Nazon_Katts wrote: »Just do it. You've promised!
...
Since release we're facing retention rates lower than 80%. So even in the best scenario, there's just 32% of the initial player base around. Looking at stats from STEAM we haven't gained that many folks thru that venue, to boot they suffered from a way lower retention actually, just about 30%.
While the above is general data, the anecdotal reference is me witnessing folks complaining in low level zones, in mid level zones and end level zones about not having enough people around to successfully build a group for what ever content with.
daniel.ruiznrb18_ESO wrote: »well,
when the Game was release, I created a Guild (small real-life friends guild) which got up to 14 players in ESO and I also joined another medium Guild with at least 60+ players(same timezone I live, a well formed and solid Guild, extremely active) - they were all people already in the Guild that decided to buy and play ESO, many apparently trying something other than WoW.
in the first Guild (real-life friends) there's 2 active - we were 4 until last patch, and now only are still active Sorcs (both) - one of them re-rolled from Templar because.....
on the other Guild, the one with 60+ is a bit sad.. people there understood very, very early how problematic ESO really was, and even thou leadership tried and tried, the numbers disappeared in less than 2 months.
this means, after 6 months from roughly 80 players I used to play, 2 are still playing the Game. - these are numbers I know for certain, and they don't look great IMO.
my $0.02:
all I can see is a system in place that favors the most played classes, which are Sorcs and DKs - other classes receive less attention because - oh well - people just doesn't really use them.
when I first saw this Game and how the skill system would work, I saw a lot of possibilities.. different ways of playing, different builds to try, etc - however, all I can see now is a few Sorc's and DK's all sharing pretty much the same 'build', same play-style and it seems the only way to be competitive in Cyrodill is running that same build.
trying new builds is pure frustration - to a point that even overcharging weapon damage, tons of crit chance (nearly 70%, which is pretty stupid because anyone running impenetrable is kinda safe from crits) and max out stamina - you finally understand "wow, the damage output is poor, there's no survival in the build and I can't even block because I need to use all stamina to try to do some damage" - not to say, you end up crafting gear sets that keep changing all the time - simply because TESTING never really existed.
I don't think it's a matter of pulling the plug, but certainly they could just remove two classes from the Game and keep with the other two that works as intended - or maybe, pull the plug.. it worked out pretty well for FF14.
PS: as someone mentioned above, the issues are not only PvP related - when the 'raids' and 'trials' came out, there was (there's still) a CLEAR preference to some classes over others - because some classes pull the numbers while others don't.
Nazon_Katts wrote: »Just do it. You've promised!
And then utilize the downtime to rework this game into something feasible. The system is flawed from the ground up and then some more... Building upon that pile of inconsistency leads us nowhere. Scrap it and rebuild.
Since release we're facing retention rates lower than 80%. So even in the best scenario, there's just 32% of the initial player base around. Looking at stats from STEAM we haven't gained that many folks thru that venue, to boot they suffered from a way lower retention actually, just about 30%.
While the above is general data, the anecdotal reference is me witnessing folks complaining in low level zones, in mid level zones and end level zones about not having enough people around to successfully build a group for what ever content with.
Wether that's due to population issues or phasing issues, it's killing the game . Or what's left of it. If you don't address and solve these issues, it's only downhill from now on.
Ultimately, it's going to force you to pull the plug or break your word. So rather do it now, while there's a game to salvage and to be rebuilt. Continuing to balance all effort on a flawed based will only do so much worse and never make it far.
Expect alot of LOLS coming from hard minded fanbois. No matter how big and in your face the problem is, you wont get too much support here sorry l.
smeeprocketnub19_ESO wrote: »daniel.ruiznrb18_ESO wrote: »well,
when the Game was release, I created a Guild (small real-life friends guild) which got up to 14 players in ESO and I also joined another medium Guild with at least 60+ players(same timezone I live, a well formed and solid Guild, extremely active) - they were all people already in the Guild that decided to buy and play ESO, many apparently trying something other than WoW.
in the first Guild (real-life friends) there's 2 active - we were 4 until last patch, and now only are still active Sorcs (both) - one of them re-rolled from Templar because.....
on the other Guild, the one with 60+ is a bit sad.. people there understood very, very early how problematic ESO really was, and even thou leadership tried and tried, the numbers disappeared in less than 2 months.
this means, after 6 months from roughly 80 players I used to play, 2 are still playing the Game. - these are numbers I know for certain, and they don't look great IMO.
my $0.02:
all I can see is a system in place that favors the most played classes, which are Sorcs and DKs - other classes receive less attention because - oh well - people just doesn't really use them.
when I first saw this Game and how the skill system would work, I saw a lot of possibilities.. different ways of playing, different builds to try, etc - however, all I can see now is a few Sorc's and DK's all sharing pretty much the same 'build', same play-style and it seems the only way to be competitive in Cyrodill is running that same build.
trying new builds is pure frustration - to a point that even overcharging weapon damage, tons of crit chance (nearly 70%, which is pretty stupid because anyone running impenetrable is kinda safe from crits) and max out stamina - you finally understand "wow, the damage output is poor, there's no survival in the build and I can't even block because I need to use all stamina to try to do some damage" - not to say, you end up crafting gear sets that keep changing all the time - simply because TESTING never really existed.
