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current player count / statistics ?


realMod

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i have an lua autocounter at market 7. 

it counts the distinct people that came near.

if i manage to get back to it, i will tell you how many people

were there since may be begin of march. 

(finally a job in DU that encourages me to login ?

give me some hours.

 

 

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image.png.3c2a83d3e9bb7c10c8586cfdf0e5e76b.png

 

well, my construct was moved away from the market entrance, i dont know when, so i counted 980 different people coming across it, last counter reset was around end of february.

TheRubishLife was the last crosspasser, so Mr. RubsihLife , when have you been at the market7, this might help us getting some numbers.

 

 

 

 

  

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does this count ppl more than once if they passed through twice? cause then it would be 490 individuals - not counting the same person going more than once to the market ofc in that timespan

 

so depending how you count, this could be anywhere from 1 to 980 individual ppl :D

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well, 

problem is : There are not many people coming by so our spy is more or less useless?‍♀️

 

you need 

slot1 databank

slot2 display 

slot3 display2

 

a PB and a detectionzone that is connected to the PB.

with this you should be fine.

you can use the lua input with the commands

clear    

/**deletes all entries in databank**/

 

show

/**lists at least some entries in the databank (the console only show x entries, the rest is purged)**/

 

 

 

stalker.json

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Well, its not that hard "guessing" math.

 

Currently like 38 k Sanctuary claims. Its safe to assume, that 99% of legit new players put their TCU on. Some obviously just alt placings, but they are hard to pinpoint, so lets be super generous and just ignore them (this also balance some cases, when people not placed TCU for some reason intentionaly or just quited at start).

 

So, we had 38 k "players" (both from KS era and new ones, some alts) who achieved stage of placing TCU.

 

This brings 2 questions.

 

1) How much of this number can be considered "active" (and to what extent), because obviously, there is a lot of "dead" ones.

2) What is concurrency ratio for numbers left.

 

My guess, that we have several thousands players still reasonably "active" (loggin in regulary, even if for short time) and they form several hundreds concurrent (at least in prime time).

 

In short, game not totaly empty, but population is very low for healthy MMO.

 

 

 

 

 

 

 

 

 

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It's pretty safe to assume actually that a vast number of backers have not yet actually played, at least not since beta started. We know the number of backers from the kickstarter and knw how much the first pledge round on the website brought in as wel as the second round. Add to that at least one beta key per account and you already end up well beyond the number of claimed tiles on Sanctuary.

 

I think a conservative estimate, based on the initial rush in the week before public beta, is that there is about 10-15K backers active or at least were active and about the same number of beta keys was activated. Let's say that total is 25K which leaves less that 15K actual subscribed players.

 

We know the concurrent login count was about 3700 at the peak after beta and dropped off to about 3200 when NQ closed the API shortly after that. I'd be very surprised of the current concurrent login count hits 4 digits ever, I expect that number be more towards 300-600 at peak times.

 

Back in October 2020 you would stil encounter a good number of players at most any market, now some are just littered with constructs and are a blue sea on the mini map with the occasional yellow dot.

 

A conservative guesstimate for the monthly operating cost is probably around 350-400K or so. that means NQ would need 75-100K active subs to get enough revenue out of the subs to stay alive, more to actively grow and develop the game.

 

IMO NQ made two mistakes here, both driven by short term concerns and both with much more long term potential

  1. Sub cost too low, this should have been $10 at least and really should have been the industry standard $15. Short term yo may not grow as fast , but you get more from the subs and over time this gives you more space and a better chance to grow.
  2. Rent server space/time/traffic. Owning your own hardware, when you need to be able to scale the way DU needs to especially, may be massively more expensive upfront, it will pay itself back over time and in the end reduce the monthly operating cost massively. It is also an investment in value which you can borrow and bargain against.

 

Overall, I really think the short term mindset of NQ is what drives many problems they face. Developing and operating an MMO the scale of DU needs to be a project that is planned for in years, not months or even weeks.

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Claiming tiles and actively playing are two separate things.

 

A interesting metric to gauge active play counts could be the DU discord gallery. I have noticed the image count per day dropping steadily over the past couple weeks. 

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9 hours ago, Wadiss said:

Claiming tiles and actively playing are two separate things.

 

A interesting metric to gauge active play counts could be the DU discord gallery. I have noticed the image count per day dropping steadily over the past couple weeks. 

