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This is a lot more fun with 500 people

TheLizardbonesTheLizardbones Member CommonPosts: 10,910

During the beta, there were quite a few people logged in whenever I logged in.  Tonight there were 5 times as many people on.  The game is definitely a lot more fun with a bunch of people running around, asking questions and what not. :-)

 

Just sayin'.

I can not remember winning or losing a single debate on the internet.

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Comments

  • tank017tank017 Member Posts: 2,192

    yeah...

     

    Any MMO with no people is well...a dead MMO.

  • lordzelmanlordzelman Member Posts: 124

    nah, its just not a mmo at all

  • xSagaixSagai Member CommonPosts: 94

    Originally posted by lizardbones

    During the beta, there were quite a few people logged in whenever I logged in.  Tonight there were 5 times as many people on.  The game is definitely a lot more fun with a bunch of people running around, asking questions and what not. :-)

     

    Just sayin'.

    Agreed. I had a blast throughout beta and now it's time to play for keeps :) Love the game!

  • GdemamiGdemami Member EpicPosts: 12,342

    The high peak is caused by launch date and (pre)release only. Once it settles down, the peak will be much much lower and the game will be (empty) as before.

  • milwalmilwal Member UncommonPosts: 65

    Originally posted by Gdemami

    The high peak is caused by launch date and (pre)release only. Once it settles down, the peak will be much much lower and the game will be (empty) as before.

    No Chance...

  • GdemamiGdemami Member EpicPosts: 12,342


    Originally posted by ARX-7

    QFT, this is a good game, it's still rough around the edges, but still better than most the crappy launchs as of late, and hell of alot cheaper too.

    How many of those 'crappy' launches were with less than 1000 subs? :)

  • cosycosy Member UncommonPosts: 3,228
    Originally posted by Gdemami

    1000 subs? :)

     

    and u get that number from ?

    BestSigEver :P
    image

  • TheLizardbonesTheLizardbones Member CommonPosts: 10,910

    Originally posted by Gdemami

     




    Originally posted by ARX-7



    QFT, this is a good game, it's still rough around the edges, but still better than most the crappy launchs as of late, and hell of alot cheaper too.




     

    How many of those 'crappy' launches were with less than 1000 subs? :)

     If that makes it a better launch, I'm all for avoiding the over-hyping that happens with most of the games I've seen recently.  Smooth launch will do more for recommending this game than anything else, considering that I haven't seen a single MMO release that smoothly.  Ever.  I've only been playing MMO's for three or four years but still.  None of them have launched that smoothly.  It just makes me think the developers know what they are doing.

     

    One other difference though is that it feels a lot more like you're playing with hundreds of people.  Most of the games I've tried recently it doesn't feel like that.  There might be thousands of people all around you, but you're not really playing with them...you're playing near them.  It's a different vibe from the other MMO's I've played.

    I can not remember winning or losing a single debate on the internet.

  • GdemamiGdemami Member EpicPosts: 12,342


    Originally posted by lizardbones

     If that makes it a better launch, I'm all for avoiding the over-hyping that happens with most of the games I've seen recently.  Smooth launch will do more for recommending this game than anything else, considering that I haven't seen a single MMO release that smoothly.  Ever.  I've only been playing MMO's for three or four years but still.  None of them have launched that smoothly.  It just makes me think the developers know what they are doing.
     
    One other difference though is that it feels a lot more like you're playing with hundreds of people.  Most of the games I've tried recently it doesn't feel like that.  There might be thousands of people all around you, but you're not really playing with them...you're playing near them.  It's a different vibe from the other MMO's I've played.

    It isn't that you haven't seen such a smoot launnch before, it is that you haven't seen to launch a game with a small player base of such scale...

    It is easy to make a smooth launch when your infrastructure ins't pushed into limits.

    All open betas and release have this 'vibe', hundreds and thousands of players are crowded around starting areas... This will change as the playtimes settle down - people will play less hours, they will spread more etc. etc.

  • Neoxx27Neoxx27 Member Posts: 63

    Originally posted by Gdemami

     




    Originally posted by ARX-7



    QFT, this is a good game, it's still rough around the edges, but still better than most the crappy launchs as of late, and hell of alot cheaper too.




