Haven Playerbase Chart Analysis

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Re: Haven Playerbase Chart Analysis

Postby sMartins » Tue Oct 25, 2016 2:14 am

That would be Wolrd 10 with a new map generation...i believe in devs :D
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Re: Haven Playerbase Chart Analysis

Postby Redlaw » Tue Oct 25, 2016 2:19 am

Then people say that should be world 11 within a veru short time...... we need to break the pattern first I think. Just cause things work better now, and all does not mean people will not just do more of the same. This world is as the charts show, gaining more people. No point in pushing a world reset till one of a few things, most of the world is used up and there is no ounce of metal (which they can world to solve), or when the population drops heavily.

I am hoping this world has a long life and the total player count keeps going up. That be proof the world is heading back the right way, the way everyone hopes it should go. I am still quite tired of people saying they wont do anything till there is a world reset. Its depressing, makes me want to quite the game as is and I am having fun for a change.
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Re: Haven Playerbase Chart Analysis

Postby Jesus_Smith_Nandez » Tue Oct 25, 2016 3:13 am

It will end up as it usually does where 8-20 core PVP players in a select few factions will have good enough stats to fight, while everyone else is pretty much totally shit out from PVP simply because they started late or don't have enough infrastructure. Factor in regaining your stats after you die with state funerals and burials and even death doesn't give you a chance to catch back up.

It's such a waste to work so hard on a combat system for PVP that the majority of the population simply doesn't understand or is unable to partake in due to not having enough stats. The only way to create a world that doesn't require a reset is to create some sort of mechanic that keeps crazy stats in check. Whether it's a 100% reset on stats after death, a cap of some sort or another mechanic no one has thought of yet.
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Re: Haven Playerbase Chart Analysis

Postby sabinati » Tue Oct 25, 2016 3:25 am

LadyGoo wrote:
The upward trend comes from removing all-round caps and inserting inequality, people realizing that the wipe won't be that soon as they've expected, enhancing the profit of going outside, changes of the meta-game.

It's possible that this is the case, but i'm hoping that the quests and the few updates after that have more to do with it.
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Re: Haven Playerbase Chart Analysis

Postby loftar » Tue Oct 25, 2016 3:35 am

jordancoles wrote:9 worlds of history says that it we'll be back to 200~ players on average again after the first few months

9 worlds of history does not say this. Just to dispel the myth, here are the (recorded) histories of worlds 2 and 3:
w2.png
w3.png

(World 1 had no recorded history; recording began relatively late in world 2.)
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Re: Haven Playerbase Chart Analysis

Postby Redlaw » Tue Oct 25, 2016 3:43 am

I would lvoe to see such a take off after an update. They be cool to see a sudden 200 people jump over night. Doubt it but it be cool.
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Re: Haven Playerbase Chart Analysis

Postby sMartins » Tue Oct 25, 2016 4:19 am

Redlaw wrote:Then people say that should be world 11 within a veru short time...... we need to break the pattern first I think. Just cause things work better now, and all does not mean people will not just do more of the same. This world is as the charts show, gaining more people. No point in pushing a world reset till one of a few things, most of the world is used up and there is no ounce of metal (which they can world to solve), or when the population drops heavily.

I am hoping this world has a long life and the total player count keeps going up. That be proof the world is heading back the right way, the way everyone hopes it should go. I am still quite tired of people saying they wont do anything till there is a world reset. Its depressing, makes me want to quite the game as is and I am having fun for a change.


I have no problem with this world, and i don't even want a reset soon...only i would like to see a better map generation for this game, so i would like to have a reset once they will develop a very good map generation...perhaps with mountains to climb (like Salem), or waterfalls, or sea and islands...in short a world more alive.
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Re: Haven Playerbase Chart Analysis

Postby earllohst » Tue Oct 25, 2016 5:49 am

ricky wrote:as for the eratic behavior at the end of W8/beginning of W9, if i were to make an educated guess, I would say it has to do with the large amounts of players getting killed during both of these periods.


That makes sense!


LadyGoo wrote:Honestly, I think the devs will reset somewhere around the Christmas time. So they'd have a break from development, while the world would be busy with building up and there will be no need for the meta-game changing updates. At least, that seems to be logical. Wiping during holidays = more people playing = more money incoming (since everyone is busy with catching up with stats, willing to invest).


Nice fundamental analysis, world reset can happen around christmas yeah, december-january. This will be optimal and be a continuation of current pattern, in prediction no.2 we may get back to 500 players at the start. Now that you back this with jorbtar taking a break, and money reasoning, this seems likely to happen, lol.
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Re: Haven Playerbase Chart Analysis

Postby Sollar » Tue Oct 25, 2016 8:42 am

I was always wandering about this "There are X people playing". Does the analisys count every client open, or it only counts one client or player/IP ?

Because if every client open counts as a player, then everything is a lie, since one may spam and have open at a time countless afk-study clients, bots, criminal alts hiding in the basement, etc.
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Re: Haven Playerbase Chart Analysis

Postby loftar » Tue Oct 25, 2016 1:23 pm

Sollar wrote:Because if every client open counts as a player, then everything is a lie, since one may spam and have open at a time countless afk-study clients, bots, criminal alts hiding in the basement, etc.

It does indeed count individual client connections, but while your worry could be true in theory, I find that in practice people vastly overestimate the amount of dual-clienting going on. I don't have any exact information at hand right now to present, but most commonly, the amount of IP addresses that use more than one connection is a fairly small minority to begin with, and even among those that do, it is not uncommon for this to be because there are multiple actual players behind one NATted IP address rather than one player multi-clienting. People seem to think the whole game is just five people running 50 clients each, but in my experience, this is pretty far from the truth. Unless they use a proxy per client, I guess.
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