![]() We can only speculate whereas GGG has the numbers and are running their business as always with altered communication (more Support taking up Dev communication lack of early Patch Notes due to user feedback). However we don't know about the amount of regression present in the Stand-Alone client and furthermore the Stand-Alone client holds a higher player base because of reasoning explained earlier (Russian/East Asian Players). Player regression is likely affecting both Clients, I agree. The Cherry Pie will be way bigger than the Apple Pie and getting bigger although both lose their pieces. Now imagine that you eat from both pies, from the small Apple Pie always two pieces of pie more than from the big Cherry Pie. Of course the Cherry Pie is now greater than the Apple Pie. This can also happen if only Steam Player numbers shrink, you see? If you read the initial statement again, it says that Steam Player:Stand-Alone Player ratio is increasing towards Stand-Alone Player. Not in the OP, not in the parts you quoted. The command was certainly taken away so Einstein's like us don't jump to conclusion without knowing concepts like concurrent user numbers or casual players only playing once a week but regular so.Īs for the first sentence: I see no one mentioning increased base player numbers. I hope this post made you understand my relaxed position a bit. However it is a working model and you'd be surprised about the amount of F2P games out there with a way lower active player base being able to maintain their game. The working system is not a miracle and it reflects the solid polish of this product compared to alternative products.ĭoes all this look depressing/dangerous to you? If yes, then you are probably conservative about purchase models and I kinda understand this. However as pointed out, daily/weekly concurrency is way higher (steam shows at least 7000 users) not including native client numbers which will be higher because of the east asian/russian playerbase. The high amount of content GGG is delivering fast in this situation is astonishing and I can see people being fascinated about it. We also know that GGG currently is holding a 30+ employee office in this situation. Natural purchase justification processes will keep it this way. As this is a F2P game, we also know that only a small percentage of this user base is finally a paying customer, however skewed towards the big whale kinda guys paying way higher amounts than the small fish. We know that the stable customer base is at most about 3000 at a time without valuing in time zones/concurrency and the native client user base, which is naturally higher than the steam client user base (daily/weekly average way higher). However as a business man, I would only consider stable customer bases as present numbers on finances for future development. The weighted sample looks not as frightening as the unweighted but it still shows retention. As you see there are good reasons to weight the variables using steam achievements.Īt the end the active playerbase pays the maintenance bills whereas the flush of new players including stash tab sales might boost short time profit and development. We can also better see active playerbase retention without colliding with simple marketing effects like a huge new player flush due to expansion advertisements and the natural loss of said new players due to disinterest. Once there we can guess that Native Client data looks similar, although they do not include Russian or Asian numbers (which might be a big piece of the cake). Steam Achievements are a measure of time investment and therefore can reflect the loyal customers. We want to see the actual stable playerbase instead of the jumpy steam population, trying out every new patch in any advertised F2P game. The release date for Path of Titans will be announced as we get closer to development completion.It is explained in the quote. We will continue adding new content, including new creatures, skins, maps, and ongoing support for the aforementioned modding tools. We will also provide powerful modding tools to help you shape the game into your own dinosaur adventure. Path of Titans will provide a framework for dinosaur enthusiasts to roleplay as their favorite prehistoric beasts. Explore an environment filled with natural events, quests, guilds, adventures, and free-form play, all while enjoying a rich life, avoiding death, and augmenting your dinosaur to suit your play style. Play as one of 18 core dinosaurs in a rich ecosystem filled with complex AI creatures and up to 200 other players. Path of Titans is an MMO dinosaur video game currently in active development for home computers and mobile devices fully compatible with cross platform play.
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