Author Topic: How many?  (Read 3877 times)

Offline Copprhed

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Re: How many?
« Reply #15 on: February 12, 2018, 04:45:02 PM »
So...we all turn and burn in Ki 61s?
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Offline noman

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Re: How many?
« Reply #16 on: February 12, 2018, 04:55:15 PM »
FEAR THE MIGHTY STORCH............. :airplane:
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Offline Vraciu

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Re: How many?
« Reply #17 on: February 12, 2018, 05:03:15 PM »
You're right, this game would be much more fun without anyone playing it.

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Offline The Fugitive

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Re: How many?
« Reply #18 on: February 12, 2018, 06:14:41 PM »
I think in the 400-500 area would be best. With those numbers you wouldn't be over crowded, and everyone would be able to find the action they are looking for. There would be enough GVers on to make for some good action, enough fighter guys for a furball or two, enough guys to run some missions, enough guys to pork bases and strats. Everyone would have "their" kind of action available.

Offline zack1234

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Re: How many?
« Reply #19 on: February 12, 2018, 11:57:45 PM »
The MA is capped right now at 1,000, that was a 2 fold increase from 500 in the anticipation that Steam would pump droves of people to the game....... so to answer your question it's a moot point because the numbers are not here

Moot point, how clever

Its about the complaining about the game in general
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Offline haggerty

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Re: How many?
« Reply #20 on: February 13, 2018, 02:49:24 AM »
Steam wouldve pumped a ton of people into the game if it was in a condition to get good reviews.  There were too many VR, UI, bait and switch, and control issues at Steam launch, its going to take forever to get the reviews out of the gutter for people to try the game.  If I was an outsider reading the reviews I'd probably avoid the game too.

I want atleast 2,000 active players at all times of the day.
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Offline Randy1

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Re: How many?
« Reply #21 on: February 13, 2018, 05:35:57 AM »
It is not the numbers of players.  It is game play satisfaction that matters.  The decline of GV play is just another sign of dwindling game satisfaction.

Offline Lusche

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Re: How many?
« Reply #22 on: February 13, 2018, 06:58:33 AM »
I want atleast 2,000 active players at all times of the day.


Why not 2 Million? ;)

By the way, the numbers required for having 'at least 2000' online would simply crush this game as is.
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Offline Lusche

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Re: How many?
« Reply #23 on: February 13, 2018, 07:01:53 AM »
It is not the numbers of players.  It is game play satisfaction that matters. 


A lot of perceived gameplay issues result from low numbers. The last time I logged in before canceling my account it was 15 players online. No way you can create a rich and varied, continuous battle environment with numbers that low. Even the 60-90 players total during Euro prime during the week are way too low for that.
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Offline zack1234

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Re: How many?
« Reply #24 on: February 13, 2018, 07:18:14 AM »
You no longer play?

I have printed all you charts out and laminated them :old:

It’s an outrage,
« Last Edit: February 13, 2018, 07:21:08 AM by zack1234 »
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Offline Lusche

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Re: How many?
« Reply #25 on: February 13, 2018, 01:49:18 PM »
I have printed all you charts out and laminated them


Shall I sign them?  :old:
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Offline zack1234

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Re: How many?
« Reply #26 on: February 13, 2018, 02:53:46 PM »
 :aok
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Offline 19zac

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Re: How many?
« Reply #27 on: February 14, 2018, 11:51:09 AM »
I think in the 400-500 area would be best. With those numbers you wouldn't be over crowded, and everyone would be able to find the action they are looking for. There would be enough GVers on to make for some good action, enough fighter guys for a furball or two, enough guys to run some missions, enough guys to pork bases and strats. Everyone would have "their" kind of action available.

Agreed. I think we have some maps big enough to hold even a couple hundred more than that too. I don't think anyone is sitting here hoping for 2000+ because even 200 can be difficult, and its not realistic to hope for numbers in the thousands. But 500... even 700.. That does not seem unreasonable or out of the question. And that would create a rich environment like fugitive explained here.

