What is the general consensus on server emptyness?


3dent

 

Posted

I can check again right now and update. I DID see Justice go into the solid grey while I was doing this. Updates in place. Change does not appear to be in any way substantial.


Be well, people of CoH.

 

Posted

Like I said, I'd be impressed if it hit 7500. I can't give you anything but an arbitrary number to use with regard to hidden players. 50% seems extremely generous though, but who knows. That would suggest a lot of anti-social people.

IMO people using hide eliminate themselves from the process. They are useless to anyone searching for a team and they are useless to anyone hoping for a random invite. They take themselves out of any population assessment by not participating in the population.

Short of seeing them standing at the market they may as well not exist from a player perspective.

It's like if you asked me to sit on a road and count the cars that went by to determine if we should install a toll booth. At the end of the day I give you the results and then someone says 'what about that road over there?"


 

Posted

My disagreement comes from the fact that we are looking at two different issues:

You're looking at the "how does a player view the population" issue and I'm looking at the "what IS the population and what does that mean" issue.

I have read many stories of new folks showing up and thinking things are dead. Those stories, while kind of a bummer, are irrelevant to me. My only concern is whether there is enough of a playing population to rationalize the continued existence of the servers. So far, the numbers I see don't seem to correlate whatsoever with the amount of money being dumped into the development of the game, so I'm obviously missing something.

I'm trying to determine what that something is through hard data rather than opinions.


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
My disagreement comes from the fact that we are looking at two different issues:

You're looking at the "how does a player view the population" issue and I'm looking at the "what IS the population and what does that mean" issue.

I have read many stories of new folks showing up and thinking things are dead. Those stories, while kind of a bummer, are irrelevant to me. My only concern is whether there is enough of a playing population to rationalize the continued existence of the servers. So far, the numbers I see don't seem to correlate whatsoever with the amount of money being dumped into the development of the game, so I'm obviously missing something.

I'm trying to determine what that something is through hard data rather than opinions.
Ya I figured as much. Population analysis won't get you the answers you want though. Just as an example I have a feeling there are a lot of people like me that sub to this game but rarely play it anymore.

Any data you attempt to extrapolate into representative numbers will have huge deviation. The best approach we have right now is using the financial information. That too has a lot of guesswork because of multiple revenue streams. But if all you are concerned about is the game keeping its doors open you should be able to make some reasonable assessments of their revenue vs the expected expenditures for that period.

I'll tell you what I think. The game has dipped below 80k subs. Maybe even below 70k. I'm just hopeful they have managed their expectations with regard to GR and aren't expecting to to result in a major resurgence of the game. That would be unfortunate.


 

Posted

Even at 70000 subs, and 56% of the playing population hiding from searches, you're talking about 10500 people playing. Why would 85% of the paying population pay for a game they don't play?


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by Frosticus View Post
IMO people using hide eliminate themselves from the process. They are useless to anyone searching for a team and they are useless to anyone hoping for a random invite. They take themselves out of any population assessment by not participating in the population.
I disagree. I am nearly always on hide. That doesn't stop me from forming pug teams by using the search tool, and it doesn't stop me from starting or joining teams using global channels either. Granted, I'm only one example, but I have a number of friends that also stay on hide, but still regularly form teams.


 

Posted

I can take a stab at that -

I go through phases in playing this game. There have been a few months where I'm on perhaps a total of 4-5 hours - not per day, for the whole month.

So for the purposes of seeing people in-game, I'm not there. I am there for the purposes of your concern, however, BillZ, because I am paying my $15 to NCSoft by keeping my subscription active.

Why do I continue to pay a sub for a game I might not play very much if at all in any given mont? Frankly, the subscription fee is pretty minimal (even back when I was unemployed) in the overall scheme of household expenses. I cut out movies and going out, but kept the subscription because as we have had people point out numerous times - even if I only play those 4 - 5 hours, I have gotten my money's worth out of the game in comparison to the costs of alternate forms of entertainment.

