Game Development: Kelp in the Wardrobe

Announcements about major changes in Haven & Hearth.
User avatar
tyrtix
Posts: 1108
Joined: Wed Feb 19, 2014 12:54 am
Location: Leghorn

Re: Game Development: Kelp in the Wardrobe

Post by tyrtix »

lemme point all to a bit of statistics comprehension: last world started at 800, ended at 200, this one started at 1200, ended at 300 (to be optimistics..) this means player retention WORSENED by 300 units over 1200, this means this world fared worse than the last, in proportion.
Actually this world lost 900 players over a potential of 1200, or 3/4 of the population has gone, last world lost 600 over 800, so basically the same, but in a smaller sample and with less updates, and also in a longer time...project this server in the last one conditions, and you'll see the results.
User avatar
blank
Posts: 880
Joined: Sun Jan 23, 2011 3:53 am

Re: Game Development: Kelp in the Wardrobe

Post by blank »

ven wrote:You're not wrong, but the way you phrase something is important.
The player count has indeed increased. "How much?" 20 players.
Haven just needs to be put out there, i bet once they put it on steam haven will take off and everyone will bitch about the server lagg XD i could see this game going from 2-300 all the way up to 1k player base
User avatar
tyrtix
Posts: 1108
Joined: Wed Feb 19, 2014 12:54 am
Location: Leghorn

Re: Game Development: Kelp in the Wardrobe

Post by tyrtix »

blank wrote:
ven wrote:You're not wrong, but the way you phrase something is important.
The player count has indeed increased. "How much?" 20 players.
Haven just needs to be put out there, i bet once they put it on steam haven will take off and everyone will bitch about the server lagg XD i could see this game going from 2-300 all the way up to 1k player base
And make the same as Salem did... :)
User avatar
Potjeh
Posts: 11825
Joined: Fri May 29, 2009 4:03 pm

Re: Game Development: Kelp in the Wardrobe

Post by Potjeh »

Haven needs a real endgame before mass advertising.
Image Bottleneck
User avatar
Granger
Posts: 9255
Joined: Mon Mar 22, 2010 2:00 pm

Re: Game Development: Kelp in the Wardrobe

Post by Granger »

Also please keep in mind that we're talking about concurrent online users, this dosn't tell us much about the amount of accounts that log in per day and even less about the amount of humans behind these.

Concurrent online population is certainly going down when people completed initial base building (the goal of getting a safe haven in the game likely motivates to ignore RL a bit and spend more time infront of the screen than what might be healthy) and 'normal' gaming habits (that don't ignore RL that much) take over.

So (numbers pulled from thin air to make the point) should everyone log in for 12h/day at the start of the world and fall back over time to a more healthy 3h/day we would, when using the concurrent online users metric that is usually been thrown around in such discussions, see a 75% drop in users without actually having lost one single one of them. This also comepletely ignores multi clienting for slave labor alts (terraforming while the mains do other stuff, as one reason) which will cease (or at least reduce) as the world grows older.

Concurrent online users is great to see server load, but it dosn't tell us that much about how many people are actually playing the game.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
User avatar
Luanes
Posts: 204
Joined: Wed Apr 12, 2017 8:06 pm

Re: Game Development: Kelp in the Wardrobe

Post by Luanes »

Well, if last world was 200 players and now increased by 20, it's 10%. It's not that bad.

And about the "1200 players on beginning", i'm quite new to the game, first world i've ever played. But the start of the game looks to me when using as many alts as possible are the more rewarding, for skill specialization, minning ( cave-in :D) and hard labor.

So, when the world starts, doesn't mean that actually are more players playing. And since alts now log in only when it's necessary, the number of players online is more close to the number of real players than before.
User avatar
tyrtix
Posts: 1108
Joined: Wed Feb 19, 2014 12:54 am
Location: Leghorn

Re: Game Development: Kelp in the Wardrobe

Post by tyrtix »

if we keep reading only half of the data we have, or even less, we surely cannot get a full view of the situation... and again, same discussions, same comments, and still not even a single solution, and still the problem is there (well, we're not devs, so we're unable to apply solutions even if found, but at least is good not ignoring the problem)
Adder1234
Posts: 636
Joined: Thu Jul 16, 2015 11:16 am
Location: Australia

Re: Game Development: Kelp in the Wardrobe

Post by Adder1234 »

I think that one of the real problems is that most people just aren't willing to create the player built cities, markets and events that make the game so enjoyable and even when they do, the only way any new players will find out about it is through the forums, and then there's the small matter of travelling. All in all it's not all that player friendly and I understand why all of these things have to be difficult to prevent botting and griefers, but its still annoying.
ctopolon3
Posts: 488
Joined: Mon Nov 23, 2015 10:22 am

Re: Game Development: Kelp in the Wardrobe

Post by ctopolon3 »

about wardrobes: if it can be build outside house but it decays, mb make somelike for cupboards? or make wardrobes like cupboards biuldable only inside house
algorithm
Posts: 218
Joined: Thu Aug 13, 2015 2:17 pm

Re: Game Development: Kelp in the Wardrobe

Post by algorithm »

ctopolon3 wrote:about wardrobes: if it can be build outside house but it decays, mb make somelike for cupboards? or make wardrobes like cupboards biuldable only inside house
bbut loom... :roll:
algorithm wrote:Cape awarded? ;)
jorb wrote:Oh, for sure. Delivery 2022. ;)

Return to “Announcements”