To be truthfull certain ED players (or at least this forums users) are permanently outraged regardless of what Fdev does or does not.FD mess up. Players outraged!
CIG mess up. Backers pledge for more ships!
To be truthfull certain ED players (or at least this forums users) are permanently outraged regardless of what Fdev does or does not.FD mess up. Players outraged!
CIG mess up. Backers pledge for more ships!
Welcome to the Internet.are permanently outraged
Well I'm member of multiple internet forums, I'm even moderator in some of those, but this forum has way greater percentage of angry curmudgeons than those other places I useWelcome to the Internet.
5,000 daily players? with an average of $90,000 a day income, currently $105,000.750,000 daily players for SC, no. Just no. Try 15,000 on a good day, with 30,000 daily players on free fly events, maybe -- since that came from Chris Roberts and the man lies like he breathes. I doubt they are hitting close to 5k concurrent worldwide players, even with massive sales and free fly events.
Star Citizen is propped up by people treating ships like a cryptocurrency and a crazy amount of streamers with tens and tens of thousands of dollars "invested" into the game. That's it. It's absolutely insane that whenever I log on to SC I see popular streamers and even people in this thread on the same server. It's a small, tiny community.
I suspect WotGTheAgent is closer to the reality than the funding tracker is. That piece of cobbled together nonsense has never made any sense for me, purely judging by what I experience and who I see playing on a regular basis. The buying and selling of ships in the RSi store or on 3rd party markets is as much the game of Star Citizen than playing in the PU...5,000 daily players? with an average of $90,000 a day income, currently $105,000.
Are those 5,000 players spending $20 every day?
I think the assumption that paying = playing is a bit strongAre those 5,000 players spending $20 every day?
One of the most complete gameplay loops in SC is investment banking.Talking to the long term denizens in concierge chat on Spectrum, a good many of them rarely play Star Citizen...yet they still buy, sell and shuffle their fleet of ships around like they're preparing for the BDSSE to appear sometime during their lifetimes. Most of them drop in to the PU when a new ship they own is released to flyable, float around saluting eachother in their gold armour for 30 minutes then go back to the virtual fleet management on Spectrum. They rarely get involved in testing and totally ignore the PTU cycles.
I suspect WotGTheAgent is closer to the reality than the funding tracker is. That piece of cobbled together nonsense has never made any sense for me, purely judging by what I experience and who I see playing on a regular basis. The buying and selling of ships on 3rd party markets is as much the game of Star Citizen than playing in the PU...
I wasn't casting stones here, you play and test a lot more than I doAs is usual in this thread saying you're not absolutist about the validity or accuracy about a piece of data that enters it just once, or twice, isn't good enough, it becomes the primary argument from there on until the next tangent comes along to be insanely over scrutinised.
So, you're right, maybe $8,000 a year spend for these 5,000 daily players is actually closer to reality than the MMO data set, its probably around $4,000 a year for 10,000 players.
I know it might be "new" to this thread (it's not) but the debate about how many actual players SC attracts has been a really interesting topic for a lot of years now. In my opinion, SC is supported entirely by around seven to ten thousand massive whales, each spending between $5,000 and $10,000 a year. SC really gets zero (and I mean zero) interest in the mainstream gaming community or is welcomed with an immense amount of negativity anywhere outside the true believer's bubbles.
It's a hardcore, niche game and that doesn't attract a lot of casuals -- which is exactly what most backers feel is good for the game (hint: it's not).
EDIT:As is usual in this thread saying you're not absolutist about the validity or accuracy about a piece of data that enters it just once, or twice, isn't good enough, it becomes the primary argument from there on until the next tangent comes along to be insanely over scrutinised.
If the unaudited self-reported figures actually mean anything.
So, you're right, maybe $8,000 a year spend for these 5,000 daily players is actually closer to reality than the MMO data set, its probably around $4,000 a year for 10,000 players.
I see a fairly high throughput of players on the PU...you can always tell the newbies and casuals by the messages they post in the global chat. Most of them may appear once or twice and never again, that's outside of the freefly influx...the basic game package buyers who are just starting out. Some give up when they get frustrated by the bugs, even though most of the regular players help out by suggesting workarounds in the global chat. Jumping in to play a game and having to spend the majority of your game time working around non working or bugged features isn't what they're looking for.I know it might be "new" to this thread (it's not) but the debate about how many actual players SC attracts has been a really interesting topic for a lot of years now. In my opinion, SC is supported entirely by around seven to ten thousand massive whales, each spending between $5,000 and $10,000 a year. SC really gets zero (and I mean zero) interest in the mainstream gaming community or is welcomed with an immense amount of negativity anywhere outside the true believer's bubbles.
