Forum Settings
       
Reply To Thread

Did Square just accidentally give out player numbers?Follow

#27 Aug 24 2015 at 6:04 PM Rating: Good
Avatar
**
599 posts
I certainly could be wrong but I got the impression from the way they portrayed the data being an increase of 118 times that this was just last year to this year. If you take last years number multiplied by 118 it comes out pretty much on track with what was stated.

Edited, Aug 24th 2015 8:04pm by kainsilv
____________________________
"The next time you have the urge to stab me in the back have the guts to do it to my face." - Malcolm Reynolds
#28 Aug 24 2015 at 9:41 PM Rating: Excellent
I really think that total hours stat is completely borked. Even if it did account for 1.x hours -- which I don't think it does, seeing as this is for ARR's 2-year anniversary -- not enough people played 1.x (or put in that many hours) to make any kind of sizable dent compared to how hours are accrued now.
____________________________
Thayos Redblade
Jormungandr
Hyperion
#29REDACTED, Posted: Aug 24 2015 at 10:45 PM, Rating: Sub-Default, (Expand Post) Surely, as Warcraft 3 is a part of WoW.
#30 Aug 25 2015 at 7:57 AM Rating: Good
Scholar
Avatar
*****
12,820 posts
Hyanmen wrote:
Quote:
I know that some of us just had a lengthy discussion about the existence and acceptance(or denial) of 1.0 being a part of FFXIV, but...


Surely, as Warcraft 3 is a part of WoW.

The negative spinning intensifies...


I'd assume you're being sarcastic because technically...the only thing from WC3 that isn't in WoW is the RTS gameplay and in the case of ARR+, a lot of 1.x gameplay elements and assets still remains in it, so s/he wasn't incorrect since like WC3/WoW, ARR+ is after 1.x as well but with the added benefit of having a previous version to build its content base on.

Thayos wrote:
I really think that total hours stat is completely borked. Even if it did account for 1.x hours -- which I don't think it does, seeing as this is for ARR's 2-year anniversary -- not enough people played 1.x (or put in that many hours) to make any kind of sizable dent compared to how hours are accrued now.


Actually, it picked up steam pretty well (not "successful") to the point it would actually factor in. The only time it died down was after the final save and the "free" period they brought servers up during betas. He stated about 45-60k+ people were playing 1.x during the P2P period, that's still plenty to actually factor in when those characters got transferred over since they can keep that data recorded but they never display it till census. Like with XI and the adventurer program, they have the moogle pull up those values for us.
____________________________

#31 Aug 25 2015 at 8:43 AM Rating: Good
Avatar
****
4,780 posts
Theonehio wrote:
Hyanmen wrote:
Quote:
I know that some of us just had a lengthy discussion about the existence and acceptance(or denial) of 1.0 being a part of FFXIV, but...


Surely, as Warcraft 3 is a part of WoW.

The negative spinning intensifies...


I'd assume you're being sarcastic because technically...the only thing from WC3 that isn't in WoW is the RTS gameplay and in the case of ARR+, a lot of 1.x gameplay elements and assets still remains in it, so s/he wasn't incorrect since like WC3/WoW, ARR+ is after 1.x as well but with the added benefit of having a previous version to build its content base on.


That topic has its own thread to be brought up, and if it becomes a matter of sniping or mocking someone, I'm going to be heavy on the report button for it. People have made their case for and against consideration, and have attempted, multiple times, to clarify their stance on both sides as to not be outright dismissed or mocked.

Whether or not the development process for FFXIV was interrupted due to the shift to ARR is not up for debate. It happened. The viewpoints on how that should have affected FFXIV's development or how 1.xx in relation to ARR is viewed can be left to opinion at this point - I'm considering it on the same level of taboo as discussing politics, because that's what it feels like it's devolved to at this point.

Keep in mind that both groups see the same situation in different ways: Some treat the separate clients as separate developments of the game, reused assets or no. And the other views it as a singles component. That's it, and it should be left alone as is. Further bantering about it outside the last thread (or making thread specifically to discuss it) that seems like sniping or insulting at people can, should, and will be reported. And I welcome those to do the same to me if I slip up.

#32 Aug 25 2015 at 8:52 AM Rating: Excellent
Yup, let's keep that out of this thread. Both arguments are described in detail in the other thread.

That said, even when 1.23 hit, the game was still not heavily played. 40-60k sounds about right, but unlike now, many people didn't play daily and didn't play many hours at a time. There just wasn't much to do and the game was very cumbersome. Nothing in 1.x was really designed for casual gameplay.