IMO, it would be okay to have 1500-2000 in theory. people complain that in this case there would not be any 1v1s. The way I think about it is with this many players, it would make squad v squad fights much more prevalent and defining. Afterall, I play the game for the squad and the community and not necessarily 1v1 action. Thats what the Match play is for, in my opinion.  :salute
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Offline 100Coogn

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Re: How many?
« Reply #28 on: February 14, 2018, 11:58:12 AM »
Agreed. I think we have some maps big enough to hold even a couple hundred more than that too. I don't think anyone is sitting here hoping for 2000+ because even 200 can be difficult, and its not realistic to hope for numbers in the thousands. But 500... even 700.. That does not seem unreasonable or out of the question. And that would create a rich environment like fugitive explained here.

IMO, it would be okay to have 1500-2000 in theory. people complain that in this case there would not be any 1v1s. The way I think about it is with this many players, it would make squad v squad fights much more prevalent and defining. Afterall, I play the game for the squad and the community and not necessarily 1v1 action. Thats what the Match play is for, in my opinion.  :salute

So for us that choose to not be in a squad we should go play some place other than the MA?

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Offline bustr

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Re: How many?
« Reply #29 on: February 14, 2018, 01:05:37 PM »
So far with the maps I've built based on observing how players utilize terrains, when average numbers are on for the evening and one of my terrains is up, they work for player utilization as planned. I've had 15 months of observing the MA community on my terrains and the converted AH2 terrains and I have one conundrum I cannot solve through all the direct observation over that time.

I erroneously thought solving game play utilization issues inherited from AH2 in terrain design would help players to want to logon more often. Because those were issues complained about since I did two years in the alpha\beta testing. When players are on my terrains, they enjoy the changes I've made from the AH2 design philosophy. Unlike 10 years ago, they don't have any sustained need to be on every night like the game back then was also a social media app. Even in the face of FSO Friday night warm ups in the MA when the roster at times breaks 200 players and everyone is pumped about all the action. Some ask why these same players don't show up the rest of the week to keep this going.

A more accurate question to ask about the current numbers: Why has AH stopped acting like an addictive social media application for it's community?

Games are designed to addict people because of how people interact with them, even back when AW was on top of the industry, it was obvious it was an addictive social media. The creators of our popular social media sites of today are now admitting how they engineered those apps to addict people. Much of it is subliminal in those apps while games do it overtly because that is the "hook" to keep players logging in.

You gents can scream that the sky is falling forever, how to get the hook working again is a realm for Hitech to solve at a level none of use are privy to becasue were are "only players". Very few of our numbers builds "anything" for the game and even for those from what I have now experienced, I suspect they have the same question about the "hook" with no answers.

Creating terrains has given me a momentary glimpse at the mountain Hitech has to climb every day to bring us this game. That is why I don't build terrains by asking all of you for your ideas which some of you have joined the lynch mobs about that. It would end up being a chimera stinker of a flop becasue your ideas have to be tested against the reality of creating a terrain and it's limitations. Most of you have no clue how to or what goes into building a MA terrain but, once your ideas are thrown out, you are convinced you have saved the day. I might have a better idea now why most wishes and saving the day ideas don't make it into the game. All of you can always build a terrain if you truly believe your ideas will make this game a utopia to play, but then that means you will have to face your idea and test against the road when you try to put it's rubber down.

Hitech has to work out the conundrum of the "hook" himself and I think we forum members all have the problem all anthropological observers do in the real world. Being an observer disqualifies us to observe the subject once we interact with the subject on a personal level. It changes both sides forever and the original subject will no longer ever be the original subject you started out to anonymously observe. Then the only observation of the original condition is to listen to oral memories from the elders of that group. The current generation has already responded to interacting with you and changed direction into it's future. Hitech has to do his own observation of that group to solve this problem.

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