Plus I can't be bothered to go into my account to shut off billing, since there's always the chance that I may decide to spend an evening playing.

And I still get to post here.

Fifteen dollars gets me access to occasional entertainment should the mood strike me, in-game, and certainly here in the forums.


Another change to my situation is that now that I am back to work, I spend less time in-game. Typically, I may be on an hour or so on a weekday evening or a Satuday/Sunday afternoon. Highly unlikely that I would run into many Oceanic players at those times as their playtimes run about opposite mine - so our subscriptions (mine vs. the Oceanic player's) will not be concurrent online. Even gamers have to sleep sometimes. I think you may be adding in a factor to take this into consideration, but I'm not sure.


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Posted

Quote:
Originally Posted by Bill Z Bubba View Post
Even at 70000 subs, and 56% of the playing population hiding from searches, you're talking about 10500 people playing. Why would 85% of the paying population pay for a game they don't play?
I don't have the answer. I've heard people postulate estimates that hover around the half way mark of the numbers I just threw out. I can't say they are wrong because as you are pointing out the numbers don't add up to anything very optimistic.

At the same time though it makes no sense that this game would be getting significant developer attention if it was anywhere near as bleak as you may be entertaining.

There is another theory that satisfactorily explains how the population could be very very low and the game would still receive developer attention. It's a theory that I'm actually hopeful for and that GR isn't some last ditch effort to revive the game.

They have hired a lot of people. A lot of people, but not a lot is being produced. I theorize that a lot of those people are working on coh2. Now this isn't a unique, or even a novel theory. However, I'll use this theory to explain what we are seeing with CoX, which is something I haven't seen anyone do.

Simply put they are continuing to develop for this game because they don't want it to wither up into a stinky puss bag before coh2 is ready to be pushed. Even if this game is practically barren when coh2 is ready to be pushed they can still cite all of the accomplishments of CoX (which are numerous). However, if at that time they had let CoX fester and die then referencing that game to build credit for coh2 would be a bad idea. Imagine; "from the makers of cox comes coh2!". "oh you mean that game that had 6 people playing it at the end and hadn't been updated for over a year before it went offline?" "ya, no thx". If they however keep CoX going even if it is losing money (heaven forbid) they can proudly use it as a reference to their abilities and quality regardless of how many people are playing it when coh2 is ready to go.

Anyway, that is about the only way I can explain what is going on


 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
My disagreement comes from the fact that we are looking at two different issues:

You're looking at the "how does a player view the population" issue and I'm looking at the "what IS the population and what does that mean" issue.

I have read many stories of new folks showing up and thinking things are dead. Those stories, while kind of a bummer, are irrelevant to me. My only concern is whether there is enough of a playing population to rationalize the continued existence of the servers. So far, the numbers I see don't seem to correlate whatsoever with the amount of money being dumped into the development of the game, so I'm obviously missing something.

I'm trying to determine what that something is through hard data rather than opinions.
The problem with your analysis here, is that you're only looking at a snapshot of a moment in time. There might be 5000 people online right this second. That doesn't mean only those 5000 subscribers logged on today. What about the ones that logged on this morning and played for a couple hours? What the ones that logged on after you did your count?

I would bet there are more players that only log on for an hour or two than the hardcore ones that are logged on for hours and hours. My WAG would be that however many players are logged on at any one moment in time, that the number of actual players who logged on that day is at least double that amount.


 

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Quote:
Originally Posted by Panzerwaffen View Post
I disagree. I am nearly always on hide. That doesn't stop me from forming pug teams by using the search tool, and it doesn't stop me from starting or joining teams using global channels either. Granted, I'm only one example, but I have a number of friends that also stay on hide, but still regularly form teams.
I suppose a more specific degree of hide status is required. My statement was with regard to people that are hidden from everything. Ya there is a chance they might respond to an open call I put out in x channel and I suppose there is a chance they might randomly invite me as well (unless I too am in hide)...But they are irrelevant for anyone using the default tools in most cases. And on that note we have already determined that people "in the know" that access server specific channels and such don't really care that much about the population because there is always a few warm bodies around. In addition knowledgeable people have a greater understanding of the how and why you may rarely see players running about.