Edited, Aug 25th 2015 7:56am by Thayos
____________________________
Thayos Redblade
Jormungandr
Hyperion
#33 Aug 25 2015 at 9:32 AM Rating: Excellent
Avatar
**
599 posts
Looking at the statistics of battle classes and their respective levels. People must really like Ninja. Highest percentage of level 41-60. Gladiator and Lancer seem to be the jobs people don't get past 20. I wonder why that is? Regardless, interesting stuff.

How's your Japanese? Can anyone tell me what the crafting specialist distribution slide says? What are the percentages for each job?
____________________________
"The next time you have the urge to stab me in the back have the guts to do it to my face." - Malcolm Reynolds
#34 Aug 25 2015 at 9:50 AM Rating: Decent
Scholar
Avatar
*****
12,820 posts
Thayos wrote:
Yup, let's keep that out of this thread. Both arguments are described in detail in the other thread.

That said, even when 1.23 hit, the game was still not heavily played. 40-60k sounds about right, but unlike now, many people didn't play daily and didn't play many hours at a time. There just wasn't much to do and the game was very cumbersome. Nothing in 1.x was really designed for casual gameplay.

Edited, Aug 25th 2015 7:56am by Thayos


Guess it depended on your server because I seen plenty playing daily and on for just as long if not longer on my server because people were still farming Garuda and Moogles and if you were on the 'higher end' raid wise people were farming AV and CC. It seemed less mostly because the display limit of players were also very low so you didn't even know if someone was in front of you some times.

____________________________

#35 Aug 25 2015 at 10:38 AM Rating: Excellent
Quote:
Guess it depended on your server because I seen plenty playing daily and on for just as long if not longer on my server because people were still farming Garuda and Moogles and if you were on the 'higher end' raid wise people were farming AV and CC. It seemed less mostly because the display limit of players were also very low so you didn't even know if someone was in front of you some times.


I always noticed the same groups of people online at the same time, once 1.23 hit and players kind of settled in. But this is after the massive exodus from the launch of 1.x and SE's inability to fix the game in a timely manner. Most of the people who stuck around beyond 1.23 were a bit more hardcore (and you had to be, given the casual-unfriendly nature of accessing content). I stayed subscribed and played through 1.23 -- and I played more than most people in my linkshells -- but I didn't play even close to the number of hours per week that I do now.

If you weren't a more hardcore player though, then the game just didn't offer much to do. You had to find groups for everything, and even the dungeons were much more difficult and time-consuming than what we have now. That's why the game's "active" playerbase remained so small.

I rarely paid attention to the number of players I could see on my screen... not only did the game's engine choke on character models, but usually, when I could play, that just meant going to some remote camp and doing leves over and over... so I really wouldn't have seen anyone anyway. Rather, I gauged the active playerbase on other factors... number of people online in my linkshells and amount of activity on FFXIV forums were two big indicators that quality logins were way, way down.

It's a shame, because 1.23 was actually pretty good, at least in storyline.

Edited, Aug 25th 2015 9:40am by Thayos
____________________________
Thayos Redblade
Jormungandr
Hyperion
#36 Aug 25 2015 at 10:46 AM Rating: Good
Avatar
**
599 posts
I was really lucky in 1.xx to have selected one of the more populated servers and fallen into favor with the leader of one of the few very dedicated linkshells on my server. They were always online and willing to help me. They were the ones to help me get my first job to 50. One of the most challenging and memorable boss fights in all my MMO experiences was The Raven Nevermore. It took me forever to finally defeat the White Raven in Hard Mode. I keep wondering if SE would ever consider a reprise of this fight in the game. It would be totally different now with all the changed abilities.

We had some really good discussions in those days about what makes a good MMO. The speculation about what SE would do really kept me coming back.

Edited, Aug 25th 2015 12:48pm by kainsilv
____________________________
"The next time you have the urge to stab me in the back have the guts to do it to my face." - Malcolm Reynolds
#37 Aug 25 2015 at 11:26 AM Rating: Excellent
I forget which server I was on in 1.x... but I do remember lobbying to join this one large "hardcore" group that a few of my friends were in, but the leader wouldn't let me in because I couldn't commit to playing X number of days/week.

The irony is that as I continued playing, all the folks in his giant linkshell started losing interest and quitting (my friends in his group kept me updated). As the weeks/months went by, only a handful of them remained... and then the hardcore leader quit. Smiley: lol My friends eventually found homes in other groups.

Eventually, that hardcore guy logged in again... and he actually tried to recruit me to a new linkshell he was starting. I nicely said thanks, but no thanks.

