effective when players are fighting an NPC. This in turn makes it much more difficult to complete end game PvE content because players no longer have the necessary means of clearing a major fight and that isn't okay.
Merlin13KAGL wrote: »Private stockholders / Investors, then.
Someone on high is interested in the performance and earnings reports or there wouldn't be such an interest in making them appear as high as they try to be.
Rohamad_Ali wrote: »All the class representatives program gave us was another group to ignore our rants
Hmm this seems so far away from the actual truth. The class reps worked hours per day collecting your „rants“. The time since program start is short, the same goes for the time ZoS had to make some changes. Thats why we had to start with the biggest class pain points and why we saw only a few changes last monday. The reps were told to present the biggest pain points and most people agreed on what we presented to the devs. But Zos didnt have the time till now to change everything and cant change everything thoughout the next weeks of pts. This program will need more time and a supportive community to florish.
Joy_Division wrote: »They do that becasuse you're wrong about another thing: it's not "much more difficult" to complete end game PvE content; it's much easier due to the power creep in this game. The best PvE groups complete Maw in about half [!] the time now than they did when it first came out. DPS stadnards have gone way up: over 40K is commonplace on 6 million dummies now when not too long ago at all people were putting 30K on a 3 million dummy. That is why ZoS nerfs things: because they are trying to reign in the Power Creep; separating the two will not make a difference. It would just waste months and months of developers resources to in essence create/balance a new game because once they have done that, the nerfs in both PvP and PvE will still happen and you (and others) will still be triggered.
Matthew_Galvanus wrote: »
The fact remains that most of the skill balancing changes that have been introduced since launch were as a result of PvP complaints, and yet they impacted severely on PvE while of course they were often rejected by those who had asked for them, as we see now with the number of PvPers who've asked for action on sloads but don't like it when they get it.
as I have said, the reason why they are unhappy still is because the minor damage nerf does not fix the underlying problem of Sload's in PvP, which is the fact it can be stacked on one target by multiple players. that kind of damage (especially oblivion) is very much an issue for the balance of PvP. it is a change that needs to be made to the way Sload's works while in PvP