Quote:
Originally Posted by Panzerwaffen View Post
The problem with your analysis here, is that you're only looking at a snapshot of a moment in time. There might be 5000 people online right this second. That doesn't mean only those 5000 subscribers logged on today. What about the ones that logged on this morning and played for a couple hours? What the ones that logged on after you did your count?

I would bet there are more players that only log on for an hour or two than the hardcore ones that are logged on for hours and hours. My WAG would be that however many players are logged on at any one moment in time, that the number of actual players who logged on that day is at least double that amount.
He seems to be accounting for this judging by his question of whether it would be fair to suggest that people online represent roughly 10% of the people playing over the period (ie over the day, week, month; depending on how long you run the analysis). The accuracy of that assessment is difficult though. It's also why he was seeking the time slot that might give the highest numbers. Running the numbers at 3 am would probably suggest that the game is beyond dead. Granted running it only at prime time gives an inflated representation too...

If someone really wanted to do this task I would suggest:
-monitoring servers around the clock and taking hourly snapshots
-find some way to reasonably determine the average percentage hiding from searches
-find some way to reasonably determine the relationship between people online and subscriptions (ie is 10% reasonable?)
-perform math fu
-post results

To much work for me to determine something I already know. That this game is way less populated than I'd like it to be. But I wish him luck in the process.


 

Posted

Quote:
Originally Posted by Ad Astra View Post
Highly unlikely that I would run into many Oceanic players at those times as their playtimes run about opposite mine - so our subscriptions (mine vs. the Oceanic player's) will not be concurrent online. Even gamers have to sleep sometimes. I think you may be adding in a factor to take this into consideration, but I'm not sure.
It's worth noting that many (perhaps most) Oceanic players gravitate toward a single server (Justice), so that server can be busier than others depending on the time of night. I was quite surprised to see Justice at the bottom of BZB's list earlier, because it usually bounces around from third to sixth place in terms of population. In terms of population, I noticed Virtue has been on even footing with (and sometimes higher than) Freedom since I16's launch. I'm guessing that has something to do with 1) power customization allowing more roleplay freedom and perhaps bringing some older players back for a while, and 2) people moving off Freedom to the next-highest-population server during free transfers earlier this year. I should note, however, that those observations are based off the "bulbs" at server selection and we don't know whether Virtue has received the same hardware upgrades that Freedom's been getting over the last few years.

I tend to remain hidden from searches, especially on PvP characters, mostly because I want to avoid invites to teams that aren't being formed by someone I know (or that I didn't form myself). When it's a player I know I'll get in touch with them through a global channel or other means, and if it's a PuG I'd prefer to form it myself (both to stack the team with buff/debuff and at least try to pick semi-intelligent players based on the limited information I have available), mostly to avoid PuG hell. Yes, I'm aware hiding from searches makes me essentially invisible to most players, and that's the way I want it - I get rid of blind invites, I more or less get rid of PuG hell, and I can play on my terms instead of someone else's.

There seems to be a rift between those who claim servers are dead and those who say they're healthy: global channels can make or break the play experience. Let's say I'm a new player. I make characters on a few different servers just to check the place out. My first character zones into Mercy and doesn't see anyone else at or near the starting point. There's no chatter in broadcast, and when I pull up the search window I see two other people. I play around a bit, get bored, and make a new character. This time I zone into Mercy and there are five or six people standing by Kalinda, there's light chatter in broadcast (both looking for and forming teams), and search shows twenty people in the zone. As a new player I'm much more likely to go with the second server because it'll get me off to a much quicker start. Global channels mean I don't have to worry about what I see only in my zone, because I can find out what's going on at any level range, on either side, even if I'm on a completely different server. However, the new player has to know what channels to join (and how to use those channels), and many times different player groups will use different channels - for example, Justice's main global channel might be pretty quiet during peak Oceanic hours, while the main Oceanic channel might have much higher activity. It's a matter both of perception and education, really, neither of which a new player is going to have (and a vast majority of new players won't even think to go to the forums to find out information, so they'll be relying on people in broadcast - if there are any - to provide them with hints and tips to get moving).

