But the end of The Halloween War saw the typical drop in players logged into the game. Unlike after The Fountain War, CCP had no big expansion to draw people back to the game, as Kronos was the first of the small monthly patches.
What does that history mean for today? Currently most of the large null sec powers are engaged in a war that has dragged on for nearly a year. How long until the current war is declared over? And once over, how many of the participants will leave for fresher gameplay? The TL,DR. I've compiled a lot of information, but what does it mean? Why is the Tranquility server cluster suffering such a drop in activity? Simply put, the content CCP delivers each month is not compelling enough to combat the natural seasonal pull away from EVE.
The massive summer expansions that used to keep players at their keyboards a few weeks longer don't exist anymore. And the competition is not just limited to the weather. What do players find more compelling? What is more enticing, going out and doing something government lockdowns have prevented for the last 18 months, or beating your head once again into the opposition in southwestern Delve?
If the war is stalemated or over, why stick around instead of going out to a favorite spot in the real world? I think the answers are fairly obvious. Unfortunately I don't see the trend ending anytime soon. Historic trends should see activity increasing again in late September or early October. I really hope the numbers don't decrease too much more. Labels: eve. No comments:. Newer Post Older Post Home. Subscribe to: Post Comments Atom.
The game is doing fine. If anything, Eve Online is on the upswing activity-wise. The drops from downtimes are going to make up the same percentage of the average no matter what time scale. This change is outside of the margin of error. CCP is ignoring building player communities. The phone MMOs like Lords Mobile that steals heavily on gameplay ideas and lessons from EVE put the player community first - which drives a lot of ridiculous spending. CCP took a nerf back to ratting in populated systems and mining.
Normally these are actions that are done with other people. This destroys the community interaction. Further, they are shredding players sense of place, both by sparking a huge 0. Players are fighting to protect their community. Because of the resources shortage this is causing what might be termed a grim war.
People are liquidating the assets on their account to figh the war, then quitting the game. Just look at the one year graph. Does it at all match the numbers you claim? There is no way that the PCU average in December was 24k.
I unsubbed because I came back after taking several months off and the Triglavians took me and everything I have while I was out. Um, we are talking about the average of a cyclic time series. That is something that needs to happen a lot in science and engineering. If what you say is true, you should easily be able to find and cite documentation explaining the issue.
The longer average includes more maximum datapoints, which are divided by a larger number. It also includes more cyclic lows. Login numbers are down. Multiple metrics - including counts of login numbers - show that login numbers are down. This is a problem that needs to get addressed. The data here is the complete data set and as expected the average is around 0 as you would expect 0.
You can take the average of this it is does reflect the underlying process as you have sampled it fairly. If however you compress your sampling and start combining your data points using a maximum function, you will completely skew the average. The average is 0. The underlying data is the same as the previous curve, just combined via a maximum function, but now the average of these max projection points does not reflect the original data at all.
Groups of players in Eve Online can come together to form organizations that dictate the status quo. As resources are not fixed and do not generate on their own, miners and gatherers are essential to produce and trade them. And as Eve Online offers a lot of freedom in play styles, players can choose the unscrupulous methods of acquiring wealth, such as smuggling, piracy, and theft.
Play the game solo or join corporations, military organizations, or pirate alliances. Participate in tournaments hosted by CCP or the player community themselves. Eve Online gives you the freedom to choose carving your own niche in this expansive star-spanning MMO.
Game Data.
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