Re: [hlds] Can we have a Quickplay Status report, please? 2

2014-06-06 Thread Benjamin Denk
Robert, i'm 100% on your side. My community is almost dead afters 6 months  
with this crappy update. Just a few hours in the evening with all the old  
hardocre regulars are left (on good days). Summer  hits so much harder  
than ever before. It's so difficult to fill the server outside from  
8-11pm. Even the 8000+ steamgroup member + events doesn't help much.


TF got old is a lame excuse, it's a lot of these changes Valve keeps  
making. I have had people in my clan quit playing because of all the  
changes.


Absolutely. Why is there such a sudden drop? Why are player counts  
decreasing at the start of summer vacation? Why this year, and not the  
year >before or next year? Why such a large drop in the absence of any  
major FPS releases? Anyone unbiased would easily see Valve's quickplay  
change is >to blame for this.



On Thu, Jun 5, 2014 at 6:13 PM, Albert Davis   
wrote:
TF got old is a lame excuse, it's a lot of these changes Valve keeps  
making. I have had people in my clan quit playing because of all the  
changes.


On Thu, Jun 5, 2014 at 8:38 PM, Robert Paulson   
wrote:
Repeating the same overused quip is not a valid excuse to ignore all  
the evidence. "TF2 just got old" is not a valid explanation. 1 out of  
every 5 >>>players just decides to stop playing when summer vacation  
starts? Please... get real.


This year
http://www.steamgraph.net/index.php?action=graph&jstime=1&appid=440&from=138856320&to=End+Time

Last Year
http://www.steamgraph.net/index.php?action=graph&jstime=1&appid=440&from=135702720&to=137041560




On Thu, Jun 5, 2014 at 5:16 PM, Phillip Vector  
 wrote:

And that thing is Valve removing community servers from quickplay.


Correlation does not imply causation.

Player counts being lower does not mean that it's because of the  
quickplay decision.


Yeah, I know I said it before. You stop repeating that unsupported  
assumption, I'll stop reminding you that you are committing a logical  
falicy.



On Thu, Jun 5, 2014 at 5:11 PM, Robert Paulson  
 wrote:
*Goes to search for Interstellar Marines*  
http://store.steampowered.com/stats/

Not even in the list with the last game having 1000 players.

Most people that prefer FPS can't stand MOBAs such as myself. People  
getting bored of a game means a slow decline, this decline looks  
fast >to me.
There is absolutely no reason for player counts to drop after summer  
this year when it has increased every other year before this unless  
>something is really wrong. And that thing is Valve removing  
community servers from quickplay.



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Re: [hlds] Can we have a Quickplay Status report, please? 2

2014-06-06 Thread Ross Bemrose
"2014: I don't know where you are getting 64k, as it isn't present on the
graph. You are probably looking at steampowered stats you just loaded
today. This is a mistake to compare an instantaneous snapshot with the
graph because the graph averages player counts over a larger time frame
which gives a more accurate picture."

I was averaging the number from the 2014 graph for points near the start of
the month.  I never even looked at the steampowered stats.


On Fri, Jun 6, 2014 at 3:59 PM, Robert Paulson 
wrote:

