For more information see the player counts for Albion Online or for Guild Wars 2. We are comparing Albion Online against Guild Wars 2 and showing the relative differences between those two games. The last time that Albion Online saw a massive surge in its playerbase was back in June 2021 when the team logged over 271,000 daily active users following the launch of its mobile port. This is an algorithmically generated comparison of two different online games and their player activity and total player count (aka subscribers). “During these record-breaking windows, active Steam users also reached their highest-ever numbers for the game, with a new all-time peak of 25,833 concurrent players on Steam alone, which is just a fraction of Albion’s overall player numbers,” reported Sandbox Interactive. Developer Sandbox Interactive reports that roughly 277,000 players jumped into the Albion East server on launch day, setting a new all-time daily active user record that was smashed just a week later when over 300,000 players logged into the game. People have used the active users logged in throughout the day to show that a PCU on a decline wasn't remotely as drastic as it appeared, with PvP metrics being included to show the game was doing just fine compared to prior to when the decline happened.Albion Online’s decision to open a new server for players located in the Asia Pacific region have paid off as the PvP sandbox MMORPG’s playerbase surges to new heights. I'm coming from EVE Online where this data is available, where "EVE is dying" is a literal meme within the community since the game launched. We already have people coming here regularly to say the game is dying/dead and they genuinely base this belief off of steam charts.Īny other game you can think of that actually makes this data available If someone only looked at that metric they'd have a slope showing a decline, but having other metrics makes this easy to correct them. The fact SBI hasn't shared any new record users tells us we are below their 271K record of daily active users but using players involved in PvP we can see the games only grown from that day. Having multiple metrics is key to being able to disprove a dying game when someone is strictly looking at a singular metric. Current amount of players involved in lethal PvP: However if this were something just on the official website or launcher, savvy folks would be able to scrape this and track it in a similar manner which would still be beneficial. This would allow SBI to add further features to this if they wanted, such as historical lookups for peak concurrent or daily active users. The ideal implementation for this would be an additional API endpoint, such as /players, that returns the current active, logged in, players. Neither of these are really conducive to determine what the peak concurrent users in a day are however. Special thanks to MurderLedger for providing me with the number of people involved in lethal PvP on this date, 38,229 players were seen involved in lethal PvP which accounted for 14.11% of the active users that day. However that is a metric that is including people who may have logged in for 10 seconds, so it could be far from what the peak concurrent users for that day would have been. Periodically SBI has published some numbers: J271K daily active players Given this is a game that has its content divided between lethal and non-lethal, this metric doesn't do a good job showing the full picture and requires pure speculation on how many players aren't involved in lethal content or including the slippery players who are involved with lethal content but don't get killed as they evade their killers. Currently the only way to get an accurate minimum number of active players is by using the kill events API and tracking players involved with lethal PvP.
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