I guess the question now is, was that 400,000 subscribers who learned their lesson, or 400,000 people who will be back for the next expansion?
My guess is the latter. I may even be one of them.
I guess the question now is, was that 400,000 subscribers who learned their lesson, or 400,000 people who will be back for the next expansion?
My guess is the latter. I may even be one of them.
how is it off? at the end of Q4 2011 Wow had 10.2 mill subs, at end of Q4 2012 Wow has 9.6 mill subs - seems like pretty spot on math to me.
10.2 mill minus 9.6 mill comes to 600k no matter how many times I do the math.
World of Warcraft lost 100,000 subscribers, down to 10.2 million. This was a total lost of 1.8 million for the year.
I hope this wakes up Blizzard even more to make better content, which is for once not just dailys and scenario's.
I'd like to see more very large and difficult 5-man dungeons, that takes atleast a full hour to entirely clear. And I'd like to see large NON linear raids with a lot of bosses. Throne of Thunder is a good direction, but its linear as f****
Challenge modes?I'd like to see more very large and difficult 5-man dungeons, that takes atleast a full hour to entirely clear
Its the fact that they lost 400k in a quarter where they had just released a brand new expansion and were making a very strong push to keep players interested in the game with more regular content updates (or at least lots more announcements of them). If they lose that much with all that, its a disturbing trend for the following quarters when they have a lot less to sell.
*~To change one's life: Start immediately. Do it flamboyantly.~*
Actually, we should expect the first quarter to be when they lose many customers, since that's when their customers first encounter major design changes.
In Cataclysm, the losses were primarily right after release (1.1M, in west then in China), and near the end, as DS got boring and D3 came out.
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
Last edited by But I Hate You All; 2013-02-09 at 05:49 PM.
You really are some kind of special aren't you?
At the Q4 conference call of 2011 the sub count was 10.2 million - look it up, it is a matter of public record.
At the Q4 conference call of 2012, the sub count was 9.6 million - again it's a matter of public record.
That is a loss of 600k for the year, or are you honestly going to quibble over a couple hundred to a few k subs AT MOST in either direction.
Even using your wildest guesses how do you come up with this? 10.2 mill with a loss of 1.6 mill would put it at 8.6 now not 9.6.
Or are you simply adding all the losses without taking any of the gains over the year into account?
That isn't how balance sheets work.
Last edited by Hakto; 2013-02-09 at 06:25 PM.
Correlation, not causality. We don't know for sure how many people quit over hard dungeons.
One point to consider is the change in cata was steep after faceroll work dungeons.
They did it very abruptly, a more gradual fix could avoid alienating players and even make them feel like they are progressing and getting better.
Q1 2011 - 600,000 subscribers lost
Q2 2011 - 300,000 subscribers lost
Q3 2011 - 800,000 subscribers lost
Q4 2011 - 100,000 subscribers lost
Q1 2012 - Subscribers remained flat (no lost reported)
Q2 2012 - 1.1 Million subscribers lost
Q3 2012 - 10 Million Plus players (900k plus player gain)
Q4 2013 - 400,000 PLUS subscribers lost
Was taken from http://investor.activision.com/results.cfm
You are IGNORING Q1-Q3 2012 and by doing this you are IGNORING the sub gains and sub loses during that time.
Wow lost well over 400k subs during Q4 2011 to Q4 2012 in fact it lost 1.6 million plus. While having a gain of 900k plus subs
Last edited by But I Hate You All; 2013-02-09 at 06:29 PM.
"...money's most powerful ability is to allow bad people to continue doing bad things at the expense of those who don't have it."
If you want to put it in terms of pure losses of subs (don't see any relevance myself) I'm 100% sure they lost a lot more than 1.6 million during that financial year in terms of subbed accounts that unsubbed, this was offset by a number of accounts that were either new accounts ore re-subbed accounts.
This is irrelevant, what is relevant to this discussion is the number of active subs at any given time which is a net loss or gain over a certain period.
I suspect there has been 20-30 million subs or more lost since 2004, as Blizzard themselves have stated: there have been many more players that have stopped playing than currently play, you could use that logic to state that wow has lost over 10 million subs.
I will link you the important facts:
Blizzard Entertainment’s World of Warcraft® Remains #1 Subscription-based MMORPG with
Approximately 10.2 Million Subscribers as of 12/31/11That results in an overall loss of 600k subs for the year, put all the spin on it you like, that is the fact.As of December 31, 2012, Blizzard Entertainment’s World of Warcraft remains the #1
subscription-based MMORPG, with more than 9.6 million subscribers.
Is there any need for this kind of insult?
I do see where you are going with this but whilst it is safe to say that there were number of players that returned and number that quit but ultimately we are never going to know the actual number of losses and gains so we can only go on the total figures that Blizzard release.