ProfesseurFreder wrote: »@GrumpyDuckling -- "Evidence! Source!"
-- Why do you care? Why is this thread still active? Why are people still debating this?
-- What in the heck difference does it make?
Is your life so empty that you have nothing else to do but debate this figure?
There's a whole boatload of people on the forums who seem to have no other goal in life than to tilt at the ZOS windmill, contest EVERY statement they make, and generally attempt to undermine everything they do. For Vivec's sake get a life and allow the forums to be supportive and positive again. Arguing about THIS NUMBER is bout the second or third dumbest thing I've seen here.
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.
Dude... You paid for 10 games to get a couple guild banks? What do you do for a profession and how are you so successful...
ProfesseurFreder wrote: »@GrumpyDuckling -- "Evidence! Source!"
-- Why do you care? Why is this thread still active? Why are people still debating this?
-- What in the heck difference does it make?
KingYogi415 wrote: »@GrumpyDuckling @lordrichter
https://www.google.com/amp/s/www.polygon.com/platform/amp/2016/10/14/13283030/elder-scrolls-online-player-numbers-console-pc-split-matt-firor-bethesda
Here is matt saying that at launch each console platform has 235,000 users.
More recently Around the time they announced 10 mill total sales I remember matt saying around 300k active users each platform. I cant find it yet but givin these launch stats it can't be to far off.
bubbajones wrote: »if there was 10 million players don't you think there would be more than one active pvp campaign that is pop locked at 200 to 300 players per faction ? lol 10 mil not a chance that many are playing
KingYogi415 wrote: »@GrumpyDuckling @lordrichter
https://www.google.com/amp/s/www.polygon.com/platform/amp/2016/10/14/13283030/elder-scrolls-online-player-numbers-console-pc-split-matt-firor-bethesda
Here is matt saying that at launch each console platform has 235,000 users.
More recently Around the time they announced 10 mill total sales I remember matt saying around 300k active users each platform. I cant find it yet but givin these launch stats it can't be to far off.
Wreuntzylla wrote: »I am pretty sure it includes people that just looked at the game over someone else's shoulder.
At least, that's the impression you would get when reading in defense of ZoS posts for some of their money making schemes. They are just trying to make ends meet and keep people employed!
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.
Dude so much truth in this post its disgustingly accurate.
f047ys3v3n wrote: »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.
Dude so much truth in this post its disgustingly accurate.
Thanks, coming from a player with the ridiculous amount of experience you have I feel validated.
On an unrelated note, I should also have mentioned the megaservers in the what ESO got right section. I remember that technology being showcased bigtime at launch but no one seem to mention it much now. The ability to have only an EU and NA instead of all the shards of past games such as WoW is a huge improvement. Likewise, the dynamic instancing that allows for many instances of each area scaled up or down with population is very helpful in making things feel neither empty nor overcrowded. In short, the megaserver was a game changer for the better.
... I remember 100vs100 cyro battles, with much less lag there is in a 10v10 fight today.
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.
... I remember 100vs100 cyro battles, with much less lag there is in a 10v10 fight today.
This. I'll never forget my first time in Cyrodiil seeing an all out WAR taking place. Now days, If you get more than 8-15 people in a group to take a keep it is almost a guarantee someone is going to crash, or the lag is so terrible you cannot even get your skills to fire off. I hate to say it, but if games like MAG on consoles with way weaker hardware specs, and nearly a decade ago in age ran 256 player co-op with minimal lag then there should be no reason why ESO cannot with current hardware. This comes down to weak network infrastructure or incompetence from the devs; either way, there is no real excuse.
On Topic: I doubt the actual number of active players is even 10% per platform of the advertised amount of units sold. I know on PS4 NA in most of the populated zones it is pretty much the same people always hanging around. When I have not grouped with you or initiated any sort of interaction with you, and I recognize your name, that tells me the overall population is on the low end. Just my opinion, and it will stay that until either this no longer occurs so frequently, or actual statistics are given by ZoS.
kyle.wilson wrote: »Between PC players that migrated to console and the thousands of players with multiple accounts, quoting total number of accounts is misleading. But then again, it looks more impressive than giving active accounts.
I'm guessing that several million of those accounts aren't being actively used.
TheDarkoil wrote: »Ah that explains why group finder doesn't work. You have -
9,999,995 dds
4 tanks
1 healer
*waves hands while mumbling* "necrooooo"
*waves hands while mumbling* "necrooooo"
the most pathetic thread necro iv ever seen. you didnt even have some rambling invalid comment to make. as such you lost points and scored -5/10 (hint: thats not a hyphen). we are all dumber for having read your necro. may god have mercy on your soul, if you got it back from molag bal yet.
https://steamspy.com/app/306130kyle.wilson wrote: »Between PC players that migrated to console and the thousands of players with multiple accounts, quoting total number of accounts is misleading. But then again, it looks more impressive than giving active accounts.
I'm guessing that several million of those accounts aren't being actively used.
Are you saying they are lying?
PvE leaderboards does not have more than 100 active unique players.
Battlegrounds in prime time maybe 50+ players.
Cyrodiil pop is low.
So ye,10 mio bought accounts... lots of new questers since morrowind but endgame is RIP.