     

    How many of those 'crappy' launches were with less than 1000 subs? :)

    In case you're trying to say Perpetuum had that many, it didnt.  When early access started there was over 1500 accounts active, with the number growing by the hour.  However, the dev took this down as they probably dont want to reveal exactly how many people are playing the game all the time, down to the number.

     

    They also had pretty much 0 advertising, relying mostly on word of mouth, interviews, and other things like previews and stuff.  They did not want to over hype the game and have it just fade out after release.  I can see this picking up a steady stream of subscribers for a long time.

  • GdemamiGdemami Member EpicPosts: 12,342


    Originally posted by Neoxx27

    They also had pretty much 0 advertising, relying mostly on word of mouth, interviews, and other things like previews and stuff.  They did not want to over hype the game and have it just fade out after release.  I can see this picking up a steady stream of subscribers for a long time.

    Oh, yeah. They intentionally did not advertise the game because they didn't want to and it certainly has nothing to do with the lack of funding and overall budget range...


    I do not not know what the active player base is, nor you do. I just put the number there to put the scale in place and the game (pre)launched indeed with less than 1k online players, unlike the other 'crappy' launches.

  • TheLizardbonesTheLizardbones Member CommonPosts: 10,910

    Originally posted by Gdemami

     




    Originally posted by lizardbones



     If that makes it a better launch, I'm all for avoiding the over-hyping that happens with most of the games I've seen recently.  Smooth launch will do more for recommending this game than anything else, considering that I haven't seen a single MMO release that smoothly.  Ever.  I've only been playing MMO's for three or four years but still.  None of them have launched that smoothly.  It just makes me think the developers know what they are doing.

     

    One other difference though is that it feels a lot more like you're playing with hundreds of people.  Most of the games I've tried recently it doesn't feel like that.  There might be thousands of people all around you, but you're not really playing with them...you're playing near them.  It's a different vibe from the other MMO's I've played.




     

    It isn't that you haven't seen such a smoot launnch before, it is that you haven't seen to launch a game with a small player base of such scale...

    It is easy to make a smooth launch when your infrastructure ins't pushed into limits.

     

    All open betas and release have this 'vibe', hundreds and thousands of players are crowded around starting areas... This will change as the playtimes settle down - people will play less hours, they will spread more etc. etc.

     Uh...no.  It is that I haven't seen such a smooth launch before.  I was the one playing; witnessing the launches.  It doesn't matter if it was the pre-launch hype that caused over crowding or bad hardware or what.  A Cr@ppy launch is Cr@ppy launch.  This just supports my point.  The devs know what they are doing.  Provide a good game experience.  PO has kicked the butt of pretty much everyone.

     

    Now, will it last?  I don't know.  I don't even know if I like have an almost totally sandbox game.  My point is that they did an excellent job.  I can see this game lasting a very long time.

    I can not remember winning or losing a single debate on the internet.

  • GdemamiGdemami Member EpicPosts: 12,342


    Originally posted by lizardbones

    It doesn't matter if it was the pre-launch hype that caused over crowding or bad hardware or what.

    It doesn't? So you are saying that it is same level of difficult to launch a game for 10 people or 500k...

  • lectrocudalectrocuda Member Posts: 604

    Originally posted by Gdemami

     




    Originally posted by Neoxx27



    They also had pretty much 0 advertising, relying mostly on word of mouth, interviews, and other things like previews and stuff.  They did not want to over hype the game and have it just fade out after release.  I can see this picking up a steady stream of subscribers for a long time.




     

    Oh, yeah. They intentionally did not advertise the game because they didn't want to and it certainly has nothing to do with the lack of funding and overall budget range...



    I do not not know what the active player base is, nor you do. I just put the number there to put the scale in place and the game (pre)launched indeed with less than 1k online players, unlike the other 'crappy' launches.

     so your point is what?  I dont understand why you insist on being facetious.

    Its not like PO is FFXIV, its a game that is doing its best, and from what the player base says its rather good.

    I do not see the point of antagonizing someone because they give credit to the underdog.

    The logic in your argument says that the big devs/pubs have their playerbase to blame for their sub par launches. Seeing that if everyone didnt log on, then the game would of evolved just fine. BS.

    Bugs are bugs, and most of the bugs Ive experienced in MMO's have nothing to do with their bandwith or servers. From my experience it is their coding, so if PO can get it right with a 1000, the odds are they can get it right with 10,000.