It's a hardcore, niche game and that doesn't attract a lot of casuals -- which is exactly what most backers feel is good for the game (hint: it's not).
Lol that website is the biggest load of drivel out there.
How does SC have around 13.2 million backers when CR has said they have 1.2 million?
Besides the funding tracker not being any real indicator of what backers are actually spending...I would suggest it's more an indicator of Ci¬G's projected income across the board. We don't know how much is brought in and where from, how much is shuffled between the various shell companies, how much is trickle fed from investor's capital or how much is going straight back out the door again... or even how much is marked up for salaries, taxes, rents and business sundries and how much of what's left is actually being used for development...Ci¬G haven't really been that good at divulging any firm financial data at all besides their rather vague UK filings.So its probably not a few thousand players each spending the equivalent of one or two cash notes each day.
Because CIG are brining in an awful lot of money, one would believe much more than a small number of regular players should generate if we are to put our sensible hats on, they are generating $90,000 a day, if good sense tells us 5,000 daily regulars are not generating that level of money for CIG then our sensible hat would tell us its a lot more than that.
How many people actually play the game and spend money on a daily basis and how many people play the game but don't, our sensible hat would sugest the latter is vatly higher, ones sensible hat doesn't know but suggests the overall daily player count is more than 5,000, its more than 10,000, its probably more than 100,000 because how many people are really going to generate $90,000 every single day?
3.14 Million Backers, that's people who have put money into the game, you can have an account, be "subscribed" and not pay a penny, a lot of people will have that for the regular free fly events they do.
Delivery Dates - at least now they admit they have no clue about when they will be able to release something
Virtual Reality
110 systems at launch
co-op able Squadron 42 leading into open world Star Citizen
all money spent only on development of the game, not marketing or prestige projects
Open Development
No Pay2Win
I am sure there is more, this is just the things I care(d) most about or that immediately came to mind.
I highly doubt the accuracy of the funding tracker, especially after the two negative days that popped up (on October 6th, 2020 for -$1,466,987 and October 28th, 2020 for -$542,055). Even if the tracker is accurate, Star Citizen doesn't actually generate a whole lot of money. Yes, $400,000,000 is a LOT of money -- but spread over a decade, including massive loans CIG still owns, years and years and years of work to be done on promises made over half a decade ago (let alone any new ones) and a burn rate of anywhere between $50m and $70m a year. Looking at the big picture, you start to realize that $400m isn't exactly a huge sum in that regard.So its probably not a few thousand players each spending the equivalent of one or two cash notes each day.
Because CIG are brining in an awful lot of money, one would believe much more than a small number of regular players should generate if we are to put our sensible hats on, they are generating $90,000 a day, if good sense tells us 5,000 daily regulars are not generating that level of money for CIG then our sensible hat would tell us its a lot more than that.
How many people actually play the game and spend money on a daily basis and how many people play the game but don't, our sensible hat would sugest the latter is vatly higher, ones sensible hat doesn't know but suggests the overall daily player count is more than 5,000, its more than 10,000, its probably more than 100,000 because how many people are really going to generate $90,000 every single day?
As is usual in this thread saying you're not absolutist about the validity or accuracy about a piece of data that enters it just once, or twice, isn't good enough, it becomes the primary argument from there on until the next tangent comes along to be insanely over scrutinised.
mmo-population.com | Chris Roberts | |
Total Players | 13M | 1M |
Daily Players | 757K | 30K |
SA translates Chris Roberts:
we’ve continued to average 30k Daily Active Users throughout the year, which is a 70% increase over last year.Today, we stand at 1,177,919 Paying Accounts and counting.
Translation:
- Last year they had an average of 9000 players a day. [?]
- Currently 2.5% of their paying customers play daily.
- Their capture rate is down to 40% (from 50% in 2016)
Besides the funding tracker not being any real indicator of what backers are actually spending...more an indicator of Ci¬G's income across the board. We don't know how much is brought in and where from, how much is shuffled between the various shell companies, how much is trickle fed from investor's capital...Ci¬G haven't really been that good at divulging any firm financial data at all besides their UK filings.
The funding tracker is like me writing my farm accounts on the back of a cigarette packet, probably just as accurate too![]()