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A lot has changed since alpha, maybe if you actually played the game you would know that and it's hilarious you think steam player count is the only people playing. Also funny, that you think people who actually play and enjoy the game are toxic.
The fact of the matter is that after its release boom and peak, Chivalry 2's population stabilized at a very decent ~2500 daily active players on Steam alone, not to mention cross platform. More than enough to have a high amount of variety in your matches, matches at capacity, and low queue times. This, in my view, is what the baseline for a "healthy playerbase" should look like.
It's a 60/40 shot on whether they don't play the game at all, or play nothing BUT the game.
Servers are full all day and night long, people play from every platforms and the player base is pretty big.
Get real and stop sharing ♥♥♥♥♥♥♥♥♥ please
There's a lot of copium in this thread. Hate to see it.
Step 1. Fix team stacking, general team fairness, and QOL.
Effect. Retain a much higher percentage of players over a much larger period of time.
Step 2. Pay developers to make DLC less.
Effect. A higher average player base will account for increased sales. Giving the ability to maintain an income stream that's not derived from game sales that lead to regret. Less DLC required to make the same income.