Ahh cool, Thanks for confirming my numbers from before, actually I was too generous, 400 players is considered "high".
So yeah, 14 servers with nothing, 7 servers with a guild full of 6 boxers on it, and 4 total servers with at least 400 accounts logged on. that's how low/med/high breaks down, thank you for posting that.
And thank you for confirming everything I said. I know you think you are making a point but you actually are proving mine. 8.6k accounts logged in, so like 2k individual players total. lets double it for prime time rather than random monday afternoon shall we? yeah, 4k players. 16k accounts. That's their peak daily totals. less than THJ. Thanks for playing
My guy, you never once referenced 16k as their peak active daily count. You said it was 10-20k
total subs, 30k daily logins was an impossibility, and 66k was signs of money laundering. It's the very thing I've tried to explain to you over and over the last 4 pages. You've honestly sort of been all over the place on what you've claimed so there's lot of avenues for you to be "correct".
They have like 3k subs, all whales, spending 750 a month
lol
There's a chart of the monthly average users that shows that its around 10-20k subs, so that means the average sub is spending ~55 a month
4 days later, still no timestamp.
Daybreak had between 10-20k subscriptions as of that 2023 video (was hard to tell on the bar graph) but lets, for shits and giggles, say it was 20k subs 2 years ago, and i'd wager they attrition out 10% per year, more on years with shit TLPs like this years, but lets say 20% for the 2 years. so lets say it's now 16k subscriptions.
So 16k total subscriptions and like 70% of them logged into the game within an hour last night? That's not how this works, at all, in any game.
There's a multitude of things that make figuring out the DAU difficult in EQ due to some servers having afk kick and others not, bazaar characters causing play session times to be skewed, same account logging into a different character when tracking chat channels ect. In games where play sessions are short, the multiplier on CCU to get DAU is usually much higher in the 5x range.
In games like EQ where actual play sessions are considerably longer than most games and then additionally skewed by the problems described above that multiplier ends up being on the extreme low end. Last nights active total was 12,551 @ 10:00PM CST, probably not the actual peak but we can run with it for the example, and 6894.8 @ 7:00am this morning. In order to account for bazaar/afk sessions that severely skew playtime per session I've removed 35% from the avg and peak.
Between those points you divide daily peak versus average (this average will not be accurate in this example with too few data points) to get peak-to-average concurrency ratio. You then get your raw multiplier using that number along with average session length.
An average of playtime sessions hitting 5 hrs gives you a multiplier 2.93, 21,735 DAU without afks, and 25,729 with. All of this is generated from purely general #'s and not trying to guess how many left the channel or are ftp. Longer the avg session fewer the DAU. I would never claim these are remotely ironclad numbers, because there's too many unknown elements but it gives a range of where DAU will fall.
And no, I said they only have like 4k active players, maybe 16k active subs (down from the 20k active subs in 2023) which matches their server populations.
A 66% loss of subscribers would put them right at 20k subs as of 2023 which is what their YouTube video presentation showed. That would also put them closer to the 1.3mil revenue that matches as well.
400 players isn't considered high. Those numbers are not including chat exits and ftp accounts where as their server status api does. High is either 750 or 1000, but it's hard to tell as there aren't enough servers in that range to get a good read. Bristlebane is an extreme outlier for whatever reason, as their new player channel was substantially bigger than compraable servers. I know this was way too much for you, and it doesn't even touch monthly numbers or how daily numbers will drastically elevate during TLP launch and expansion unlocks.
All that said, I'd assume they have lost a chunk of revenue/subs over the last 2 years. There's been some really dumbass choices the company has made and self inflicted on themselves regardless of THJ.
- Oakwynd started off well, but had a complete collapse with the tradeskill dupe.
- Released an absolute joke of an UI upgrade that caused much more problems than it fixed.
- Mischief population finally started hitting low numbers after getting deep into the expansion list.
- Teek, while a healthy server, released with the tower than turned a lot of people off. And additionally had it's own issues with disappearing krono where GM's just handed out plat to recoup player's loss, which caused the market to get out of wack immediately.
- Launching Tormax along side Teek, which as far as I know, is probably the worst performing TLP ever.
- Launching Fangbreaker, which I'd say isn't horrible at the moment but in the near short term I think will bleed subs massively.
- Over the last 18 months they've been aggressively banning F2P MQ accounts, and within the last 6 have started banning paying accounts.
Most of these things have nothing to do with Live that I'm sure has it's own set of terrible problems as well.