MLGProPlayer wrote: »
WoW had 12 million SUBSCRIBERS (aka active players) at its peak. No game will ever reach those numbers again, or get even close.
One thing for sure is, there's a sizable bot community roaming around like NPC locust swarms.
Why the hell you guys are comparing ESO with WoW. Instead of sub counting, install 2 games, and check graphics. Elven out.
khele23eb17_ESO wrote: »IvorySamoan wrote: »Um, Bethesda just confirmed it?
They were at 8.5 sold units half way through last year, so they've sold 1.5 million since then: super impressive, going to hit 12 I reckon soon with Morrowind just releasing and getting pretty great word of mouth.
ESO, actually now looking like that WoW killer it was touted to be so long ago lol.
Lets be serious here. Have you any idea how many units WoW sold? To put things in perspective:
The Burning Crusade - 2.4M
Wrath of the Lich King - 2.8M
Cataclysm - 3.3M
Mists of Pandaria - 2.7M
Warlords of Draenor - 3.3M
Legion - 3.3M
Well, you might say 'thats not much at all' and Ill say 'this is how much they sold on the FIRST DAY'also it doesnt even include base game sales.
And this is not really a viable comparison anyway. We dont know how many people actually play the game. We could compare 'active eso+ accounts' to WoW subs. But we dont have those numbers either.
Kiralyn2000 wrote: »That's one marketing advantage of B2P/F2P games.... every account ever made could be active. Not needing an official running sub to play means they can count every copy ever sold.
Kiralyn2000 wrote: »That's one marketing advantage of B2P/F2P games.... every account ever made could be active. Not needing an official running sub to play means they can count every copy ever sold.
snakester320 wrote: »Here something interesting next time you look at your guild lists see how many members haven't been active for over like 2- 6+ months ..
Neverwinter may not look as good as ESO, but it does have a FAR superior auction house system. And their events system is one of the best I've ever seen in an MMO. Neverwinter's events blow ESO's away. There is always some interesting event going on or coming up every weekend in Neverwinter and their quarterly events are a blast.
Jollygoodusername wrote: »Let it be known, ESO is worth investing in
Over 10 million players.... I would like to know how many have ESO+
Bungie does this little trick to make Destiny sound much more populated than it is.Avran_Sylt wrote: »They might just be counting total number of accounts. Maybe not even active accounts. I'd love to know the active users on a [x] day basis across all platforms, but I'm pretty sure they won't disclose that information for fear of turning away potential investors (or something, I've no clue).
Last year (or year before?) It was said there were 7 million accounts created, which I believe counted Xbox free trials. So since this number is now 10 million, I'd say it's accounts created, and not active players.
This is the wording from last year, so expect a similar metric:Since we commercially launched at the end of March 2014, we have had seven million people acquire the game, create accounts and play. Please note that this number does NOT include beta players (who played the game before we launched) and it also does not include players from our free trial(s)
Source
I acquired the game 10 times in order to create my own guild banks. I only play in just one account. The other ones will not be touched again because they are for just the guild bank. That don't mean there are 10 players. Their numbers aren't accurate.
f047ys3v3n wrote: »MLGProPlayer wrote: »
WoW had 12 million SUBSCRIBERS (aka active players) at its peak. No game will ever reach those numbers again, or get even close.
I totally disagree with this statement. Not only could ESO have reached these numbers, I think that it was legitimately expected to bury them.
Reasons
1) While great competition in MMO's exists now on the PC there is almost no competition on the console. ESO was aimed primarily at that market, a market that is far larger than the PC market today which is larger than the PC market was when WoW set those numbers. In other words, ESO faced no more competition than WoW and had a larger potential market.
2) ESO brought far more potential legacy players to the game from the previous ESO hits such as Skyrim than WoW whose predecessor was far less popular.
3) ESO had a massively larger budget.
4) Free to Play, micro transactions, and the like have proven far superior revenue models and thereby boosted both revenues and player bases.
What ESO got right:
1) Excellent, varied, and compelling quests and lore.
2) Excellent visuals, updated graphics and the like.
3) Limited size ability bars and a lower threshold to entry.
What ESO got wrong:
1) The game was not even close to ready at launch. Console, the target audience, as not ready for a full year and what should have been the launch game engine was not really done for 1.7 years, the time ESO+ with dynamic zone scaling and better grouping was finished.
2) ZOS pulled the funding plug in September of launch year with massive layoffs that basically killed timely development and balance capability as well as cost them many devs who actually knew how some of the code worked and would have been able to fix things more efficiently.
3) Endgame PVE has always been small in size, had rather weak rewards, generally poor and un-engaging mechanics, and has often not even been scaled to max level. Basically, little development effort has been put into it.
4) The main PVP experience proved a bit too ambitious and so has been plagued by lag and instability problems.
5) PVP and PVE balance have never been decoupled. Plenty of games have proven that PVP and PVE can never be balanced together. ESO's insistence on doing this is ignorant, idiotic, and they have paid the price in lack of balance in either.
6) The champion system created massive imbalance and a huge barrier to entry. It did everything we said it would and was at least the magnitude of disaster we predicted.