Good times!

My server was never empty though... given the state of the game, I think my world was just as "populated" as any other. But the game's playerbase was just dismal... and even if there were 60k 1.x players who gamed 24 hours/day, that still wouldn't be enough to justify the newly released total "hours played" stat.

It's not that 60k sounds like an unrealistic number (I even recall hearing the game had a playerbase closer to 80k by the time it went offline), but most of those people didn't log a ton of hours. The game wasn't casual-friendly, and in-game communities tended to be small and disjointed because of how many people quit prior to 1.23. There was a lot of anger toward SE over how bad 1.x was; a lot of people refused to come back based on principle alone.

Edited, Aug 25th 2015 10:33am by Thayos
____________________________
Thayos Redblade
Jormungandr
Hyperion
#38 Aug 25 2015 at 12:43 PM Rating: Good
**
863 posts
Honestly feels just like speculation to me. You might be right, but I could say the complete opposite as well which was honestly my experience with it. The people who stayed in 1.x were for the most part a lot more hardcore than ARR players so they naturally spent more time in the game. As for nothing to do the relic made up a lot of the playtime for people around me. There were several things to do, usually it just took more time, people and/or preparation than it does now in ARR so unless you had time enough to do those there was not much to do besides like farming or w/e, but if you had time there was plenty to do. Like you say though even if there were 80k (I honestly doubt it) that played pretty much all the time the numbers still don't add up so.
#39 Aug 25 2015 at 10:11 PM Rating: Decent
****
4,175 posts
I don't think the hours from 1.0 would make the numbers correct, but I feel like I spent more time playing that version simply due to how much longer things took. The streamlining of ARR removed the need to be logged in as long for many reasons. Relaxed travel, DF, accelerated leveling through leves, FATEs and dungeons... all of these things amont others cut a big chunk out of the time you would have to stay online to get roughly the same amount of content done.

____________________________
Rinsui wrote:
Only hips + boobs all day and hips + boobs all over my icecream

HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#40 Aug 26 2015 at 8:40 AM Rating: Excellent
Really, that depends.

I can see why hardcore players may feel less of a need to be logged in now, because ARR has very little hardcore content. However, for casual players, there's a lot more to do on a regular basis. Sure, many casual players may not play for six hours per night, but the in-game hours add up when a larger number of people spend two hours in game rather than none.

Overall, far more people play the game now than in the 1.x days. Of those, more people have stuck with the game, which ultimately translates to more hours spent in Eorzea.
____________________________
Thayos Redblade
Jormungandr
Hyperion
#41 Aug 27 2015 at 8:26 AM Rating: Decent
Scholar
***
1,732 posts
Since launch when the servers choked and they added more servers no new servers/worlds have been added that I know of. So we kind of know by that what the population is. It has to be less than at that point on most servers or we would still be seeing the horrible lag. I think some of the worlds probably get close to that number during updates when people come back.

I might be wrong but wasn't it a bout 1/2 million active users at that point?



Edited, Aug 27th 2015 11:08am by Nashred
____________________________
FFXI: Nashred
Server: Phoenix

FFXIV : Sir Nashred
server: Ultros
#42 Aug 27 2015 at 9:19 AM Rating: Excellent
Quote:
I might be wrong but wasn't it a bout 1/2 million active users at that point?


I don't think it's ever been as low as 500k. At one point (after the game's playerbase settled down post-launch), Yoshi-P said there were at least 500k players who played daily, but he also said there were significantly more subscribers if you included others who logged in less often.

EDIT: Here's an interesting population thread on reddit. I'm not sure of what criteria was used, though: https://www.reddit.com/r/ffxiv/comments/33cc1k/latest_lodestone_population_survey_730k_active/

I'm still getting server queues just about every day I log in, so at the moment I think we're on still on the higher end of the playerbase arc

Edited, Aug 27th 2015 8:23am by Thayos
____________________________
Thayos Redblade
Jormungandr
Hyperion
#43 Aug 27 2015 at 10:06 AM Rating: Decent
Scholar
***
1,732 posts
Thayos wrote:
Quote:
I might be wrong but wasn't it a bout 1/2 million active users at that point?


I don't think it's ever been as low as 500k. At one point (after the game's playerbase settled down post-launch), Yoshi-P said there were at least 500k players who played daily, but he also said there were significantly more subscribers if you included others who logged in less often.