I don't think it's a matter of pulling the plug, but certainly they could just remove two classes from the Game and keep with the other two that works as intended - or maybe, pull the plug.. it worked out pretty well for FF14.
PS: as someone mentioned above, the issues are not only PvP related - when the 'raids' and 'trials' came out, there was (there's still) a CLEAR preference to some classes over others - because some classes pull the numbers while others don't.
80 players isn't even remotely a good sample size nor is 2 out of 80 equal to 80%.
I'm not happy with the game either, but I don't just pull numbers out of thin air to support my claim. lol
Nazon_Katts wrote: »Just do it. You've promised!
And then utilize the downtime to rework this game into something feasible. The system is flawed from the ground up and then some more... Building upon that pile of inconsistency leads us nowhere. Scrap it and rebuild.
Since release we're facing retention rates lower than 80%. So even in the best scenario, there's just 32% of the initial player base around. Looking at stats from STEAM we haven't gained that many folks thru that venue, to boot they suffered from a way lower retention actually, just about 30%.
While the above is general data, the anecdotal reference is me witnessing folks complaining in low level zones, in mid level zones and end level zones about not having enough people around to successfully build a group for what ever content with.
Wether that's due to population issues or phasing issues, it's killing the game . Or what's left of it. If you don't address and solve these issues, it's only downhill from now on.
Ultimately, it's going to force you to pull the plug or break your word. So rather do it now, while there's a game to salvage and to be rebuilt. Continuing to balance all effort on a flawed based will only do so much worse and never make it far.Expect alot of LOLS coming from hard minded fanbois. No matter how big and in your face the problem is, you wont get too much support here sorry l.
How is it that Im right all the time... Its like I know how this community is... Incredible...
smeeprocketnub19_ESO wrote: »Nazon_Katts wrote: »Just do it. You've promised!
And then utilize the downtime to rework this game into something feasible. The system is flawed from the ground up and then some more... Building upon that pile of inconsistency leads us nowhere. Scrap it and rebuild.
Since release we're facing retention rates lower than 80%. So even in the best scenario, there's just 32% of the initial player base around. Looking at stats from STEAM we haven't gained that many folks thru that venue, to boot they suffered from a way lower retention actually, just about 30%.
While the above is general data, the anecdotal reference is me witnessing folks complaining in low level zones, in mid level zones and end level zones about not having enough people around to successfully build a group for what ever content with.
Wether that's due to population issues or phasing issues, it's killing the game . Or what's left of it. If you don't address and solve these issues, it's only downhill from now on.
Ultimately, it's going to force you to pull the plug or break your word. So rather do it now, while there's a game to salvage and to be rebuilt. Continuing to balance all effort on a flawed based will only do so much worse and never make it far.Expect alot of LOLS coming from hard minded fanbois. No matter how big and in your face the problem is, you wont get too much support here sorry l.
How is it that Im right all the time... Its like I know how this community is... Incredible...
Ahh yes, the old "doesn't agree with made up statistics = fanboi"
Well played, sir.
Khivas_Carrick wrote: »Idk about currently dying but this game does need a serious overhaul.
I am a PvEer and a Templar.
I need class love just the same as anyone else XD
All jokes aside, Templars seem to be the red headed step child of this game, and while we're ok in PvP, in PvE we're locked into one role and usually can only get in one at a time at that as healers.
I want to play my paladin archetype, but alas, it seems to not be allowed
Aoife32001 wrote: »mmmm "statistics"
I did a rough translation of the original post into non-hyperbole, and it came out something like this: "ESO isn't what I wanted it to be, so the game will fail miserably".
Seriously though, are there problems with the game? Sure. Is it going to sink the game within the next 12 months? Probably not. Are they going to pull the plug because someone's complaining on their forums? Hell no. If the game does fail, will the sun fall from the sky and the seas turn to blood? No... relax and if you don't like playing it, stop paying for it. No matter how much you or anyone else complain, it's not going to turn this game into DAoC, WoW, offline Elder Scrolls, or anything else. Coming to it expecting anything other than--that's right--ESO!, will set you up for disappointment, because, well, it's none of those games, for better or for worse.
As for statistics, you would actually have to have hard data on server-wide player subscription and de-sub rates over time, as well as comparative studies of how other MMOs population levels moved over time, and particularly in the first year. I have an inkling that most games experience drops after the initial release. The crucial question is whether or not it levels out over time in a sustainable way and, no matter how many "guildies" of your stopped playing, that's not statistically representative and gets us no where. Hell, the OP might be right, but it certainly isn't because he or seemingly anyone else is presenting a good argument toward that end.
The worst thing about the game is the way the PvP crowd conned themselves into believing that this was going to be a PvP-centric game. They do it every time. Every new MMO is going to be DAoC 2, and it never is.
That's because every new MMO wants those PvPer subs so they tease them with: "we hired DAoC PvP maps designer" or "we hired DAoC gameplay team" and so on.
Then people start playing the new "DAoC gold-finger-touched" MMO and discover it's just the umpteenth piece of crap.