“Logic: The art of thinking and reasoning in strict accordance with the limitations and incapacities of the human misunderstanding.”
"Conservative, n: A statesman who is enamored of existing evils, as distinguished from the Liberal who wishes to replace them with others."
Ambrose Bierce
The Bird of Hermes Is My Name, Eating My Wings To Make Me Tame.
Sure, they can call it whatever they want, but if they fail to deliver it to players (fact is, that in modern PvE you simply ignore threat whatsoever, it's irrelevant. In old content you did the same, except after waiting for tank to get initial aggro. Somewhere in wotlk you could overraggro the tank by doing huge DPS (or by tank not doing shit TPS due to lack of expertise of being unlucky with soft cap of expertise) but it was eventually "fixed" by giving all tanks "this ability generates crapton of threat", which made threat irrelevant, again) - then it's not a mechanic.
Originally Posted by Urban Dictionary
Stains on the carpet and stains on the memory
Songs about happiness murmured in dreams
When we both of us knew how the end always is...
Threat was definitely not an irrelevant mechanic. Look at BC tanking , for example. It was highly regarded as being very difficult, mostly attributed to the fact that threat was so difficult to manage. They should also work to improve on the things that would make it irrelevant, instead of removing it outright. I believe the design philosophy of removing things outright, instead of improving on them, ultimately hurt the game more than anything.
I think we need people who can contextualize numbers better in this thread, because you're affirming that, in a year, only 6% of characters created in that server made it to level 30 and that's normal. I fail to be convinced by that argument, particularly since you being a slow leveler is anecdotal evidence at best. No amount of twinks and casual players should give you 94% of all characters created in the server below level 30. And by the way, the chart I was using gave us only the stats for the PvP server. The PvE server being new and its population not having time to level up has nothing to do with those numbers.
Also, if your reply to "three classes take up almost 50% of the realm population" is "two classes take up a quarter on Retail!", then you really need a better argument. Warriors, Rogues and Hunters on Nost give you 1 tanking spec and 8 DPS specs taking up 48 to 49% of the population. On Retail, the 4 most popular classes from level 30 onwards are Death Knights (13%), Hunters (11.5%), Paladins (10.2%) and Druids (10%), with about 4 to 5% to spare compared to Warriors, Rogues and Hunters. That's 3 tanking specs, 2 healing specs and 9 DPS specs. While the ideal distribution for a game with 11 classes is 9% for each, Retail's distribution is more balanced than Nost's was. It would be even more so if Death Knights didn't start the game at level 55 (which skews their numbers somewhat since they're such popular alts for people who don't feel like leveling).
Nothing ever bothers Juular.
We weren't the ones comparing it though, you were. I honestly don't give a shit what Wow's was back in 2006. 20% is still not much you can make a business argument for in this day. You know... business, money, profits. The stuff that's important to businesses and shareholders
Even though it's an unequal comparison with the only data available it's all irrelevant anyway because you people are incorrectly assuming 18.75% retention is BAD.
That's not bad at all for game retention. That's actually very good. I'm not sure what kind of retention numbers you guys are assuming is normal.
In an MMORPG, a genre that rewards long-term playing, and on a server that people specifically sought out because it was Classic World of Warcraft (with all the baggage that entails) and was known for having a solid community? Yes, I'd consider an 82% turnover in a year to be pretty bad. Particularly with the server demographic issues I talked about in other posts (only 6% of all characters making it to level 30+). That would be an average of 3.18 characters per account, so a lot of those accounts never had a single level 30+ character in them. Say what you will about "it's about the journey, not the destination", but unless the server was populated by chronic altoholics with only two hours a week to play, I feel the number should be considerably higher than 6%.
Nothing ever bothers Juular.
You're math illiterate, I don't see how that is our problem.
Originally Posted by DeleteMyAccountMMOCSUX
True.
Nost is a 12 year old version of the game with nothing new to offer and has 18.75% retention.
Retail had an update in 2015, has modern graphics, and a ton of QoL changes. 5% retention.
Not only that, but if they weren't too busy shitposting to read the thread they'd have seen that "legal" F2P games barely even break 6% retention
Originally Posted by Shoopuf
https://www.superdataresearch.com/bl...mmo-retention/
150k out of 800k would be 3 times the average of a f2p mmo at the 1 year mark.
Your personal opinion on what are or aren't good retention numbers doesn't matter. What matters is what the retention numbers for other games is and how it compares to them.
It being on an illegal private server worked way more against it than it being free did too. Who wants to invest 100+ hours on a private server when they can and routinely do go poof.
I don;'t think it is in any way established that the 100m number even includes china. Typically blizzard does NOT includes the9/netease in their 'numbers.'
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running a gaming company is only tangentially related to making games for gamers. Activision-blizzard has been very successful at one of those.
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