 

Because coming from years of MC, I can say, that builders stamina is relativly finite resource.

 

For sure, DU has very mature audience with hugely superior attention spans, then MC youngsters (on average), but even they have some soft-cap limits on how long they can be occupied with building. Obviously resting and revigoration occures, but general trajectory is to some sort of creative end, when you done all you wanted/tired doing it/catched "priority" interests somewhere else.

 

It was discusussed I think ad nauseam here, that while builders are very convinient part of community to use in pseudo-marketing NQ so adores, they not demographic who can really "carry" game financialy.

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7 hours ago, le_souriceau said:

 

Because coming from years of MC, I can say, that builders stamina is relativly finite resource.

 

For sure, DU has very mature audience with hugely superior attention spans, then MC youngsters (on average), but even they have some soft-cap limits on how long they can be occupied with building. Obviously resting and revigoration occures, but general trajectory is to some sort of creative end, when you done all you wanted/tired doing it/catched "priority" interests somewhere else.

 

It was discusussed I think ad nauseam here, that while builders are very convinient part of community to use in pseudo-marketing NQ so adores, they not demographic who can really "carry" game financialy.

 

I understand your point, but the reality is that MC has proven that it can retain and grow a massive, massive audience of players.

 

You're saying you spent years in MC...that's really good retention and lends evidence to the idea that building is a viable niche. 

 

Everything about MC's demographics suggests that builders can carry a game financially. I mean...MC is among the most successful games in history. Yes, people get bored eventually, but that's true of every game ever, sub or MMO or otherwise. 

 

Nearly 30 million people bought Minecraft last year alone (2020)...DU won't get 30 million sales for its entire life. 

 

I'm not understanding the idea that builders can't carry a game financially because there's ample evidence in the industry to suggest otherwise. 

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43 minutes ago, ShippyLongstalking said:

 

I understand your point, but the reality is that MC has proven that it can retain and grow a massive, massive audience of players.

 

You're saying you spent years in MC...that's really good retention and lends evidence to the idea that building is a viable niche. 

 

Everything about MC's demographics suggests that builders can carry a game financially. I mean...MC is among the most successful games in history. Yes, people get bored eventually, but that's true of every game ever, sub or MMO or otherwise. 

 

Nearly 30 million people bought Minecraft last year alone (2020)...DU won't get 30 million sales for its entire life. 

 

I'm not understanding the idea that builders can't carry a game financially because there's ample evidence in the industry to suggest otherwise. 

 

Minecraft lets you build whatever you want even if it’s as silly as a windmill punk server.

 

this being an MMO it will just be DU.  There are some advantages there, but some major letdowns like getting your starwars theme shoot out interrupted by the DU optimal cube ships.

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Its I kinda messed with logic of my post/was in hurry, making MC example that was used against me in way : )

 

Let me throw some clarifications.

 

1) Defining builders. Most of MC players (statisticly -- over this millions upon millions) surely built something, fooled around with blocks, but generaly what can be called "builders" both in MC and in DU -- its same minority who go into it really serious (at least for some time).  MC just allows enter more causualy, but for most people it stops somewhere before building cities or giant fancy statues in creative for 1000s of hours. 

 

2) Yes, I spend several years playing very activly (doing also some admin stuff), but its more of expection. 99% people I ever seen playing around me gone. So retention is not that fantastic, but flow of new ones was massive (hype).

 

3) Also, its was not question of subs or even for most people bying of legit copy (in my country) back then. Changes things too a bit.

 

So, to re-iterate (and also correct it to bit softer form) -- I doubt, they building (as primary thing) can carry niche hardrore eve-like mmo with sub. Or something like that. Usualy such things carried by PvP.

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On 4/20/2021 at 7:12 PM, le_souriceau said:

 

Because coming from years of MC, I can say, that builders stamina is relativly finite resource.

 

For sure, DU has very mature audience with hugely superior attention spans, then MC youngsters (on average), but even they have some soft-cap limits on how long they can be occupied with building. Obviously resting and revigoration occures, but general trajectory is to some sort of creative end, when you done all you wanted/tired doing it/catched "priority" interests somewhere else.

 

It was discusussed I think ad nauseam here, that while builders are very convinient part of community to use in pseudo-marketing NQ so adores, they not demographic who can really "carry" game financialy.

 

I couldn't agree more. 

 

I am a builder currently taking a break due to burn out. 

