Gravel
Mr. Poopybutthole
It was on Shawn's Twitch stream. I'm sure they'll post it in the next couple days.Where is the data posted?
It was on Shawn's Twitch stream. I'm sure they'll post it in the next couple days.Where is the data posted?
Where is the data posted?
i think embers had way less content, class design and level range by the time it released not-on-steam. i don't think they even had like...spellcasters right? it was just people doing fitan magic and inspirational leadership? Though embers was more...questchain narrative focused than mnm. and i think it did have like....2 (or 3?) very big dungeons to launch.The last game that launched an EA not on Steam in this style of game was Embers adrift, I think it had a max of 1k players.
I think this game is about the same point as far as development, core audience, etc. So I think this game will maybe have 1k players.
That supports 1 developer.
The last game that launched an EA on steam in this style of game was Pantheon, and it hit 7k players peak January 2025, maintains around 700 players daily peak and has an estimated 100k users who paid $39.95 to play it. A ready conversion rate of no box price but 15/month could be made and the number is certainly far higher than 1k players. Probably 10-20k monthly subs.
Even losing 30% to steam off the top, these developers are full fucking retarded if they opt to not launch on steam. But given many of the multitudes of decisions they've made about the game, i'm guessing full fucking retard is right up their alley.
i think embers had way less content, class design and level range by the time it released not-on-steam. i don't think they even had like...spellcasters right? it was just people doing fitan magic and inspirational leadership? Though embers was more...questchain narrative focused than mnm. and i think it did have like....2 (or 3?) very big dungeons to launch.
Yeah, there was also something about these under 30 minute play sessions I think.Saw some of it. Same issue again.
Of the 7700 unique accounts played, 3900 (~50%) played 5 hours or less over the course of a week. 35% played 2 hours or less.
5 hours is not enough time for a new player to reach level 4.
Not entirely sure where this assertion Shawn makes that ‘the people who logged in this week weren’t MMO fans checking out the new thing, they were OUR fans’ comes from. These gameplay patterns don’t say that at all to me. MMORPG players don’t play three one-hour sessions over the course of a week in any game they care about.
Neither is good. I fall into the second camp with this game constantly. I'm bored, want to play something, and so load this up. I look around and think "fuck, I really don't want to deal with these systems and log off 2 minutes later."
What if just want to cyber with hot wood elf chicksLots of online games have these things called Daily Quests, where you just log in, do the daily quest, then log off. Sounds like what you are looking for.
Wipe her group so she has to CR and can't log outWhat if just want to cyber with hot wood elf chicks
Send me a DM hereWhat if just want to cyber with hot wood elf chicks
Embers had about as much content as Pantheon, which has about as much content as this, last I saw. I didnt bother to look this go around so maybe MNM has leap frogged along, which would be all the sadder, can't even get 3k ppl to login when its free I doubt their subscription model will be doing any better.i think embers had way less content, class design and level range by the time it released not-on-steam. i don't think they even had like...spellcasters right? it was just people doing fitan magic and inspirational leadership? Though embers was more...questchain narrative focused than mnm. and i think it did have like....2 (or 3?) very big dungeons to launch.
I get the point about friction versus tedium. I'm not arguing that some level of challenge or interdependence is inherently bad. The problem is that EQ-style "friction" has almost always been implemented as artificial barriers or punishing tedium, not as meaningful gameplay. Running across a zone to recover a corpse or spending hours waiting on a mob to spawn isn't clever friction. It's a convenience tax dressed up as social design.
And about your examples - Vanguard and Pantheon are cautionary tales, not proof the formula works. They struggled for reasons far beyond "tedious mechanics". The design philosophies they borrowed from EQ simply don't scale in modern gaming ecosystems. People have choices now, they won't endure archaic busywork in the name of nostalgia.
Friction can create social moments. Tedium rarely does. The problem seems to be that most modern devs don't know how to separate the two. If your claim is that modern MMOs could resurrect EQ-style design and it would flourish? I'd love for you to show me evidence beyond the niche survival of TLPs and small indie experiments. The market has already spoken: EQ-style mechanics are a dead end. The only thing keeping them alive today is sentimentality and a willingness to tolerate outdated, inefficient gameplay.
I think this is where I push back the hardest. Framing Vanguard and Pantheon as "failures to properly implement EQ" is just another way of sidestepping the uncomfortable truth: maybe EQ's model itself was never sustainable outside of its very specific moment in history. If multiple projects, decades apart, with different teams, resources, and technology, all collapse when trying to recreate that template, at some point you have to stop blaming execution and start questioning the design itself.Vanguard and Pantheon were failures at implementing the EQ model - Vanguard being completely overscoped and undelivered and Pantheon losing direction almost immediately and floundering past that. Neither of them accomplished the charm and world feel of EQ and certainly don't have the same staying power.
Regarding social 'friction', it's the same as any other game mechanic. If you can freely fast travel around the world you're never going to ask anyone for a port, if you have GPS mapping built into your UI you aren't going to ask for directions, if you auto-rezz immediately you don't need corpse retrieval or rezzes, if it's faster to play alone you're unlikely to attempt to get a group together. If those mechanics seem boring and antiquated then I'd say it just doesn't cater to your gaming preferences - there are plenty of fast paced games in the market that serve high-paced, zero friction, fast rewards gameplay that only require socializing for raid content (in fact I'd say that's most MMOs these days)
Which then brings up his other concern, that this game is absolutely crushing for a solo player. If you don't have a large enough population to make grouping easy at all levels, it's going to lose players at a massive pace. Which just makes the problem get worse until the game folds entirely.
Ironically, reading the comments, they don't seem to connect the issues either. Lots of comments about his complaint of there being too many people in the noobie yard, saying that at EA there will be multiple starting areas. Which then spreads the population even thinner in your "grouping required" game.