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Or how many players were able to get their level progression up (and not frozen at Level X)?
Having a lot of players on day 1 is fine... but the real achievement will be if that number stays and players still play the game in a week, a month... or two... That's the goal...
And I hope TCM achieve that where so many other games failed...
I think DBD and TCM are different enough to co-exist... but with what I'm seeing with TCM now, I doubt they will... Sadly!
This. RE Resistance had a lot of players at first, and it IS a very fun game - I don't know the numbers it had at launch but man playing now is downright impossible. I mean you can but be ready to wait 30 minutes between games to search for a lobby. And I remember it died pretty ♥♥♥♥♥♥♥ fast.
Online games can die fast no matter how good they started. It depends on many factors but the devs also have a big part in it. I hope they'll handle it right, I do, but they often don't. I hope it won't suffer the same fate as others games like this but I have Resistance flashbacks everytime I think about it.
Only bug I've had that actually impacted my play is that every few games I get "Invalid Credentials" when in a party. That's fixed by re-launching the game.
As far as retaining players, Wes already said they have tons of plans for the game. Only thing that would kill this game is if they didn't fix the technical issues which they did as fast as they could with F13, even gave a peek behind the scenes as to why they happened. I can 100% they can co-exist.
All the reviews love the game except the technical and lack of content, all to be expected on launch day.
Most F13 tech issues were fixed release month and they were already teasing more content for F13 before the legal issues began (2-3 months after game launch)
They have a plan and it can be executed well. Unfortunately, the F13 game ruined their ability to show that and this is their chance TO show it. I have full faith in them.
Not to mention looking back on steam charts the numbers dipped on that game literally within hours and continued going down until a slight bump in december of that year. Since then it's been down steady
As far as Propnight goes, are you really comparing the devs to Fntastic? A dev company who couldn't care less about the games they dev? You know, the people making The Day Before?
I think a lot of people forget how DBD launched and the fact that it took 2 years for the game to start seeing steady growth.