     

    If your whole existence is just no spread negative energy, you are living up to it.

    To the caterpillar it is the end of the world, to the master, it is a butterfly.

  • TheLizardbonesTheLizardbones Member CommonPosts: 10,910

    Originally posted by Gdemami

     




    Originally posted by lizardbones



    It doesn't matter if it was the pre-launch hype that caused over crowding or bad hardware or what.




     

    It doesn't? So you are saying that it is same level of difficult to launch a game for 10 people or 500k...

     From what I've seen, most games launch for 500k people with hardware than can easily handle 200k people.  So it would seem (based on my experience - limited as it is) that launching to 500k people is impossible.  But that's not my point.

     

    My point is that the devs looked at their game, looked at their hardware and software and decided to launch without a lot of advertising (with no advertising).  They made the right choice.  Perhaps, just perhaps they realized that with a thousand (just a guess) very happy players, they would be making $10,000 a month and thought that it was a good start.  Then they would build from there until they could easily handle as many people as decided to sign up for the game.

    I can not remember winning or losing a single debate on the internet.

  • popinjaypopinjay Member Posts: 6,539


    Originally posted by Gdemami

    Originally posted by Neoxx27

    They also had pretty much 0 advertising, relying mostly on word of mouth, interviews, and other things like previews and stuff.  They did not want to over hype the game and have it just fade out after release.  I can see this picking up a steady stream of subscribers for a long time.


    Oh, yeah. They intentionally did not advertise the game because they didn't want to and it certainly has nothing to do with the lack of funding and overall budget range...


    I do not not know what the active player base is, nor you do. I just put the number there to put the scale in place and the game (pre)launched indeed with less than 1k online players, unlike the other 'crappy' launches.


    This isn't true.

    I remember one Dev in beta week before launch there who was going apesheet and blacked out on MMORPG.com's not pushing the game.

    He was bad mouthing this site because apparently MMORPG.com didn't put the game on the rating hype list.


    The Dev wasn't cursing, but he was really ripping into the editor of the site here about "we didn't tell people to hype our game" and such. (apparently, MMORPG.com claimed Perpetuum devs were pushing people to hype the game and make posts, or so it was rumored)


    The Dev had said that they could have used the extra publicity and people even remarked that if it wasn't for Massively pushing the game, they never would have heard of it at all.

    I don't know how true the story was the Dev was telling over that chat, but he really showed disgust with MMORPG. Anyone in beta can tell you but out of respect, I won't name the Dev who said all that. (he could have just been tired with a week to go and was venting)

  • BademBadem Member Posts: 830

    Afterall its a Marathon not a sprint, EvE started Small and look at it now.. I hope that PO goes the same wy, Sadly I wont be playing and its not because i dont like tehg aem, its cos my Rl situation stops me spending time online gaming now :(

  • GdemamiGdemami Member EpicPosts: 12,342


    Originally posted by lectrocuda

     so your point is what? 

    I am not facetious and whether it is a negative energy is up to each own consideration.

    I am just pointing out that building a dog house isn't the same as building a sky scraper. Perpetuum might be a cozy dog house but that's about it. It is not dissing a game, just being realistic.

    Saying that the game did not go for big numbers because they didn't want to or similar claims is just a blind fanboism and on a same level as trolling. If you want to promote the game, do it at least objectively and with both feet on the ground...

  • mrw0lfmrw0lf Member Posts: 2,269

    Originally posted by Gdemami

     




    Originally posted by lizardbones



    It doesn't matter if it was the pre-launch hype that caused over crowding or bad hardware or what.




    It doesn't? So you are saying that it is same level of difficult to launch a game for 10 people or 500k...

    Server caps on most games (especially at release) probably means server load wise there is no difference tbh.

    -----
    “The person who is certain, and who claims divine warrant for his certainty, belongs now to the infancy of our species.”

  • GdemamiGdemami Member EpicPosts: 12,342


    Originally posted by mrw0lf

    Server caps on most games (especially at release) probably means server load wise there is no difference tbh.

    If only game performance was just a matter of 'more hamsters'... The problem is, it isn't.

  • TheLizardbonesTheLizardbones Member CommonPosts: 10,910

    Originally posted by Gdemami

     




    Originally posted by lectrocuda



     so your point is what? 




     

    I am not facetious and whether it is a negative energy is up to each own consideration.

