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Ein Übersetzungsproblem melden
http://steamcommunity.com/sharedfiles/filedetails/?id=1320032479
This topic will probably be locked the same way a moderator locked the other topic i was active in: http://steamcommunity.com/app/570/discussions/0/1696040635916053054/
Just awaiting my community ban at this point.
It is. It really is. Unique players which Valve displays accounts for every unique login. That means merely running Dota2.exe qualifies You as an unique player. You may as well replace it with the term "visitors". Is it accurate? Not even close.
http://steamcharts.com/app/570#All
Hover over any point on the graph to see the total amount of players simultaneously logged-in. It is on a clear and constant decrease ever since March 2016. In April 2016, patch 6.87 was released which had major changes to the map, added items which fully changed the game like Hurricane Pike and Infused Raindrop, and ever since, the map has constantly been changing, new items are being added, but the graph never gets a peak. Is it just a coincidence?
There are many other sources speaking of the game dying. Needless to post them all, but here is one: https://dotesports.com/dota-2/news/dota2-active-player-count-lowest-since-2014-17589
Compare this to many triple-A titles that don't even make it 18 months, and I think DotA has done pretty well. No game can last forever (though WoW is certainly giving it a shot).
You were nitpicking, and i attempted to correct You once with a normal reply, then You nitpicked even harder, so i corrected what was wrong with all what You said by editing Your quote.
If You have real arguments, i am willing to hear them out. i considered the Perfect World argument, and i invalidated it appropriately. Heck, i even went to watch Youtube videos on new ranked system for inspiration, but none of them provided additional sound arguments.
Riot 2014:
67mio players monthly
27mio players daily
7.5mio concurrent players peak
Riot 2016:
100mio players monthly
Valve 2016:
13mio players monthly
Steam Charts DotA 2018:
1.3mio players all time peak
DotA experienced a dramatic down in the last weeks but it looks like they recovered the recent loss quickly. Nevertheless there is a decline since 2-3 years and esport media noticed this already too.
If you compare monthly player peak and concurrent player peak, LoL shows a ratio of 1:10 and DotA 1:30 more or less. It's a question of how many accounts have been created and how many of them are playing actively at same time.
If you consider how many times people create new accounts in DotA to avoid the new ban or failed MMR rating, Valve is daydreaming if they consider those accounts as "unique" player counts. Based on these circumstances, reliable numbers are total hours played and concurrent player counts only.
Honestly, how fast You find a match does not linearily depend on game activity. LoL has a different search system where You can pick Your desired position before searching a match. Obviously, You won't always get it and sometimes You have to auto-fill. This has some influence on gaming experience but also search duration. i bet searching for a top lane finds You a match within seconds.
Player-count isn't everything.
i do not think prize pool is a good parameter to judge a community. Rich people spend a thousandfold more than the average. Since Dota 2 has a slightly more mature community, the rich are more concentrated in Dota 2 than in LoL. Also, older people usually earn more than younger, and as such can spend more in the game(s) they play.
Even then, Dota 2's initial prize pool contribution in TI3 was only 1,274,380$ (1), for a total prize pool of 2,874,407$, when LoL's initial prize pool in LoL 2016 WC was twice more, standing at 2,940,000$, for a total final prize pool of 5,070,000$. (2)
Then again, the contribution declined in LoL 2017 WC, with a contributed pool of 2,696,970$, and a final prize pool of 4,946,970$ (3), while TI's prize pool increased ever since TI3.
Also, LoL's trading system is detrimental. In Dota 2, people are more willing to invest, because You will get at least double the profits back.
Sources:
[1] http://dota2.prizetrac.kr/
[2] https://www.esportsearnings.com/tournaments/20345-lol-2016-world-championship
[3] https://lol.gamepedia.com/2017_Season_World_Championship
Not in my experience, but if so isn't that something that should also be taken into account?