I still remember watching an interview and a Funcom rep was asked abotu TSW sales and they werre disappointed.They figured for certain 300k and only got 200k,so looking at 18-19k they must be distraught.
I noticed a trend at SOE before they went to shit and i see with Funcom as well.They are hurting for money,so following the EXACT same footsteps as Semdley,they went for an EASY cheap game to make to try and survive as a business,in other words a quick cash grab,similar to what Landmark and H1Z1 were doing.
Funcom is nearing the end,they really need to find some rich money bags to buy them up and even then,WHY would anyone with $$$ want to throw it at a losing business.
He's talking Peak users here, not total sales. Secondly, that peak is constantly moving. Third, their 2-day sales numbers are over 90,000, for a game that's not even released yet. I'd say that they're doing ok with it.
On your final point, what got SOE in trouble was NOT making easy cheap games, it was making loooooooong expensive games. H1Z1 was made by a small team of like 10 people and it's arguably, more successful than any SOE title that's ever been released, selling over 2.5 million copies and spawning a spin-off (H1Z1 - King of the Hill) that's sold over 3.5 million copies. That's literally more sales than any SOE game has ever seen, throughout the history of the company. The biggest problem is that it was too little, too late. Could be the same for Funcom, since they've already had financial issues, but I guess time will tell. However, you've got it completely backwards about what got the company in trouble in the first place.
Yeah they sold more copies yesterday and they have also peaked a bit higher, around 26000. But the margin for error on steam spy (assuming that is the source people are citing) is something like 11K of 93K thats a HUGE margin of error.
But so much for people taking the 'wait and see' approach they always claim.
Despite several 'hotfixes' it still runs like garbage and building makes it worse.
So not sure why more people went out and bought it after seeing and reading how horrible performance was. Unless it was because first of month or they couldnt resist dongs and tacos.
Yeah they sold more copies yesterday and they have also peaked a bit higher, around 26000. But the margin for error on steam spy (assuming that is the source people are citing) is something like 11K of 93K thats a HUGE margin of error.
But so much for people taking the 'wait and see' approach they always claim.
Despite several 'hotfixes' it still runs like garbage and building makes it worse.
So not sure why more people went out and bought it after seeing and reading how horrible performance was. Unless it was because first of month or they couldnt resist dongs and tacos.
Yeah, that margin for error does suck, but it's generally the best site for a compilation of data since companies don't release those numbers because reasons.
Yeah, I think dongs has a lot to do with it. There are plenty of questions left to be answered about "What happens to your dong if..." Like, can it be hit? Does it have it's own hitbox? Could you shoot an arrow through it? Does it have a separate health bar? Will you be stunned if someone punches you in it? Can you cut it off and use it as a weapon?
There was a time, when 30-40k players for a game, was a joke .
Reporter: What's behind Blizzard success, and how do you make your gamers happy? Blizzard Boss: Making gamers happy is not my concern, making money.. yes!
There was a time, when 30-40k players for a game, was a joke .
I see you are getting concurrent and total # of players confused.
A game that has 40k CCU can have 500k total active users.
If this is false, then I take back my comment : "Steam spy shows about 40K total box sales. (yes I am saying "box" for digital downloads)"
Reporter: What's behind Blizzard success, and how do you make your gamers happy? Blizzard Boss: Making gamers happy is not my concern, making money.. yes!
I dont believe the old 'guess' stats of multiply the total number of online players by 5 or 10 or 20 to get the total number of overall players. Especially now when they also use average hours played as a metric. If the average hours being played per session is 12 then there is obviously a lot of overlap.
It peaked at almost 29K today of ONLINE players. Yeah I have seen numbers close to 50K which is online and single player, which isnt bad especially with all the issues.
So if the claims they have sold ~100K copies and theyre peaking at 50K players it shows those old figuring out how many 'p[layers' there are are obviously not worth anything these days. Unless someone is lying. And since they wouldnt 'understate' the total number of sales then the concurrent player numbers are wrong (which I said before). Or they could both be right and they have sold 100K copies and at peak half the people that have bought the game are playing it at that moment. Which I think is actually more indicative of reality these days. Most 'active' populations probably represent 30-50% of the total user population of online games.
