They said steam charts are finally going up
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It is pathetic cause it shows that DbD is in a worst state than what everybody thought.
During peak hours, in queue there are 7 killers for 2226 survivors. That's what the datas are showing. There are no killer anymore. Moreover, BHVR want to add "rewards" if you play the role with the least players soon, as in Overwatch.
All this because SBMM. But they do not plan to remove SBMM, do they think they are right about this system ? I mean, seriously ? 😂
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Imagine having 7-15 killers in queue at peak hours when you have sold 50 millions copies...
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Yeah, other than the fact the game has been steadily growing for the past 5 and a half years, and now it's seen an explosion of negative press, community backlash, and player discontent.
The past 7-8 months have been brutal. Not just for the charts, but for players.
People complaining on forums, in the game, on reddit, on Facebook, more than EVER before.
Pair that with the numbers you see.
Here's a pro tip for all of you noob statisticians.
If you double your buyer base and sustain it for 3 months - then everyone begins to rapidly leave after a controversial call - what is your deduction?
Did you double your buyer base and fail to retain market penetration? Sounds like a pretty big fail.
Did you experience a bubble by sheer chance and fail to retain market penetration? Sounds like a pretty big fail.
Even if all of these numbers are inflated from 'Rona and RE chapter with the 5 year anniversary - creating a massive bubble - the devs managed to take that little bubble and pop it with a blowtorch.
A good company would have seized the market and did everything they could to retain that new interest group. Not only did they fail miserably, but they're also managing to drive away their core market and create increasing contempt wherever they can.
This sort of logic is what gets you to flunk out of Business 101 and Statistics 101 at the same time.
The world is burning.
Very silly people run great franchises into the ground and eviscerate their own product as lackey executives watch onward and consumers move away from the franchise... it's depressing.
I'd love to meet the people over at Behavior and... I don't even want to give them a piece of my mind. I'm just curious as to what goes on in theirs. They may have some perspectives that we don't - some challenges we cannot see - but regardless, it doesn't excuse that the DOA MMR system and Boons blew this game's knees off, making it crawl for 7 months... and perks that desperately need attention, which could be fixed with a few forays into the code, likely will languish away in the dungeon for years before getting attention.
Get a good team in that company and they could flip the game upside down for the better. People make entire games in 24 hours, imagine what a team could crunch out in a couple of weeks if given the directive.
How these devs fumble the ball so horrifically and continue to show contempt for their buyers and a complete misunderstanding of their own product at every turn is astounding.
You know, McDonads started out with a small building and only a few thousand customers.
It's only natural that after opening a second location and doubling their customers, that half as many returned to each location.
If you ran Starbucks, you'd think that 1.5 people should purchase from each location, because markets don't grow and consumer bases don't expand and there is no such thing as retention.
No, McDonalds losing half of its customers wasn't the controversial change to pumpernickel bread and getting rid of ice cream. It was the second location.
Because what they teach in Microeconomics 101 is that when people buy your product - all of them will hate it and never buy or use it again - it's just FAKTS.
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ill say this i got the game at the end of january. the games are much better when all parties aren't playing sweaty matches to get 4ks or making it out the gate. like last night (eastern u.s time here where killers are far between) had my 3 person swf (we super casual so i wouldn't say much of a problem for killers and we enjoy just playing together) and then we had this one blight we got queued with twice in row who was super sweaty guy with all the meta perks (he probably tanked himself down or something) but yeah purple ruin, devour hope.. ect (best part the hexs are completely hidden.. now if only my killer hexes when i play were this hidden lol) which are perks which are pretty broken even at lower parts of the mm community (and probably in soloq) which basically just kills the fun. now i just imagine bringing my new friend in and them getting stomped like a joke. i sorta would be embarrassed and be like .. attempting to explain the extreme so they don't up and leave... but yeah i mean the main thing is all the meta perks on both sides need a look at as it appears some power creep occurred to out weaponize the other and some random buffs some perks didn't need . Only example ill use which randomly thought of was window of opportunity why? to help people loop even better and make killer gameplay stale? version from 3.0.0 is the level of balance that needs to be consistently applied to this game.
i really truly feel that all perks should be at a level of some of the less used ones with conditions. this way the game isn't a must slot and more of what flavor you want to offer.. not sure if this opinion is reflected highly but changing up perks should be encouraged over needing stuff to last. ill say this i felt completely helpless when that blight just had everything hindering my pretty new friends at the game and myself included. im not even saying make me fight bad bad killers but at least allow some chance. (oh and my last slow survivors are left to be desired which also didnt help)
think this is always discussed with the lack of or bizarre balancing but ill just say it from my perspective as a relative baby (but im getting older and enjoy the game and staying) It needs to be addressed along with the choosing the best sbmm from recent tests.
Thanks for reading if you took the time. I guess i have a more mindset on balance then others to allow actual game play be a thing over perk carrying. if you disagree thats perfectly fine.
