Author Topic: Star Citizen Analytics Project  (Read 68889 times)

jwh1701

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Re: Star Citizen Analytics Project
« Reply #180 on: February 16, 2018, 12:00:09 PM »
The numbers are abysmal and the spectrum is rife with irritated players over the interdiction testing. I spent years testing my own development work but I do not understand the extreme interdiction numbers as a means of supposed testing. There is so much more that at the core that needs to addressed. I'm always trying to fathom CR's mindset, does he believe if he builds it they will come? Looking at the numbers he should be needing max strength sleeping pills every night.

dsmart

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Re: Star Citizen Analytics Project
« Reply #181 on: February 19, 2018, 06:17:48 AM »
I don't think they care anymore. They are just going to be milking whales until the final curtain.
Star Citizen isn't a game. It's a TV show about a bunch of characters making a game. It's basically "This is Spinal Tap" - except people think the band is real.

dsmart

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Re: Star Citizen Analytics Project
« Reply #182 on: February 24, 2018, 08:06:58 AM »
Bovis has analytics of the latest sale



Since CIG was kind enough to space out the concierge-only Aegis Vulcan LTI Warbond VIP Early Bird Sale from the general plebeian Vulcan sale, we can get a rough idea of how much revenue is driven by harder-core whales versus, well, plebes.



The VulcanPre curve is respectable but a bit lackluster, coming in barely above the Origin X1. The VulcanGen curve is currently failing to match the Genesis Starliner, which was probably the worst-performing concept sale ever. Interestingly, the difference is a lot less when you look at the fleet numbers, so it may be that the difference in revenue is due to use of store credit. If so, it really reinforces why CIG is pushing the Warbond sales so hard.



Star Citizen isn't a game. It's a TV show about a bunch of characters making a game. It's basically "This is Spinal Tap" - except people think the band is real.

dsmart

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Re: Star Citizen Analytics Project
« Reply #183 on: February 24, 2018, 08:17:15 AM »
After a small bump with the release of 3.0.1, the SC leaderboard statistics are once again setting record lows.

Average concurrent players by EA module:

- Star Marine - 3.0
- Arena Commander - 4.7
- Murray Cup - 1.0
- Combined - 8.7

Average daily unique players by EA module:

- Star Marine - 158.9
- Arena Commander - 112.9
- Murray Cup - 50.7
- Combined - 279.4

In fact, the utilization of the Old Vanderval race track is so low that anybody dropping off the leaderboard (due to opting out of leaderboards or account closure) causes the total playtime for the reporting period to go below 0. Eventually I will fix my script to account for this; however, it is necessary to track accounts through renames to do the correction properly. Detecting renames has been difficult ever since the transition to Spectrum.







Star Citizen isn't a game. It's a TV show about a bunch of characters making a game. It's basically "This is Spinal Tap" - except people think the band is real.

dsmart

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Re: Star Citizen Analytics Project
« Reply #184 on: February 26, 2018, 11:13:34 AM »
Now for something different. Quavers over at SA ran through some metrics for the Star Citizen streamers. The results are horrifying.



During the past 30 days, streams of Star Citizen have seen average viewers drop off by almost 50%:



The top 10 SC streamers during the past 30 days:



WTFOSaurus::




Max viewers down 39%, avg viewers down 46%



Huge drop-off since Christmas.

Captain_Richard:




Max viewers down 21%, avg viewers down 17%



Similar huge drop-off since Christmas.

BadNewsBaron streamed Star Citizen almost constantly once 3.0 PTU left Evocati.  Disco Lando and other CIG staff were regularly on his stream chatting with BNB and viewers.

Now?