 

However I have found with DU, my main driving force to create in this game is to make products to sell. I have found my drive diminishing as the player count does. 

 

 

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8 hours ago, Wadiss said:

 

I couldn't agree more. 

 

I am a builder currently taking a break due to burn out. 

 

However I have found with DU, my main driving force to create in this game is to make products to sell. I have found my drive diminishing as the player count does. 

 

 

Why should anyone buy ships? Or hire a builder to design a good ship? You can do that once now for a hauler, maybe twice to get a PVP ship but that's it. The Hauler won't change much, because why would it - it just hauls stuff with warp from safespot to safespot, no danger involved.

Since nothing in DU has a meaning or a real use except "uhhhhhhhhh that's pretty!", shipbuilders surely have a hard time

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8 hours ago, Lethys said:

Why should anyone buy ships? Or hire a builder to design a good ship? You can do that once now for a hauler, maybe twice to get a PVP ship but that's it. The Hauler won't change much, because why would it - it just hauls stuff with warp from safespot to safespot, no danger involved.

Since nothing in DU has a meaning or a real use except "uhhhhhhhhh that's pretty!", shipbuilders surely have a hard time

I personally buy lots of ships, due to my inabilty to design nice looking ships there is definately a market for it. Granted there is many many ship builders so your designs would need to stand out from the crowd to be able to make some serious money.

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Ship design is IP. So you build once sell often.

 

so the hard part is having people see your product. The expos and events are good. I think the most successful ship builders are streamers though, as people see the hard work, and see the product, and can go and get one there and then.

 

i wish I could design good looking ships; sadly I can’t, but I’m glad there are ship builders out there, otherwise I’d just be flying a ugly box. 

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On 4/27/2021 at 6:44 PM, Lethys said:

Why should anyone buy ships? Or hire a builder to design a good ship? You can do that once now for a hauler, maybe twice to get a PVP ship but that's it. The Hauler won't change much, because why would it - it just hauls stuff with warp from safespot to safespot, no danger involved.

Since nothing in DU has a meaning or a real use except "uhhhhhhhhh that's pretty!", shipbuilders surely have a hard time

 

This comes back to (for me) one of the glaring issues with DU in general. 

 

Elements placed together does the same job as a beautifully voxel designed ship. The driving force to have a nice ship is purely personal preference. 

 

This goes the same for building bases and ports and cities. There needs to be functional uses tied with beautiful designs and I think building a system that pairs these two things together is a key piece in ANY successful voxel based multiplayer game. (personal opinion)

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4 hours ago, Wadiss said:

This comes back to (for me) one of the glaring issues with DU in general. 

 

Elements placed together does the same job as a beautifully voxel designed ship. The driving force to have a nice ship is purely personal preference. 

 

This goes the same for building bases and ports and cities. There needs to be functional uses tied with beautiful designs and I think building a system that pairs these two things together is a key piece in ANY successful voxel based multiplayer game. (personal opinion)

 

I agree -- its one of bigest weak spots of game. Building in DU is glorified (and 99% mechanicly useless) plastic molding.

 

This why dispite heavly-promoted minority enjoying it as wannabe 3d model editor, majority, who want something more then cosmetics (gameplay sense), voted with their feet like "nope". 

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1 hour ago, le_souriceau said:

Building in DU is glorified (and 99% mechanicly useless) plastic molding.

 

That's indeed a basic problem. There should be more restrictive rules for static and dynamic constructs (e.g. no floating voxels or elements or even complete static constructs, no flight elements completely covered with voxels but still being functional, no asymmetric lift or thrust without resulting torque and so on). Maybe it could even be possible to implement simple rules for structural analysis (as far as possible without decrerasing performance too much) making weak structures collapse or brake apart. That would open a market for those who are specialised in designing and optimising specific types of constructs.

 

However, implementing such rules would brake most existing constructs. That would be even worse than a full whipe and is therefore not going to happen in DU.

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9 hours ago, Wadiss said:

 

This comes back to (for me) one of the glaring issues with DU in general. 

 

Elements placed together does the same job as a beautifully voxel designed ship. The driving force to have a nice ship is purely personal preference. 

 

This goes the same for building bases and ports and cities. There needs to be functional uses tied with beautiful designs and I think building a system that pairs these two things together is a key piece in ANY successful voxel based multiplayer game. (personal opinion)

Exactly - not much use in any of this because nothing really has a purpose or value except "uhhhhh shiny!"

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