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Fordítási probléma jelentése
I don't know who told you that its normal for live service games charts to be on a decline as opposed to increase but they're crazy. Successful live service games gain players after 6 months not lose 70%
Because many same as myself pop in here to stay up to date. I enjoyed the first season most of all but season 3 half way simply stopped as it was too much like work and not like fun.
I was also annoyed that the dev's continued to ignore the graphical glitching when near rivers or lake areas etc but had plenty of time to keep releasing new cosmetics that i was forever clicking go away everytime I logged in.
Those of us that liked the premise of the game but not the continual rinse and repeat thru wipes will very likely post here.
We get notifications via steam which i do log into every day as I have a huge game library to keep me entertained but Once Human was/is at its base quite exceptional and well worth paying attention to.
It’s always interesting when folks who no longer play the game feel the need to campaign for changes as though they’re speaking for the entire player base. I get the frustration with certain aspects of Once Human, especially the graphical glitches, but let’s be real: the rinse and repeat gameplay through wipes is kind of the point. It’s part of the challenge, and for many of us, it’s what keeps things rewarding.
Also, devs prioritizing cosmetics isn’t new in gaming; it funds the game’s development. Complaining about that while admitting you’re not actively playing anymore feels a bit like yelling at a restaurant for updating the decor after you’ve stopped eating there. Those of us grinding through every wipe, adapting, and thriving are the ones shaping the meta and providing feedback based on the current gameplay, not nostalgia from earlier seasons.
By all means, keep an eye on updates, maybe the game will hook you again, but it’s worth acknowledging that active players likely have a better pulse on what Once Human needs right now.
Say there were no wipes, what are you going to do after a while n complete the entire season just sit in ur house?
Prove those people left because of sever wipes. If you cant, youre just throwing up mouth diarrhea.
Ask yourself, do you have to farm for materials again? quests? load up items for the mission? doing the same sh!t over and over again? 20k transfer points, what're you gonna do? still picking up drill and chainsaw to farm right? You bringing up house blueprint is pointless since you have to farm for materials all over again in order to build LMAO. Don't ignore the fact that most players are quitting due to the season resets.
Calling a game that stayed in steams top 10 for over 7 years a failure is peak delusion.
Prove people are quitting because of resets.
Since you asked, Try to learn how graph works and use your eyes to see if you notice any difference in term of maintaining or decreasing in playerbase with 1 to 3 months of the graph for a long term. No offense people like you will d!ckride the game no matter what.
If you see this response no need to reply back to me, cut it off and move on with your day.
Gonna play devil's advocate.
Acute proof would require survey data results that can be fed into a model, then they can plot the points from there.
If what you say is true, we could argue that concurrent counts could revive back to 150k at least once permanent server options are released next month via Custom Server 1.0.
However when it comes to overall steam DB behavior, very few games have been able to sustain a large amount of concurrency. Those few games are either Terraria (which doesn't wipe due to the nature of the game) and RUST (which wipes every week due to the nature of the game). We do have Palworld now but I last saw it last month at less than 15k but also revived back to 90k+ due to the nature of current industry happenings.
Therefore I propose a comparative chart.
Rust
Once Human
Terraria
Palworld
Rust and Once Human wipe (Once Human half wipes)
then
Terraria and Palworld which do not.
I believe that is fair if we were comparing survival games that wipe vs those that do not for the most played in that category.
Basically I'm asking to take the average concurrency of craft survival games that wipe and compare it to those that don't.
"b bb ut that there's more to it than that like content etc"
and now you've understood the point that I made.