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- I've not engaged with the PvP at all, but I've got over 270 hours in PvE only, and mostly solo, so I'd say it's rather fun.
- That's a common complaint I often hear, higher-geared players bullying the weaker ones, blocking off access to critical bosses and other resources.
- I've only played on private servers, so I can't offer a proper response to this one.
- You're free to do whatever you want. Everything respawns, so nothing really changes after you've done all of the content.
- There are many patrols in the game, but none of them pass through the areas where players are allowed to build. There are some enemies that can spawn in player territories, like wolves and golems, but you can build in a way to remove their spawn points so it's not an issue.
- It is all one static map. The only variations are what resources might spawn in certain locations, like a rock-based resource node could respawn as a rock, a copper node, or an iron node.
- Nothing of note that I've experienced.
- Lack of infinite endgame loop, and those that can't handle PvP in their PvP game. When you've beaten everything, or been beaten by others, people leave.
- I'd consider what's here is already a complete package. The devs still have plans to add more of everything, though. More spells, more weapons, more bosses, more enemies, more locations, and they've mentioned that they are aware the game is lacking in the endgame portion, so that's high on their to-do list for the next major update which is estimated to still be roughly 10 months away.
Yes, there are many server settings one can tweak to their liking.Player structures are also completely immune to all PvE-based threats.
If you enter this game with realistic expectations, then it serves just fine. Easily dozens of hours of fun content for a cheap price, and that's for just the PvE. I'm not the PvP type, but I'm sure one could find many more hours if that's their thing.
And if you then instead have 5 people playing the game for 4 hours a day on average, it will also give you 0,83 concurrent player average.
So basically, how many people play the game is reflected, but it is multiplied by how much they play it. For 1 actual person to be considered 1 player by Steamcharts, they would have to have the game running 24 hours a day, 7 days a week, every day of that month. Any less than that and you are less than 1 player for Steamcharts.
And to get to the main point, this game is largely PvE and has fairly limited amount of gameplay content. PvP is effectively infinite content, as it is other people that make up that content, and no 2 PvP fights will ever be the same, but a lot of people just don´t play PvP in general, a certain type of PvP does not appeal to them specifically, or they get bored of a certain type of PvP fairly quickly.
So of course a game that is largely PvE-oriented will have vastly higher concurrent player counts right after release than months later. Not only will some people have finished everything they wanted to, but even the ones that keep on playing will start playing less per day on average, driving the Steamcharts data further down.
Data need to be analyzed with context, otherwise you get smooth brain comments like with those people who were calling Elden Ring a dead game when after about a month the player counts dropped drastically... because of course they did, because many people either got bored of the game by then, or finished it.
I'm asking because often times you'll see people trying to make the argument that PvP games are much more popular and that is why putting it into any game or make it as a focus is a good idea, then point at the top played games on Steam as some kind of evidence to that claim.
All in all I'd say that this is an interesting comment about how the Steam Charts are measured.
Pretty much exactly, yeah. There are just different dynamics to PvE compared to PvP games in terms of player retention; PvE games might get more players playing more upon launch (every new minute, every new encounter is truly new and strongly engaging), and then dropping off over the next few months really rapidly, while PvP games might have slightly lower starting player counts, but they will drop off much more fluently becuase while PvP might get a bit repetitive over time, it never becomes as monotone and predictable as PvE does given enough time (generally speaking).
But of course that is a very rough and general differentiation that does not take into consideration how good a game is, how well marketed, how popular its concept/genre/setting is to begin with, how steadily or if at all new content is added, how well it is balanced (especially for PvP games of course) and much more. Not to mention this assumes that games are either PvP or PvE, with this very game being a lot of both :)
And yeah, a smaller portion of any playerbase is bound to contribute a lot to its player count because they love the game and play it often, with way more "casual" players contributing less on average, but likely more overall due to being the majority. It also depends game-to-game, for example, Hunt: Showdown is a pretty unique FPS, and as such, it appeals to some people greatly while many others hate it for a number of reasons.
This leads to a pretty crazy polarization where an unusual amount of players have 1500+ hours in the game (as much as 9000+ afaik), and also probably an unusual amount of players just dropping the game in the first 10 hours or so, leading to a playerbase of veterans (although new/casual players are still not uncommon by any means there).
And glad to hear! I find the topic pretty interesting too, as you probably can tell xP According to a comment by a <supposed> game dev in a forum thread, if you want to know the actual player count of any given game, you need to multiply its Steamcharts data by at least 20 or so, very possibly more. Which sounds about right based on some estimations and calculations that I´ve done. So that is a good rule of thumb I would say.
Funny you'd mention Hunt as well, since it is a game I tried out during the sale and ended up contributing to the charts. Can't say it was a lot though as I really didn't get it and ended up refunding it, even though I didn't really dislike the experience. Have been rewatching the recorded play session though and have been wondering if to give it a second chance or not.
The collector queries the number of concurrent players on an hourly interval for every single game in the Steam catalog, and has been collecting data since July of 2012.
Every hour, SteamCharts queries data to find out how many people are actually playing (currently active). It does not track the duration of people playing. It will be just too much data to collect, especially when Steam has 120 million users and thousands of games. That's roughly 120 billion records to extract and process every second, just to yield the value that you've explained above. Knowing that it uses PostgreSQL, then extracting and processing 1 billion records will require more than 10 minutes. Hence it does not make sense to process in a way you've explained above.
So SteamCharts does track total people playing and not total player-hour, like you explained above.
Interesting, but as a 5600 hours-in-Hunt-player, I have to tell you that playtime is far from everything xP I do have a pretty decent KDA even though I started out with something like 0,6, but even after all this time, I commonly get blasted by people with 10 hours or so in the game. Even died like 10 times to someone who had literally never killed anyone before killing me xP
And I have also run into similar kills/hours players who played stupidly or missed every shot, as well as into brand new players who headshot me the moment they saw me. It also largely comes down to bugs/glitches, server issues, latency, and RNG guns like dual wielding which are more rewarding for low skill players.
So if you feel like trying it again, I wouldn´t worry too much about the relatively high average veterancy of the playerbase, there is skill-based matchmaking after all (although it tends to be kinda abused lately by deranking on purpose in order to smurf). It much more depends on whether you play with a more skilled player than you or a less skilled one, than how good you yourself are, actually playing with a worse teammate will inflate your KDA (or your personal performance), because the matchmaking is based on the combined team MMR, not your individual one. Also you get a bonus to matchmaking as a solo, so that should yield the best KDA if that is what you are going for (also the playstyle is generally pretty different, so it can appeal to you more or less than teamplay).
Well yeah, it has to check in intervals, but whenever you are not playing, you are not counting as a player, so your count of 1 player goes down for the month. If you play 1/10 of the amount of hours of a month, you will be 0,1 player for Steamcharts. It is *average concurrent* players, not *total unique* players over the period of a month.
EDIT: To clarify, when you go on the site or into community tab to see how many players are online, then yes, it does show how many people are *currently* online, but the monthly, weekly etc. data are averaged and since no one plays for weeks or months uninterrupted, any actual individual player will be represented as a value of <1 over such a prolonged period.
You can also refund after longer periods, it is just not a guaranteed refund then. If you give a good enough reason and don´t have too many hours, you have a decent chance of gettting it from what I´ve read.
But your mileage may vary based on what you want out of it. That it even is able to provide entertainment for so many different kinds of players I think is one of the big points in its favour.