EDIT: As a sidenote, I have characters on Freedom, Virtue, Infinity, Justice, Liberty, Protector, and Pinnacle, so I can honestly say I've run the gamut when it comes to high-population and low-population servers. I'm originally from Justice, and I wouldn't have known much about that server or the game in general if I hadn't started playing with several out-of-game friends (all of whom have moved on to WoW or quit gaming in general, unfortunately). I made a fairly large move to Freedom shortly after I13 and again with free transfers because that's where the PvP population was consolidating. I regularly play a few alts on Virtue and sometimes Infinity, though my Liberty, Protector, and Pinnacle characters have fallen out of favor due to lower populations. It's also worth noting that I've maxed my 10 global channels - those which I belong to operate largely out of Justice (5 of 10), some from Freedom (3 of 10), one cross-server, and one from Infinity, so part of the "emptiness" of Liberty, Protector, and Pinnacle comes from not being able to join global channels from those servers.


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Posted

But it would still be a WAG. It's entirely "possible" that I could do the same snapshot every hour on the hour and it could be an entirely different crop of people every hour that just happens to only play for an hour and log off.

Such an idea fails, though, when I log in and see the same names logged in whenever I check my global channel.

However, I fully accept that there are people that only play at certain times. And that fact does make this kind of analysis pretty much worthless for no other reason but that I don't know who of the 5000 I saw logged in tonight were logged in 5 hours ago, nor do I know who was logged in 5 hours ago that weren't when I checked.

So I see the point that only active subscription numbers matter for the information I desire.


Be well, people of CoH.

 

Posted

Quote:
Bill Z Bubba wanted talk:

No replies when actual data is posted. Hmm.
I thought you were just making an archive post for later comparison, myself.


Dec out.

 

Posted

One additional point that seems obvious but that I haven't seen explicitly stated yet is the fact that some players hold multiple subscriptions - this would certainly account for some of the people who are "paying for a game they don't play". They're playing on their other account. Of course, they might log on both in order to PL, fill, whatever, but it's likely that at least a small percentage of active subscriptions are second/third/etc accounts and therefore from, say, four accounts you get one player online.

Now, obviously this isn't the norm especially for newer players and many veteran players especially now that we can purchase character slots have only a single account - but it's a factor that should probably be considered.

I'd also be interested to know if anyone really knows what a 'critical mass' would be for an MMO. Bill, you've mentioned several times that you don't know if the numbers you are seeing are low, but they seem low to you and this concerns you. While this makes sense, if the goal here is an empirical, factual assessment, then soem kind of objective benchmark is needed or whatever data is gained cannot be meaningfullly interpreted.

How exactly we'd go about getting such a benchmark number outside of direct Dev statements, I don't know.

The other topic of this thread, subjective perception of population, seems (at least to me) to be sufficient based on my ability to play the game the way I wish to play and to recruit up teams when I wish to do so without undue difficulty or time investment. I have knowledge and savvy that a neophyte lacks and I've gone into that issue upthread, but speaking strictly about population, it is my anecdotal assessment that the current population levels are adequate and often more than adequate. I wouldn't say excellent, but neither would I say troubling.

Ultimately, however, the only measure that matters is the one the Devs are using. I see that and on that level I am concerned that if the game's numbers do not match up to whatever internal benchmark the Devs are using, consequences are in store for us as players. Unfortunately, I'm not confident that we can make any meaningful conclusions without access to that insider information. The best we could do is compile really good data and hope a redname gives some kind of cryptic yea or nay to it.


