148K to 48K Steam Player Count After Just 1 Month. Biggest Drop Ever?
if only GGG add more QOL and changes to leagu... it will be another story
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https://www.pathofexile.com/forum/view-thread/2037371 Vouch Mercenaries veiled crafting all service all crafts mods Mercenaries SC master craft service Mercenaries SC craft mod! Veiled crafting Service Settlers craft PM: TreeOfDead |
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"You do realize that the steam and standalone client are basically the same thing nowadays? If anything, since you can go the other way around, the standalone drop off must be way higher. Unfortunately we don't have the data but it would be only reasonable. ;) |
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" lol it's an american holiday, PoE is played around the globe. |
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" dude steam is like 60% of the total playerbase |
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I tried playing PoE through steam a few years back just to see how it would perform when downloading patches, and any perfermonace issues.
Well, I gotta say this, why anyone would want to play this game through that platform and not the Standalone client is beyond me. It was a very very frustrating experience overall. More disconnections, ludicrously longer patch download times, and performance sucked compared with the standalone client. Perhaps this kinda scenario ought to be considered and apply an asterisk on those steam charts, ye?* :P |
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You should remember that the POE on steam is region locked and there are a lot of people playing the game using the client.
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We should all remember that we go through this every 3 months and never get anywhere with it.
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I think we should also remember that CW was incredibly concerned about the 3.15 league performance, and went on a damage control media blitz. The retention numbers (in terms of percent) the past two leagues have been the worst in the history of PoE.
So yes more people are playing PoE, likely due to the hundreds of thousands they are spending on streamer sponsorships, but statistically, playing far less often (and likely spending less based on their playtime vs monetization algorithms) https://www.reddit.com/r/pathofexile/comments/qyn6tv/scourge_1_month_statistics/ "Better to remain silent and be thought a fool than to speak out and remove all doubt." - Abraham Lincoln Last edited by DarthSki44#6905 on Nov 28, 2021, 11:54:41 AM
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On a random side note, the distribution between steam client and stand-alone client is rather known - by GGG's own announcement https://www.pathofexile.com/forum/view-thread/3191140 , Scourge reached peak of 254570 players. Steam peak was 148447 players, so roughly 60 % of the playerbase uses steam, and 40 % uses stand-alone client.
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I don't think he's as worried about retention as all that. The paradigm of "design game, launch game, big launch day, long tail" is over. They figured out most of the money rolls in in the first 72 hours. So just focus on that. Having an actual playable game past 72 hours is not required, and may draw important resources away from making the big launch as effective as possible.
It's a short-term paradigm at best but I guess the big boost at Scourge day 1 will help shore up the quarterly report and admittedly a lot of players were drawn back by the potential promises of Scourge. [19:36]#Mirror_stacking_clown: try smoke ganja every day for 10 years and do memory game
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