10.5 - 11
10 - 10.5
9.5 - 10
9 - 9.5
8.5 - 9
8 - 8.5
7.5 - 8
7 - 7.5
6.5 - 7
<6.5m
they're definitely feeling the pinch, wow tokens, cashing in as much as they can, and censoring posts with competing MMO's names on the official forums.
They will count all those tokens they sold as suscription numbers and therefore you will get a total coverup of what's going on in the game. Only the activity levels posted the other days reflect the real situation in WoW.
9.4 million is my guess but i'm bad at guessing.
Legitimizing gold selling probably propped up their revenue nicely, but I agree with those who've pointed out that the number of people they've retained by allowing the purchase of game time for gold, will be relatively small. It likely had little net effect on active accounts. Activity is still way down.
I'd guess 9.3 million. Probably no lower than 9.
"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?"
Just as important as subscriber count, is the time people spend actually in game.
It can forecast a trend for the months ahead and predict how likely people will renew their sub or add another game time card. I fear that's going to go steeply downhill over the summer, even with the wow token we may see it go below pandarian levels.
The fact that it could potentially have an impact is a worthy discussion if people could be sensible about it, but this is the wow community.
That won't happen.
Time will tell for future results though, but I do wonder just how open blizzard are wiling to be regarding the numbers there.
Numbers alone from the view of an outsider may not be that helpful as there will be some players who switched some cash sub payments if not all of them to gold.
Though the timing of the next may at least be when they have had time to stabilise.
Two things: the release in 2014 was a bit later than the Cataclysm release was in 2010, so there's a bit more of the "new car smell" remaining in Q1 this time. Also, I'm trying to scale the decline in subs by looking at WCR and comparing the activity decline now to what we saw in Cataclysm.
It could be higher though, since China wasn't on Cata yet in Q1 2011.
"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?"
Well, I would have expected it to be back down to pre-release values but I didn't expect the huge nostalgia bump lasting for two quarters either so who knows.
Doubtful. They're likely just going to count active accounts (including those active with tokens). It would be nice (from an objectively curious perspective) if Blizz would break down subs further, but they'll doubtless only release the absolutely minimum information they're legally required to.
"In today’s America, conservatives who actually want to conserve are as rare as liberals who actually want to liberate. The once-significant language of an earlier era has had the meaning sucked right out of it, the better to serve as camouflage for a kleptocratic feeding frenzy in which both establishment parties participate with equal abandon" (Taking a break from the criminal, incompetent liars at the NSA, to bring you the above political observation, from The Archdruid Report.)
what numbers do you mean ? the real ones or the calculated and scaled ones or the polished (i.e. wow token) ones ?
my assumption: ~7.5mio polished (thats what you see in the quarter report), 3.0.-3.8 the real ones.