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Ok, lets assume 1,000,000 copies sold.
850,000 of those played.
600,000 of those that played have quit
Are we at three now? Will this be the third time I have had to explain the difference between peak daily active users and total active players?
300k people can play on two different days. One of those days could have 300k peak active players and the other could have 80k peak active players. Nobody has to "quit" to change the peak daily active numbers.
I've explained this absolutely basic concept to you personally at least twice before, and twice you've ignored it and continued to misrepresent the meaning of this data. At some point dude you need to understand that there's no reason for anyone to give anything you say a second thought when you make it so very clear that you have zero interest in an objective discussion.
I would think [Removed by Support] would maybe help out here given their commitment to "scientific analysis" and "empirical data" and etc. but nah they seem perfectly fine letting it slide as long as the BS supports the narrative that the game is failing.
You can twist the numbers however you please, I cannot stop trolls from trolling.
However the fact remains, fewer and fewer people are coming back due to the plethora of reasons that the majority of players keep listing.
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You can twist the numbers however you please, I cannot stop trolls from trolling.
Bud I'm not twisting anything. I'm literally explaining to you that you're making a really basic mistake and you don't understand what these data mean.
If 100k players play between 12AM and 8AM and a different 100k players between 8:01AM and 4PM and a different 100k play beteween 4:01PM and 11:59PM, then the peak daily active players on that day will be 100k but the daily active players is 300k (and the total active players could be even higher than this).
These are different numbers. They mean different things. You are not interpreting this data correctly.
Here, guy. I enlisted some extra help:

Last edited by Kerchunk#7797 on Apr 27, 2025, 5:29:21 PM
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Posted byKerchunk#7797on Apr 27, 2025, 5:28:21 PM
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You can twist the numbers however you please, I cannot stop trolls from trolling.
Bud I'm not twisting anything. I'm literally explaining to you that you're making a really basic mistake and you don't understand what these data mean.
Sorry, not here to feed the trolls.
Have a nice day!
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You can twist the numbers however you please, I cannot stop trolls from trolling.
Bud I'm not twisting anything. I'm literally explaining to you that you're making a really basic mistake and you don't understand what these data mean.
If 100k players play between 12AM and 8AM and a different 100k players between 8:01AM and 4PM and a different 100k play beteween 4:01PM and 11:59PM, then the peak daily active players on that day will be 100k but the daily active players is 300k (and the total active players could be even higher than this).
These are different numbers. They mean different things. You are not interpreting this data correctly.
Here, guy. I enlisted some extra help:
What a big post splitting hairs, over data that we don't have anyway.
Could you please explain what a trend is ? And I mean you, I don't need copy pasta, thanks.
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Posted byrob_korn#1745on Apr 27, 2025, 5:47:00 PM
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You can twist the numbers however you please, I cannot stop trolls from trolling.
Bud I'm not twisting anything. I'm literally explaining to you that you're making a really basic mistake and you don't understand what these data mean.
If 100k players play between 12AM and 8AM and a different 100k players between 8:01AM and 4PM and a different 100k play beteween 4:01PM and 11:59PM, then the peak daily active players on that day will be 100k but the daily active players is 300k (and the total active players could be even higher than this).
These are different numbers. They mean different things. You are not interpreting this data correctly.
Here, guy. I enlisted some extra help:
What a big post splitting hairs, over data that we don't have anyway.
Could you please explain what a trend is ? And I mean you, I don't need copy pasta, thanks.
Its classic deflection to pull the discussion away from the actual matter: The game has giant issues and is on the decline, especially since 0.2. We all know it.
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Posted byLW187#4876on Apr 27, 2025, 5:53:13 PM
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Its classic deflection to pull the discussion away from the actual matter: The game has giant issues and is on the decline, especially since 0.2. We all know it.
Name one problem resulting from a change made in 0.2. And quote the patch notes please.
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Posted byNaharez#3496on Apr 27, 2025, 5:57:42 PM
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Name one problem resulting from a change made in 0.2. And quote the patch notes please.
User experience was in the patch notes all this time ?
Damn, I never thought of that !
Thanks !
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Posted byrob_korn#1745on Apr 27, 2025, 6:01:11 PM
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Its classic deflection to pull the discussion away from the actual matter: The game has giant issues and is on the decline, especially since 0.2. We all know it.
Name one problem resulting from a change made in 0.2. And quote the patch notes please.
The game is perfection. IT never had any flaws because it simply cant. Perfect games are perfect. You win. GG
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Posted byKodavor#1200on Apr 27, 2025, 6:02:27 PM
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Its classic deflection to pull the discussion away from the actual matter: The game has giant issues and is on the decline, especially since 0.2. We all know it.
Name one problem resulting from a change made in 0.2. And quote the patch notes please.
The game is perfection. IT never had any flaws because it simply cant. Perfect games are perfect. You win. GG
Thanks
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Posted byNaharez#3496on Apr 27, 2025, 6:05:04 PM
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Well... I think the question is... what is their target revenue model?
You can have million players and get bancrupt if they don't spend money and just consume resources.
The feeling I have is that GGG going for a small very hardcore group that will be spending money on skins, packs, etc. To realize this vision you need a small group who will be very attached to the game and just be willing to buy. Say you have 20,000 super-core supporters spending $50/month on it. That is $1m per year
The alternative to this vision is to have MANY people who will buy little (here or there) and entice them to spend little more with new stash tabs, maybe make some premium QoL features. To make that same million you will need 200,000 people to drop $5 per month.
Now comes a calculation... what is more realistic -- convince 20,000 people drop $50/month or risk alienating them by making game maybe little softer and create 200,000 community willing to spend $5 or more....
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Posted by_Scaramouche_#5516on Apr 27, 2025, 6:06:57 PM
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