> 2011: The game not being F2P is a reason for lower counts. Player counts
> increased in early June, before it was F2P.
>
> 2012: At the beginning of June, the peak was only 4% less than the average
> of 60k. This is far from the drop this year.
>
> 2013: Even if you look at the time just before Robotic Boogaloo, the peak
> player count was only 3% less than the average. And this is before summer
> vacation. This is far from the drop this year.
>
> 2014: I don't know where you are getting 64k, as it isn't present on the
> graph. You are probably looking at steampowered stats you just loaded
> today. This is a mistake to compare an instantaneous snapshot with the
> graph because the graph averages player counts over a larger time frame
> which gives a more accurate picture.
>
> It is also not appropriate to compare player counts with last year and
> claim that everything is normal. There have been numerous updates since
> last year. Player counts did not drop as much as this year or at all when
> you compare them to previous time frames without any major updates.
>
> On Thu, Jun 5, 2014 at 11:32 PM, Ross Bemrose  wrote:
>
>>  You know, you see some interesting trends if you look at the graphs on
>> that SteamGraph site on a per-year basis.
>>
>> 2011:
>> http://www.steamgraph.net/index.php?action=graph&jstime=1&appid=440&from=129385800&to=132530760
>>
>> 2012:
>> http://www.steamgraph.net/index.php?action=graph&jstime=1&appid=440&from=132539400&to=135693000
>>
>> 2013:
>> http://www.steamgraph.net/index.php?action=graph&jstime=1&appid=440&from=135701640&to=138846600
>>
>> 2014:
>> http://www.steamgraph.net/index.php?action=graph&jstime=1&appid=440&from=138855240&to=140410080
>>
>> Lets compare right now to this time in previous years:
>>
>> 2011: late-May/early-June are useless because the game wasn't F2P until
>> halfway through the year and after the initial spike, the numbers kept
>> dropping until they went under 40,000 in November.
>>
>> 2012: June started with about 52,500 concurrent players average.  Player
>> counts rose in late June and fell in early July. August numbers got a huge
>> bump because MvM came out on August 15.
>>
>> 2013: Robotic Boogaloo and its Robo-crates boosted the concurrent
>> playerbase in late May/early June to around 66,000 concurrent players
>> average.  You can see this by looking at the graph around the middle of
>> May.  The average actually *dropped* for the first half of June
>> (Robo-crates stopped being common drops on June 3). Numbers rose in late
>> June and fell in early July, although they may have gotten a slight bump in
>> mid-late July/early August from the Weapon Rebalancing/Community Maps
>> update on July 10 (cp_process and cp_standin were added).
>>
>> 2014: We're starting June with an average of 64,000 concurrent players.
>> Yes, we're only 2,000 current players below last year despite not having an
>> event going on other than the hype train.
>>
>> You can also see in 2012 and 2013 that the minimum (weekday?) number of
>> players tends to rise throughout June, but the maximum (weekend?) number of
>> players tends to not rise until the end of June, plus both numbers fall in
>> July.
>>
>
>
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Re: [hlds] Can we have a Quickplay Status report, please? 2

2014-06-06 Thread Robert Paulson
2011: The game not being F2P is a reason for lower counts. Player counts
increased in early June, before it was F2P.

2012: At the beginning of June, the peak was only 4% less than the average
of 60k. This is far from the drop this year.

2013: Even if you look at the time just before Robotic Boogaloo, the peak
player count was only 3% less than the average. And this is before summer
vacation. This is far from the drop this year.

2014: I don't know where you are getting 64k, as it isn't present on the
graph. You are probably looking at steampowered stats you just loaded
today. This is a mistake to compare an instantaneous snapshot with the
graph because the graph averages player counts over a larger time frame
which gives a more accurate picture.

It is also not appropriate to compare player counts with last year and
claim that everything is normal. There have been numerous updates since
last year. Player counts did not drop as much as this year or at all when
you compare them to previous time frames without any major updates.

On Thu, Jun 5, 2014 at 11:32 PM, Ross Bemrose  wrote:

>  You know, you see some interesting trends if you look at the graphs on
> that SteamGraph site on a per-year basis.
>
> 2011:
> http://www.steamgraph.net/index.php?action=graph&jstime=1&appid=440&from=129385800&to=132530760
>
> 2012:
> http://www.steamgraph.net/index.php?action=graph&jstime=1&appid=440&from=132539400&to=135693000
>
> 2013:
> http://www.steamgraph.net/index.php?action=graph&jstime=1&appid=440&from=135701640&to=138846600
>
> 2014:
> http://www.steamgraph.net/index.php?action=graph&jstime=1&appid=440&from=138855240&to=140410080
>
> Lets compare right now to this time in previous years:
>
> 2011: late-May/early-June are useless because the game wasn't F2P until
> halfway through the year and after the initial spike, the numbers kept
> dropping until they went under 40,000 in November.
>
> 2012: June started with about 52,500 concurrent players average.  Player
> counts rose in late June and fell in early July. August numbers got a huge
> bump because MvM came out on August 15.
>
> 2013: Robotic Boogaloo and its Robo-crates boosted the concurrent
> playerbase in late May/early June to around 66,000 concurrent players
> average.  You can see this by looking at the graph around the middle of
> May.  The average actually *dropped* for the first half of June
> (Robo-crates stopped being common drops on June 3). Numbers rose in late
> June and fell in early July, although they may have gotten a slight bump in
> mid-late July/early August from the Weapon Rebalancing/Community Maps
> update on July 10 (cp_process and cp_standin were added).
>
> 2014: We're starting June with an average of 64,000 concurrent players.
> Yes, we're only 2,000 current players below last year despite not having an
> event going on other than the hype train.
>
> You can also see in 2012 and 2013 that the minimum (weekday?) number of
> players tends to rise throughout June, but the maximum (weekend?) number of
> players tends to not rise until the end of June, plus both numbers fall in
> July.
>
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