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Those devs do not interact with the community and do not know what to do with DbD.
Last map (for the artist) is, for exemple, way too big while the community told them 1 million times that big maps are unbalanced and heavily favors the survivors. Even with the nurse you need 6 blink to cross it.
4 DH in a SWF is way too strong but again they haven't react for 4 years.
I think those guys love to torture their playerbase to the point we all go into a burn out.
Post edited by JeanCharpentier on2 -
I think with how many free events, they've done recently to bring in new players and they are only making par should be extremely alarming.
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Cool now posts the player numbers for all platforms... You're selective choosing your data and presenting what numbers you want to show, aka cherrypicking.
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There is no data for console. But it's the same, why should it be any different ? Consoles have framerates issues on top of that so i guess it's even worse.
When a multiplayer game is dying on PC, it is also dying on console : Evolve, Overwatch, Halo, Smite etc...
Do not forget that Sadako is a major addition to the game, horror culture wise. Ringu is number #1 for the horror genre fans and by far (with Pinhead). Both have been released in the last 6 months and the playerbase has been divided by 2.
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It's less the community telling them "Hey this is happening" and a lot more of the community telling them "We know this is happening, and can see you're not doing anything about it".
At least this way the issue is addressed and they can collect feedback on how to fix it.
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I have seen posts here get addressed, actually. Quite a few. Maybe it is just becauseI come from Overwatch that I can tell when they ACTUALLY ignore feedback. These developers are pretty good about being open and making changes. Maybe not the ones you want, but still. It happens.
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You shouldn't underestimate the members on the forums. Wonder how many are wolves in sheep's clothing.
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Cherry-picking? How can you be “selectively” choosing the data when Steam charts is literally the only player count data we have available?
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The example you proposed assumes that matches end in discrete intervals (i.e. every 10-15 minutes a set of matches ends) and killers thusly enter the queue in these intervals. So survivors who died early wait 10-15 minutes, a bunch of killers end the matches and enter queue, and then those survivors enter a new set of matches.
This isn't the case. Matches are constantly ending and survivors/killers are constantly entering the queue. The 4:1 ratio you described overall should never, ever, allow for queue ratios to get to 12:1 or 30:1 or 50:1 given a large population. If that were the case, how do we see a ratio of 6:1 in the morning, do the intervals just magically stop?
BTW, the peak hours was 12:1 at the start of prime time, and within an hour goes to 30:1 which it stays there for a while before going to 50:1.
I understand what your saying with the example and I can see how it causes spikes in the ratio/queue times. However, there is no way that the disproportionate ratio will maintain for 15 hours if the overall ratio was 4:1 or 5:1.
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First of all, you would only post this to discredit BHVR. If the player count had incrased I really doubt you would have made a post about it.
Yes you are cherrypicking. Sure steam is dropping, but how can you say that consoles, or epic count isn't increasing? You don't exactly have access to those, and lets be honest, I doubt that even 50% of the player base uses steam to play.
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I didn't make the OP. What the heck are you talking about? Maybe read the name of the guy who wrote the OP. If you would have simply read the OP than I really doubt you would have made a post about it.
Yes, you are cherry picking. You literally just made some stuff up. Sure, the games Steam population is decreasing, but how can you say that consoles or epic count isn't decreasing? You don't have to accept those, and lets be honest, I doubt that even 50% of the player base plays more than a couple games a week.
Why do you think BHVR deserves any credit when they hide so much information from the player base?
The games population is dropping, the ratio is terrible, the balance is terrible, the QoL is terrible, the grind is terrible, and the overall throughput from the Devs is terrible.
People keep bringing up how survs that die early enter the queue early. Okay... so if the entire population ratio is 5:1 why do we have 12:1, 30:1, 50:1 ratios for 15 hours....
If the ratio was as even as these people mention we would NEVER see a queue this bad. The largest amount of survivors that can die "early" is 3. If the ratio is 4:1 and in every game 3 survivors die early the queue SPIKES until the games end, after which it drops back down. It only goes up to those huge ratios when there just aren't many killers playing the game.
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These minimal changes are meaningless. At the very least the game is dropping player more slowly.
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Or because the MMR has put into light the imbalance in the game.
Although ... when I think I'm sometimes being matched with survivors in the one digit range right after getting my ass kicked just because there was a rush in a huge map ... It must be so fun when your first Nurse encounter is a pissed-off 2.5k hour player who mains her.
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What you’re missing is that the short side will always have close to essentially zero people in queue, while the surplus side will always have however many people are left over, but the ratio of those two numbers is not the same as the ratio of the total number of survivors and killers in all the ongoing matches plus the players in the lobby. Like I said above, for example, you can actually total up those numbers from the charts in the blog and from Steam Charts and when you do you find the totals are much closer to 20% killer at peak times than the ratios in just the lobbies.
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