EDIT: Here's an interesting population thread on reddit. I'm not sure of what criteria was used, though: https://www.reddit.com/r/ffxiv/comments/33cc1k/latest_lodestone_population_survey_730k_active/

I'm still getting server queues just about every day I log in, so at the moment I think we're on still on the higher end of the playerbase arc

Edited, Aug 27th 2015 8:23am by Thayos


I said that wrong.. I meant to say users online is 500,000

But it has been that low:
http://www.mcvuk.com/news/read/square-enix-mmo-trio-fails-to-muster-1m-subscribers/0143457

Newer figures bring it in at around 1 million based on financial reports.
Problem is they keep mixing the numbers in with dragon quest and FFXI.

I think the real problem is gil sellers and they make it impossible to really guage the amount of subscriptions and active users. For a while on ultros those made up a pretty good number of players. You saw gangs of bots queuing up for dungeon runs etc.



Edited, Aug 27th 2015 12:21pm by Nashred
____________________________
FFXI: Nashred
Server: Phoenix

FFXIV : Sir Nashred
server: Ultros
#44 Aug 27 2015 at 10:29 AM Rating: Excellent
Well SE hasn't been crystal clear about subscriber numbers in a long time... but it's also no secret that XIV's population continually ebbs and flows along with the big content patches, and the expansion either brought in tons of new players or brought back lots of old ones.

I found a reddit thread claiming that Dragon Quest X had 300k subscribers. That leaves nearly 200k subscribers unaccounted for (based on that article Nash posted). I haven't played FFXI in ages, but from what I've read and heard, I'd be surprised if XI had that many subs at the end of last year. So there may still be a bit of a disconnect between what SE is trying to share vs. what the western media wants to know (in the past, Yoshi-P has been more eager to share subscribers who play daily rather than total subscriber numbers... wouldn't surprise me if that's the case here, although the difference might just be 600k subscribers instead of 500k, so not a substantial shift).

EDIT: Found a BG thread from last May in which a user posted an estimated active user total for FFXI pulled from FFXIAH -- just under 120,000 users. Not too shabby. If we assume that FFXI had an additional 20k users in late 2014, then we still have about 50k users unaccounted for. I'll give 30k of those to XIV and 20k to Dragon Quest X. That means it's very reasonable for SE to say at the time the game had around 500k subscribers, with the true total (not including Chinese customers) being somewhere around 530k. Of course, that 530k may inch closer to 550k if XI didn't lose that many members since late '14... I'm just speculating it did, based on today's FFXIAH active user total of 105k players in XI (still impressive, given that the game is being put to pasture).

Pretty cool though that between late 2014 and April 2015, the population seemed to jump by an estimated quarter million. I definitely noticed an influx of players as the expansion drew closer.

I think this is why the "5 million registered accounts" number is so important, even though a lot of people dismiss registered accounts as being trivial. But a registered account in XIV is someone who paid to buy the game and, at one point, paid at least one month to subscribe. In the business world, these are more than just registered accounts; these are sales leads. The fact SE has instant access to 5 million interested customers (who already own the client) is, in my opinion, a big reason why SE can create an expansion and instantly regain a few hundred thousand subs.

Edited, Aug 27th 2015 9:57am by Thayos
____________________________
Thayos Redblade
Jormungandr
Hyperion
#45 Aug 27 2015 at 10:48 AM Rating: Excellent
Avatar
****
4,780 posts
That Reddit thread you linked earlier uses the same source I do, and has a pretty harsh criteria as to what is counted and is not. Any characters sub 20 is automatically out, for instance. This rules out any and all trial users and most low-level alts picked up for storage.

It also requires the acquisition of a Minion to be considered Heavensward active, and requires a registered HP change on Lodestone, so someone who's just chilling in the same equipment during the polling period gets dropped. Lots of opportunity for people to fall through the cracks and not be counted.
#46 Aug 27 2015 at 12:37 PM Rating: Decent
Scholar
Avatar
*****
12,820 posts
Hyrist wrote:
That Reddit thread you linked earlier uses the same source I do, and has a pretty harsh criteria as to what is counted and is not. Any characters sub 20 is automatically out, for instance. This rules out any and all trial users and most low-level alts picked up for storage.

It also requires the acquisition of a Minion to be considered Heavensward active, and requires a registered HP change on Lodestone, so someone who's just chilling in the same equipment during the polling period gets dropped. Lots of opportunity for people to fall through the cracks and not be counted.