    I am just pointing out that building a dog house isn't the same as building a sky scraper. Perpetuum might be a cozy dog house but that's about it. It is not dissing a game, just being realistic.

    Saying that the game did not go for big numbers because they didn't want to or similar claims is just a blind fanboism and on a same level as trolling. If you want to promote the game, do it at least objectively and with both feet on the ground...

     They didn't pay for any advertising for this game.  None.  Zero, zilch, zip.  Please explain how they went for big subscription numbers.  Then define what big subscription numbers are.

     

    They relied on word of mouth for spreading the game and getting the early access subscriptions.

     

    And the topic is still dead on.  The game is a lot more fun with 500 people logged in versus 100 people logged in.  Not to mention the launch was smooth. 

     

    If more games started small and worked to get big, instead of starting small and cr@ppy with too many people logged into their servers, we'd have better games.  This last sentence is just an opinion, in case anyone is wondering.

    I can not remember winning or losing a single debate on the internet.

  • mrw0lfmrw0lf Member Posts: 2,269

    Originally posted by Gdemami

     




    Originally posted by mrw0lf



    Server caps on most games (especially at release) probably means server load wise there is no difference tbh.




    If only game performance was just a matter of 'more hamsters'... The problem is, it isn't.

    What do you think that means? You can't have it all ways, are you trying to say they just have supperior coders? Supperior managment/infrastructure/planning?

    -----
    “The person who is certain, and who claims divine warrant for his certainty, belongs now to the infancy of our species.”

  • TheLizardbonesTheLizardbones Member CommonPosts: 10,910

    Originally posted by mrw0lf

    Originally posted by Gdemami

     




    Originally posted by mrw0lf



    Server caps on most games (especially at release) probably means server load wise there is no difference tbh.




    If only game performance was just a matter of 'more hamsters'... The problem is, it isn't.

    What do you think that means? You can't have it all ways, are you trying to say they just have supperior coders? Supperior managment/infrastructure/planning?

     Superior planning so far.  I'm sure we'll see how the rest goes in the coming months and years.

    I can not remember winning or losing a single debate on the internet.

  • GdemamiGdemami Member EpicPosts: 12,342


    Originally posted by lizardbones
     
    If more games started small and worked to get big, instead of starting small and cr@ppy with too many people logged into their servers, we'd have better games.  This last sentence is just an opinion, in case anyone is wondering.

    I won't comment on first part of your post since I cannot do much with your lack of reading comprehension...


    The problem with starting with low numbers, imo, especially on todays market is that you will get steamrolled quickly. Limited revenue means limited development and limited development means lower competitiveness on the market.

    That does not apply to online entertainment industry only, it is a general rule for any business. Surely that does not include money only but the development decisions too.



    Originally posted by mrw0lf

    What do you think that means?

    If the server load(CPU load) was an issue, you would just put more CPU and could play all on 1 server instead of having dozens game world servers as it is so common in the industry.

    The performance issues are bottleneck issues and not all parts of the system scale up the same.

  • TheLizardbonesTheLizardbones Member CommonPosts: 10,910

    Originally posted by Gdemami

     




    Originally posted by lizardbones

     

    If more games started small and worked to get big, instead of starting small and cr@ppy with too many people logged into their servers, we'd have better games.  This last sentence is just an opinion, in case anyone is wondering.




     

    I won't comment on first part of your post since I cannot do much with your lack of reading comprehension...



    The problem with starting with low numbers, imo, especially on todays market is that you will get steamrolled quickly. Limited revenue means limited development and limited development means lower competitiveness on the market.

    That does not apply to online entertainment industry only, it is a general rule for any business. Surely that does not include money only but the development decisions too.

     




    Originally posted by mrw0lf



    What do you think that means?




     

    If the server load(CPU load) was an issue, you would just put more CPU and could play all on 1 server instead of having dozens game world servers as it is so common in the industry.

    The performance issues are bottleneck issues and not all parts of the system scale up the same.

     Steamrolled by what, exactly?  The world isn't an RTS.  The "next great game" isn't going to move next door and come charging through their door and take all their stuff.  You seem to be taking issue with the fact that they are indeed starting small and it's (so far) working.

     

    Looking at the recent history of the MMO games, starting big isn't working out so well.  At least advertising your game bigger than it is.

    I can not remember winning or losing a single debate on the internet.

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