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Posted

Quote:
Originally Posted by Panzerwaffen View Post
The problem with your analysis here, is that you're only looking at a snapshot of a moment in time. There might be 5000 people online right this second. That doesn't mean only those 5000 subscribers logged on today. What about the ones that logged on this morning and played for a couple hours? What the ones that logged on after you did your count?

I would bet there are more players that only log on for an hour or two than the hardcore ones that are logged on for hours and hours. My WAG would be that however many players are logged on at any one moment in time, that the number of actual players who logged on that day is at least double that amount.
yeah it would be hard to get a total number of people but in reality unless he stay on all day and night and count every two seconds then it will be hard even if he count every second there are always people coming and going and goign and coming. But I dotn think his data is all bad nor snapshot methos is unheard of. every poll thye tout as "majority of the people polled approve of this." usually involve a few thousand that they pass off as to represent the whole population of america. And of course there are variables with region and etc. I think the only way to get cold hard data of actual population is from the devs themselves and I dont see that happening anytime soon. They know what the population is. And know where subscribers are.

After thinking about it for a few days, I came up with a question of what kind of image would server merging portray? It might portray a dying game even if that aint the case. Or a game that is on it's last leg. And if they have more games in the pipeline, from a buisness standpoint they dont need that.

Would be interesting if they posted that data one day. I mean many other MMORP have posted data.



oh just found an article from 2004. Says that COh has reached 180,000 active subscribers since three month after launch. At that time they predicted it would continue to grow. BUT they never said for how long. So maybe it eventually did hit over the 200k mark but really do anyone think there are 180,000 or over or anywhere near that many today? Mind you WoW was first founded in 1994 and in is said to continue to grow, with 11 million active subs in 2008 and about that many now or about 64-66% of the world MMORPG players. If there is 180,000 or such active subs. then that's a lot of people, according to Bill's data, that is not playing at any given time or not even 1% of that number. So I would assume there are enough subs to keep things going and in the end whether or not a player plays or not the devs team gets the money. But less than 1% regular logging on is hard to believe to me.


Update 2. official reports accoring to the financial reports released by NCSoft in 2008 subscribers was 124,939. Wow! that was not that long ago considering. And that's a lot of people. So from 2004 to 2008 about 40,000 peopl walked. and if ya assume the same decline in 4 years that would put the population at about 100,000. but that is just assumption. I'll see if I can find more recent like 2009 or if I'm lucky 2010


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Posted

Last year, I bought a one month Sony Station Pass which allows access to all the Sony MMO's on a single payment. I was tired of City of Heroes at the time, thought I might play around with my abandoned Everquest 1 & 2 accounts. (Didn't work out by the way. Wasn't fun for me.)

When I did that, it occurred to me that I also had access to my old Everquest Online Adventures account. For those that know about this, it is an MMO designed to play on of a Playstation 2, using the DVD and memory cards, no hard drive required.

To my surprise, EQOA was still alive, though only barely. They still had at least one developer, since there was a patch note from a month before detailing bug fixes for a plane raid. As far as I could tell, server population was 1 or 2, counting myself and occasionally one other player that I could find. They still had all their original servers, 6 I think.

I bring up this anecdote simply to note that it can't cost too much to keep a server alive and running on an MMO. Developer salary costs are probably a much bigger problem. Even a small population server in CoH probably pays for itself as far as server costs are concerned.

In that same phase last summer, I also reactivated my Anarchy Online account for a few days. AO has only ever had 3 servers, 2 english language and one german language. All were still there. Reading on the forums for AO, I found server merger threads nearly identical to the server merger threads on CoH.

I may be making an unwarranted conclusion from these things, but my guess is that MMO's, like the original Everquest, which merge servers are probably doing so to consolidate populations, rather than to save on maintenance and electricity costs. They may have done it to avoid future expenses of replacing aging servers. No way of knowing really, it's all speculation.

