Today, right now as I write this, the total number of players currently in the game is 24 players.
That isn't enough to do anything when you start to consider a possible average player, how many are new players, how many are middle of the road players, how many actually can handle end game? I was wondering why I would que into REQ and see players using the trash free artifacts that are given when you first sign up for Undermountain quest chain. Where they were dps class and being out damaged by a devout cleric.
Can this game sustain itself with 24 players, when players realize they can't run any content because there isnt a big enough player pool to pull from to run anything with, so they in turn quit playing?
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maybe in a particular zone/instance ..but certainly not total online
that would also mean that there are more active players posting in the forums for mod 18 then in game at the moment too : D
...also unlikely
Have you tried actually looking for people in the winter event zone ? maybe try counting there instead and let us know of your results ...I look forward to them
Winter Lily (CW) / Winter Rose (DC) / Winter Ivy (HR)
Pandora's Misfits Guild Leader
right now just from steam there are 2k on pc https://steamcharts.com/app/109600 and this is a much smaller sample size than the other launchers.
At that moment, my character was lagging and rubberbanding because there were too many people doing stuff in Winter Festival.
If you are talking about only 24 players in your instance. You have a busy instance already when the max is usually 40.
However, it is reasonable to assume that a constant percentage of the population joins game from steam.. which means NW has lost a significant part of the population the last year. Which also is supported by the amount of players we see online as well as the reduced Zen flow through the ZAX.
I'm guessing just your instance and that probably isn't an accurate representation of how many people are playing Neverwinter as @kiraskytower already mentioned.
But I will say this, either they opened more instances for the Simril Festival or there are fewer people participating when I'm there be cause it isn't nearly as crowded as I remember it being on previous years.
Winter Festival is just one of the many zones.
In Winter Festival, I count over 300 before I stop counting.
I know this because I don't see anyone else typing right at this second.
Neverwinter is dying.
Same with guild search... and any other part of social tab.
Sure it doesnt change a fact that game population is lower then ever... its a pale shadow of its former glory....but definetly higher than 24 total....
https://steamcharts.com/app/109600
Something that was correctly I believe, brought up on the last TWITCH broadcast is online MMO's such as Neverwinter seem to have universally, lost their luster... but they also said they are looking for ways to reverse this trend in @cryptic games in particular, including Neverwinter.
Maybe one factor to the declining playerbase (everyone has an opinion) may be due to the currently preferred platforms people are choosing to play on.
I think fewer people are wanting to be tied down to stationary platforms like PC's and consoles and instead are choosing to play on mobile platforms like smartphones (too bad we don't have Gateway anymore huh?).
But then that's just my thoughts.
That is not how you determine the number of active players.
A drop in the player base is likely.
The causes are many and real.
But this post is bollocks.
Please focus on productive recommendations to Cryptic about important topics like class balance, dungeon content, class interdependence, reward systems and ingame QoL.
Speculative non-statistic/non-data hyperbole posts like this do not help us.
I am Took.
"Full plate and packing steel" in NW since 2013.
Yea gateway would have been good right about now huh? At a minimum it would have been a possible feeder to the game if not the new way to play.
God I hope:
Something that was correctly I believe, brought up on the last TWITCH broadcast is online MMO's such as Neverwinter seem to have universally, lost their luster... but they also said they are looking for ways to reverse this trend in @cryptic games in particular, including Neverwinter.
isn't true, the last time they "fixed" that, they came up with the guild mod(s)(s)(s) and fix(s)(s)(s)(s)...(s)(s)...
They bought into that BS psychologist: Force them to play together, they will care together and become friends. Friends stay with the game longer out of obligation to each other. They didn't understand the converse truism as well, friends will quit together and join another game with the same obligatory zeal when frustrated or infuriated. The later mods provided that frustration and anger for mass unplugs, I know, I'm the only surviving member of my guild
I'm no psychologist or any other kind of gaming trend guru, but I always thought people came to a game, and stayed, because they enjoyed playing that game. Not because anyone felt they made true and meaningful friendships in an online game.
There is one thing I consider particularly insightful in what you said and in truth I hadn't considered it previously, as much as people claim players will stay in a game because of acquaintances they've developed in the game - chances are there are probably just as likely to quit or consider quitting when their friends quit.
"For every action, there is an equal and opposite reaction" - Newton