Like I said it will peak higher this weekend and then if it holds it might be OK but if next week at this time theyre peaking at 15-16K they have problems, especially if the game 'improves' during that time, which it has to by default.
There was a time, when 30-40k players for a game, was a joke .
I see you are getting concurrent and total # of players confused.
A game that has 40k CCU can have 500k total active users.
If this is false, then I take back my comment : "Steam spy shows about 40K total box sales. (yes I am saying "box" for digital downloads)"
Today it shows 90k total purchases.
At launch having 1/3rd of total players as PCU is quite normal.
Now consider a MMO like WoW when they had 12 million total subscribers which was years after launch.
What do you think their average CCU was? It was usually around 900k.
so about 1/12th of total playerbase
Now what I said is that a 40k CCU game can have a total playerbase over 500k, and yes this is quite normal outside of *launch phase* when the pop stabilizes.
obviously Conan Exiles is in launch phase so their CCU is 1/3rd of total instead of 1/12th
But this varies from game to game but CCU (post launch phase) is usually 1/8 to 1/12 of total players.
Man you talk a lot of shit .
My post was writen specifically at the time you posted that the game has sold 40k boxes, hence , my first statement.
Secondly , 40k boxes sold , means 40k total players. Third, 90k boxes sold means 90k players, which in NO way it will keep the 1/3 ratio. Sure, it just "launched" . Wait one week.
Aaaaanyway. I keep my statement and .. ok! I will update it a bit :
There was a time, when 90k boxes sales for a game , was a joke.
Reporter: What's behind Blizzard success, and how do you make your gamers happy? Blizzard Boss: Making gamers happy is not my concern, making money.. yes!
It's kind of hard to show concurrent users in a game where people are having severe issues connecting to the game. That's like saying rock concert was poorly received with only 35k fans in the stands when in fact, 35k more fans were waiting outside cause they couldn't get in.
True, but what really matters is how many tickets they sold, and that's ~very~ easy to account for. Concurrent players don't pay the bills, dollars do. If the dollars roll in, the game will get content.
That being said, people are more likely than not to spent money on a game other people are also playing. So I'm not saying concurrent users isn't an interesting metric. But it's not where near as important as your sales figures.
So not sure why more people went out and bought it after seeing and reading how horrible performance was. Unless it was because first of month or they couldnt resist dongs and tacos.
I bought it because I like it and I tend to like FC games in general. CE single player works fine and the private server we rented with a couple of homies seems to work alright too. Yes, CE has currently many early access problems but hopefully they'll fixe them soon (tm).
Severe dip today but due to them taking official servers off the stat counter more than likely, but peaked around 21800 today. Currenly 32000 according to Steam so that is down a lot from yesterday too when it was around 42K at this time.
But since I dont think a lot of people played on official servers anyway I dont think that dip can be fully attributed to that. Add in its a weekend night and the drop is maybe more significant. Tomorrow will be the 'real' test I guess. If they cant see 30K (even with the dropping of official servers from that counter) then it is a concern. At least in the grand scheme. In the small world as long as all the people you know and are on your server are still playing thats all that matter personally.
Peaked at just under 35K yesterday, sitting at 32K right now.
That seems to be the ceiling right now. Units sold has reportedly gone above 200K.
So they have gotten above the 30K I said they would need, but they have also (according to reports) doubled the sales when i said that.
Seems like some of the issues people have had slowed. But still plenty of other issues that get the usual 'its an early access' game.
What has really gone crazy are the servers. There were around 7K the start of the second day, now around 10,500. Which is another very telling thing. 32K player and 10500 servers. Some of those will obviously be single players 'creating' their own server to play on. But still a huge number compared to over all players.
Comments
He's talking Peak users here, not total sales. Secondly, that peak is constantly moving. Third, their 2-day sales numbers are over 90,000, for a game that's not even released yet. I'd say that they're doing ok with it.
On your final point, what got SOE in trouble was NOT making easy cheap games, it was making loooooooong expensive games. H1Z1 was made by a small team of like 10 people and it's arguably, more successful than any SOE title that's ever been released, selling over 2.5 million copies and spawning a spin-off (H1Z1 - King of the Hill) that's sold over 3.5 million copies. That's literally more sales than any SOE game has ever seen, throughout the history of the company. The biggest problem is that it was too little, too late. Could be the same for Funcom, since they've already had financial issues, but I guess time will tell. However, you've got it completely backwards about what got the company in trouble in the first place.
