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回報翻譯問題
These games will never have the traction of Street Fighter, Tekken, or Mortal Kombat so if having a huge player base is a big deal than you should probably be playing one of those games.
Fighting games in general don't need huge player bases to maintain online communities/matchmaking and the like, so I'd imagine this game will remain a Top 5 fighter for the foreseeable future.
You only need 2 ppl playing to get a match going, so joining a discord community for the game was all that's needed to find people to play with for the original.
Now, for GBVS Rising, the free edition saw 3835 all-time peak, and the paid version saw 7029 all-time peak concurrent players. This is more than triple the amount of combined players than what the original saw.
Factor in that Rising has crossplay with Playstation as well as a better netcode, this game will do just fine in the long run.
Best quote in the FGC fr.
Yeah effing right, were stablizing at like 600 + crossplay at most. Which is fine because KOF is sort of in a similar situation, and in my previous post I talk about residual players and sales.
Strive was a completely different thing and GBVSR (a glorified expansion masked as a sequel) is not comparable, Strive's launch was actually pretty special by all metrics, especially for an anime fighting game.
So if you consider either of those separate games to SF2, you can consider GBVSR a separate game from GBVS.
Tekken didn't.
Neither did SF.
And I doubt Riots Game will either.
This is just factually incorrect lol
https://steamcharts.com/app/2157560#1m
The game doesn't even have a full month of data. It peaked at 7,029 concurrent Steam users on launch day, which the overwhelmingly vast majority of games have their highest counts on launch day. Since then it's stayed extremely steady. Every day it has just shy of 5,000 concurrent users peak and about 2,500 concurrent users at the lowest.
If you look at the free version https://steamcharts.com/app/2667960 it saw a slight dip around Christmas and is now slightly trending back up to a stable position, about 900 at the lowest, and just under 2000 at the highest.
These are just Steam numbers, not counting the people on the PS4/PS5 editions of both the paid and free versions.
And as usual, concurrent player counts does NOT equal total unique players, just the number at any given moment. Steam really needs to add a "unique players in the past 24 hours" counter.
Fighting games with a tenth the player counts of these are still active and have short matchmaking times. When a genre of game defines its multiplayer as being between just two people, you don't need Golden Age Of World of Warcraft numbers to have a thriving playerbase.
Granblue Rising isn't dying, it's settling in to its post-launch rhythm and will see dips between versions and spikes in player counts as new characters and updates are released and it will do this for years as all fighting games do until the new version of the franchise releases and replaces the old one for all but a small but dedicated group of players who continue to be enough to have a thriving base.