7) ESO's balance has often involved uber changes such as removal of dynamic ulti-regen, removal of regen while blocking, or an across the board 30 or so % decrease in resources. Balance steps of this magnitude basically just wreck everyone's builds and remove any reset any balance previously achieved. People hate them, they accomplish little, and give the impression of laziness and ineptitude.
8) Badly behaving players doing things such as running cheat engine, item duplication, spam reporting, and other exploits have never been dealt with sufficiently leaving an inmates are running the asylum vibe.
9) The game was not free to play at launch. It clearly should have both to retain players and because not doing so left a very bad impression on players who paid for most of a year with all those assurances that it was a subscription game.
10) ZOS have never ever been honest or open with players about what it is doing, what it plans to do, or why it does some things. Being left in the dark and fed *** sandwiches gets real old.
In conclusion, ESO not only could have bested WoW's peak numbers but, if run with only average competency, should have been expected too. It was not run with even average competency from the funding decisions (presumably made by the board) to the progression, balance and mechanics decisions. ESO deserves the infamy it has gained in some circles. Given the magnitude of advantages, and therefore expectations, it had, it's showing has been pitiful. ESO is like Star Wars Episode 1. Sure, it made money, but it was nevertheless a massive failure given the legitimate expectations. #WrobelforJarJar.
Uriel_Nocturne wrote: »Bungie does this little trick to make Destiny sound much more populated than it is.Avran_Sylt wrote: »They might just be counting total number of accounts. Maybe not even active accounts. I'd love to know the active users on a [x] day basis across all platforms, but I'm pretty sure they won't disclose that information for fear of turning away potential investors (or something, I've no clue).
Last year (or year before?) It was said there were 7 million accounts created, which I believe counted Xbox free trials. So since this number is now 10 million, I'd say it's accounts created, and not active players.
Bungie says: "Destiny has 8+ million registered accounts!! Our game is highly populated and healthy!! Invest in us!!"
In reality, the game is a freaking ghost town. .
I'm not sure how correct are these numbers: https://steamspy.com/app/306130
On Steam only:
Players in the last 2 weeks: 162,023 ± 12,132 (13.73%)
Players total: 1,105,416 ± 31,652 (93.66%)
Peak concurrent players yesterday: 16,902
They mentioned in the past that the number of users is split pretty evenly between the three platforms (PC, Xbox, PS4), so I guess about one third are Steam users on PC. The players in the last 2 weeks are supposed to be unique ids, number of people that have logged in at least once?
Since Steam accounts for only 11% of the total number of players, would that mean that in total there could be as many as 150,000+ concurrent players at peak time on all platforms and servers (NA/EU and PC/Xbox/PS4)?
The number seems pretty high to me, not sure if that's right.
PS: the site also mentions 38,000 owners for ESO: Morrowind ( https://steamspy.com/app/582880 ) ... once again, does it mean ~350,000 Morrowind sales if Steam has the same percentage of 11% of all games sold?
ProfesseurFreder wrote: »There are always at least a few dozen players in every area of the game that I go to, no matter the tine of day. When you take into account that not everyone plays at the same time, that PC/Mac users are split between North America and EU servers, and consoles are also on separate servers, and THEN take into account things like instancing and shards (is that what they call them? Not sure) that create new instances of each zone when they fill up or get busy with too many players ---
-- yeah, I believe it. Anyhow, there's no way you can make any kind of accurate judgement call on the number of players, active or otherwise, based on what you see in the game.
ProfesseurFreder wrote: »There are always at least a few dozen players in every area of the game that I go to, no matter the tine of day. When you take into account that not everyone plays at the same time, that PC/Mac users are split between North America and EU servers, and consoles are also on separate servers, and THEN take into account things like instancing and shards (is that what they call them? Not sure) that create new instances of each zone when they fill up or get busy with too many players ---
-- yeah, I believe it. Anyhow, there's no way you can make any kind of accurate judgement call on the number of players, active or otherwise, based on what you see in the game.
Uriel_Nocturne wrote: »Bungie does this little trick to make Destiny sound much more populated than it is.Avran_Sylt wrote: »They might just be counting total number of accounts. Maybe not even active accounts. I'd love to know the active users on a [x] day basis across all platforms, but I'm pretty sure they won't disclose that information for fear of turning away potential investors (or something, I've no clue).
Last year (or year before?) It was said there were 7 million accounts created, which I believe counted Xbox free trials. So since this number is now 10 million, I'd say it's accounts created, and not active players.
Bungie says: "Destiny has 8+ million registered accounts!! Our game is highly populated and healthy!! Invest in us!!"
In reality, the game is a freaking ghost town. But if they said that out of "8+ million accounts, we only have 200k active players"... well, that doesn't sound so "great" for attracting future investors. They worded it the way they did, because even if a Player buys the game, fires it up once, then never plays it again, that Player still counts as a "Registered Account", thus allowing them to bloat their numbers to Activi$ion's investors, rather than having to admit that their practice of locking base-game content behind an ever-increasing DLC paywall is causing the game to hemorrhage Players.
So they play that little wording trick to make the game sound much more populated than it actually is, and ZOS has picked up on how useful this trick is as well.