Crazkanuk
----------------
Azarelos - 90 Hunter - Emerald
Durnzig - 90 Paladin - Emerald
Demonicron - 90 Death Knight - Emerald Dream - US
Tankinpain - 90 Monk - Azjol-Nerub - US
Brindell - 90 Warrior - Emerald Dream - US
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But so much for people taking the 'wait and see' approach they always claim.
Despite several 'hotfixes' it still runs like garbage and building makes it worse.
So not sure why more people went out and bought it after seeing and reading how horrible performance was. Unless it was because first of month or they couldnt resist dongs and tacos.
Yeah, that margin for error does suck, but it's generally the best site for a compilation of data since companies don't release those numbers because reasons.
Yeah, I think dongs has a lot to do with it. There are plenty of questions left to be answered about "What happens to your dong if..." Like, can it be hit? Does it have it's own hitbox? Could you shoot an arrow through it? Does it have a separate health bar? Will you be stunned if someone punches you in it? Can you cut it off and use it as a weapon?
Crazkanuk
----------------
Azarelos - 90 Hunter - Emerald
Durnzig - 90 Paladin - Emerald
Demonicron - 90 Death Knight - Emerald Dream - US
Tankinpain - 90 Monk - Azjol-Nerub - US
Brindell - 90 Warrior - Emerald Dream - US
----------------
Reporter: What's behind Blizzard success, and how do you make your gamers happy?
Blizzard Boss: Making gamers happy is not my concern, making money.. yes!
Reporter: What's behind Blizzard success, and how do you make your gamers happy?
Blizzard Boss: Making gamers happy is not my concern, making money.. yes!
It peaked at almost 29K today of ONLINE players. Yeah I have seen numbers close to 50K which is online and single player, which isnt bad especially with all the issues.
So if the claims they have sold ~100K copies and theyre peaking at 50K players it shows those old figuring out how many 'p[layers' there are are obviously not worth anything these days. Unless someone is lying. And since they wouldnt 'understate' the total number of sales then the concurrent player numbers are wrong (which I said before). Or they could both be right and they have sold 100K copies and at peak half the people that have bought the game are playing it at that moment. Which I think is actually more indicative of reality these days. Most 'active' populations probably represent 30-50% of the total user population of online games.
Like I said it will peak higher this weekend and then if it holds it might be OK but if next week at this time theyre peaking at 15-16K they have problems, especially if the game 'improves' during that time, which it has to by default.
My post was writen specifically at the time you posted that the game has sold 40k boxes, hence , my first statement.
Secondly , 40k boxes sold , means 40k total players. Third, 90k boxes sold means 90k players, which in NO way it will keep the 1/3 ratio. Sure, it just "launched" . Wait one week.
Aaaaanyway. I keep my statement and .. ok! I will update it a bit :
There was a time, when 90k boxes sales for a game , was a joke.
Reporter: What's behind Blizzard success, and how do you make your gamers happy?
Blizzard Boss: Making gamers happy is not my concern, making money.. yes!
That being said, people are more likely than not to spent money on a game other people are also playing. So I'm not saying concurrent users isn't an interesting metric. But it's not where near as important as your sales figures.
But since I dont think a lot of people played on official servers anyway I dont think that dip can be fully attributed to that. Add in its a weekend night and the drop is maybe more significant. Tomorrow will be the 'real' test I guess. If they cant see 30K (even with the dropping of official servers from that counter) then it is a concern. At least in the grand scheme. In the small world as long as all the people you know and are on your server are still playing thats all that matter personally.
That seems to be the ceiling right now. Units sold has reportedly gone above 200K.
So they have gotten above the 30K I said they would need, but they have also (according to reports) doubled the sales when i said that.
Seems like some of the issues people have had slowed. But still plenty of other issues that get the usual 'its an early access' game.
What has really gone crazy are the servers. There were around 7K the start of the second day, now around 10,500. Which is another very telling thing. 32K player and 10500 servers. Some of those will obviously be single players 'creating' their own server to play on. But still a huge number compared to over all players.