I expect that CoH is still profitable, even with a smaller subscription base. They don't seem to be cutting back on staff.


 

Posted

Well thanks to Bill for making the effort. He kinda went above and beyond for this, no matter how 'admissible' the data is.

I find it rather frustrating that they don't release population numbers to the public anymore. But there really isn't much we can do about that.

My major concern in this thread has been two things:

1) The new player perception of our game's population.

2) How that might be affecting people who might otherwise be interested in trying the game.

The overall worry I have is that if GR doesn't perform up to the expectations of the NCSoft management(not talking about our Dev team), will we ever get another expansion on the order of magnitude of GR again?

I don't want to see this game hit another holding pattern with 15 devs max working on it. If GR doesn't give the kind of return that NCSoft is expecting having put all those resources into its development, will we be looking at another 4 years with no major expansion and small updates which can't sustain interest in the long run?

So my worry isn't that the game will die anytime soon, but that it might run the risk of not continuing to grow at a decent rate. But maybe I'm needlessly worrying and GR has sold enough on pre-orders alone to pay for itself.


 

Posted

If you go back to the older NCsoft reports, when max concurrent and sub numbers were still present.

The max concurrent typically fell between 11 and 14% of the subs numbers.

Just after COV release someones (Either Cuppa or Statesman IIRC been a while) posted that they broke 200 000 subs, though it wasn't in the reported December values for that quarter.



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Posted

Quote:
Originally Posted by Catwhoorg View Post
If you go back to the older NCsoft reports, when max concurrent and sub numbers were still present.

The max concurrent typically fell between 11 and 14% of the subs numbers.

Just after COV release someones (Either Cuppa or Statesman IIRC been a while) posted that they broke 200 000 subs, though it wasn't in the reported December values for that quarter.
I also remember BABs posting a year or 2 ago that we were definitely not over 100K subs.


 

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Quote:
Originally Posted by Slashman View Post
I also remember BABs posting a year or 2 ago that we were definitely not over 100K subs.
link please. because i have never seen reported subs to be under 110k.


 

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Quote:
Originally Posted by Sharker_Quint View Post
link please. because i have never seen reported subs to be under 110k.
Doubt I can find the link now. It was on the old forums. But if memory serves, the comment was that we were not above either 150K or 100K...I can't be absolutely sure which it was. I'm thinking it was 100K, but maybe not.


 

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Quote:
Originally Posted by Slashman View Post
Doubt I can find the link now. It was on the old forums. But if memory serves, the comment was that we were not above either 150K or 100K...I can't be absolutely sure which it was. I'm thinking it was 100K, but maybe not.
i think it was 150k. and just so you know, i wasn't trying to be a jerk about it.


 

Posted

Quote:
Originally Posted by Sharker_Quint View Post
i think it was 150k. and just so you know, i wasn't trying to be a jerk about it.
I didn't take it that way so no worries!


 

Posted

Quote:
Originally Posted by Catwhoorg View Post
If you go back to the older NCsoft reports, when max concurrent and sub numbers were still present.

The max concurrent typically fell between 11 and 14% of the subs numbers.

Just after COV release someones (Either Cuppa or Statesman IIRC been a while) posted that they broke 200 000 subs, though it wasn't in the reported December values for that quarter.
Going off the data we DO have, 5000 players found, 36% hidden, (at last count from other thread,) up to 7813, we'll use 12.5% concurrent, that would put us at 62504 subscriptions. Give or take.

I can see them maintaining profitability at that level.

EDIT: Down to 32% hidden in other thread. New subs total: 58824


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
EDIT: Down to 32% hidden in other thread. New subs total: 58824
Given that forum visitors are not representative of the average player, would anyone care to speculate whether this would skew the numbers up or down? Offhand, I can't think of any reasons why forumgoers would be more or less likely to be hidden.


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