This is why the issue I have with this is that you get minions pretty quickly, even sub 20 (main story). So the data collection is a bit weird but it's the only way to get it as SE definitely won't come out with official numbers. Last word was in a gamewatch interview where he said "about 100k active subs per server."
____________________________

#47 Aug 27 2015 at 12:57 PM Rating: Good
Avatar
****
4,780 posts
No you see, Any and all classes under 20 are disqualified regardless of activity.

You only count for Heavensward if you got the Alpinaud minion, specifically.

Your HP has to change on lodestone in order to be counted at all.

These qualifiers stack, which is why I said there are opportunities where active members could fall through the cracks.

Edited, Aug 27th 2015 2:58pm by Hyrist
#48 Aug 27 2015 at 12:58 PM Rating: Excellent
Quote:
Last word was in a gamewatch interview where he said "about 100k active subs per server."


I'm guessing he means data center, which would put the population at 600k.

However, as I pointed out earlier, Yoshi-P tends to focus on "daily players" when discussing active subs, just as he did last year when he said the population was 500k (he elaborated the count would be much higher when considering those who play once every two or three days). I think 600k daily players and 730k total subs sounds about right.
____________________________
Thayos Redblade
Jormungandr
Hyperion
#49 Aug 27 2015 at 1:39 PM Rating: Decent
Scholar
***
1,732 posts
Thayos wrote:
Well SE hasn't been crystal clear about subscriber numbers in a long time... but it's also no secret that XIV's population continually ebbs and flows along with the big content patches, and the expansion either brought in tons of new players or brought back lots of old ones.

I found a reddit thread claiming that Dragon Quest X had 300k subscribers. That leaves nearly 200k subscribers unaccounted for (based on that article Nash posted). I haven't played FFXI in ages, but from what I've read and heard, I'd be surprised if XI had that many subs at the end of last year. So there may still be a bit of a disconnect between what SE is trying to share vs. what the western media wants to know (in the past, Yoshi-P has been more eager to share subscribers who play daily rather than total subscriber numbers... wouldn't surprise me if that's the case here, although the difference might just be 600k subscribers instead of 500k, so not a substantial shift).

EDIT: Found a BG thread from last May in which a user posted an estimated active user total for FFXI pulled from FFXIAH -- just under 120,000 users. Not too shabby. If we assume that FFXI had an additional 20k users in late 2014, then we still have about 50k users unaccounted for. I'll give 30k of those to XIV and 20k to Dragon Quest X. That means it's very reasonable for SE to say at the time the game had around 500k subscribers, with the true total (not including Chinese customers) being somewhere around 530k. Of course, that 530k may inch closer to 550k if XI didn't lose that many members since late '14... I'm just speculating it did, based on today's FFXIAH active user total of 105k players in XI (still impressive, given that the game is being put to pasture).

Pretty cool though that between late 2014 and April 2015, the population seemed to jump by an estimated quarter million. I definitely noticed an influx of players as the expansion drew closer.

I think this is why the "5 million registered accounts" number is so important, even though a lot of people dismiss registered accounts as being trivial. But a registered account in XIV is someone who paid to buy the game and, at one point, paid at least one month to subscribe. In the business world, these are more than just registered accounts; these are sales leads. The fact SE has instant access to 5 million interested customers (who already own the client) is, in my opinion, a big reason why SE can create an expansion and instantly regain a few hundred thousand subs.

Edited, Aug 27th 2015 9:57am by Thayos


That article I posted is old though, like I said the new figures puts it just under a million.. I actually thought I posted a link to the newer numbers but must not of.. I think I googled ffxiv active subscribers 2015 and someone broke the numbers down from their financial report.

edit
Ok maybe it was for all 3 just under a million:

http://www.polygon.com/2015/1/2/7480177/square-enix-final-fantasy-14-final-fantasy-11-dragon-quest-10-subscribers

This is January too so maybe I saw a newer one..

But looking at that you could be very accurate on your numbers.

Edited, Aug 27th 2015 3:46pm by Nashred
____________________________
FFXI: Nashred
Server: Phoenix

FFXIV : Sir Nashred
server: Ultros
#50 Aug 27 2015 at 1:45 PM Rating: Excellent
Nvm, posted after your edit!

Edited, Aug 27th 2015 12:47pm by Thayos
____________________________
Thayos Redblade
Jormungandr
Hyperion
#51 Aug 27 2015 at 1:46 PM Rating: Decent
Scholar
***
1,732 posts
Thayos wrote:
Yeah that article is also from back in January.


Yea I was editing same as you posted.
____________________________
FFXI: Nashred
Server: Phoenix

FFXIV : Sir Nashred
server: Ultros
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 240 All times are in CST
Anonymous Guests (240)