1hr 30min during the past month, out of 110 streamed-hours  :negativeman-55f:
Star Citizen isn't a game. It's a TV show about a bunch of characters making a game. It's basically "This is Spinal Tap" - except people think the band is real.

dsmart

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Re: Star Citizen Analytics Project
« Reply #185 on: March 13, 2018, 07:24:03 AM »
For the reporting period ending March 13:

Star Marine: 3.2 concurrent, 157.0 uniques/day
Arena Commander: 2.6 concurrent, 72.5 uniques/day
Murray Cup: 0.8 concurrent, 34.5 uniques/day
Total: 6.6 concurrent, 233.7 uniques/day

The Squadron Battle leaderboard last updated on March 10 after about a week of not updating. The total number of unique players registered in this weeklong period was 7, for an average of 1 per day. These 7 players, on average, logged 10 minutes each in Squadron Battle that week.
Star Citizen isn't a game. It's a TV show about a bunch of characters making a game. It's basically "This is Spinal Tap" - except people think the band is real.

dsmart

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Re: Star Citizen Analytics Project
« Reply #186 on: March 16, 2018, 07:13:41 AM »


No we know why they're having yet another sale which they've been pushing hard in their recent shows.
Star Citizen isn't a game. It's a TV show about a bunch of characters making a game. It's basically "This is Spinal Tap" - except people think the band is real.

dsmart

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Re: Star Citizen Analytics Project
« Reply #187 on: March 24, 2018, 12:25:02 PM »
Ship sales tracking



2018 - RED

Jan--15
Feb--7
Mar--24

TOTAL : 46

2017 - YELLOW

Jan--0
Feb--15
Mar--21

TOTAL: 36

2016 - GREEN

Jan--   7
Feb--0
Mar--14

TOTAL: 21

2015 - BLUE

Jan--10
Feb--9
Mar--15

TOTAL:34

2014 and 2013 did not have any sales during the first quarter.
Star Citizen isn't a game. It's a TV show about a bunch of characters making a game. It's basically "This is Spinal Tap" - except people think the band is real.

dsmart

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Re: Star Citizen Analytics Project
« Reply #188 on: March 24, 2018, 12:26:11 PM »
Ship sales tracking



2018 - RED

Jan--15
Feb--7
Mar--24

TOTAL : 46

2017 - YELLOW

Jan--0
Feb--15
Mar--21

TOTAL: 36

2016 - GREEN

Jan--7
Feb--0
Mar--14

TOTAL: 21

2015 - BLUE

Jan--10
Feb--9
Mar--15

TOTAL:34

2014 and 2013 did not have any sales during the first quarter.
Star Citizen isn't a game. It's a TV show about a bunch of characters making a game. It's basically "This is Spinal Tap" - except people think the band is real.

dsmart

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Re: Star Citizen Analytics Project
« Reply #189 on: March 27, 2018, 03:40:02 AM »
Quote
For the reporting period ending March 27:

Star Marine: 3.3 concurrent, 205.3 uniques/day [!]
Arena Commander: 1.4 concurrent, 55.7 uniques/day
Murray Cup: 0.5 concurrent, 29.5 uniques/day
Total: 5.2 concurrent, 265.3 uniques/day

The space shooty fighty part of this space shooty fighty game is not looking very healthy
Star Citizen isn't a game. It's a TV show about a bunch of characters making a game. It's basically "This is Spinal Tap" - except people think the band is real.

dsmart

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Re: Star Citizen Analytics Project
« Reply #190 on: March 31, 2018, 03:43:22 AM »

Latest EA numbers for the reporting period ending March 31 -- yes, we would expect the statistics to be depressed due to Evocati and/or the PTU, but they are still :laffo: just the same.

Star Marine: 1.3 average concurrent players, 99.9 uniques/day
Arena Commander*: 1.0 average concurrent players, 27.9 uniques/day
Murray Cup: 0.3 average concurrent players, 18.7 uniques/day
All modes combined: 2.6 average concurrent players, 139.5 uniques/day

*) Squadron Battle leaderboards once again did not update, possibly due to no games having been played.




Star Citizen isn't a game. It's a TV show about a bunch of characters making a game. It's basically "This is Spinal Tap" - except people think the band is real.

dsmart

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Re: Star Citizen Analytics Project
« Reply #191 on: April 13, 2018, 12:20:18 PM »


So there are 63 base ships and vehicles. Of which 30 are not in the game, 7 are scheduled for 2018 release, and 3 are scheduled for revision in 2018.

Basically, in year 7, they don't even have 50% of all the ships completed, working, and in-game.
Star Citizen isn't a game. It's a TV show about a bunch of characters making a game. It's basically "This is Spinal Tap" - except people think the band is real.

David-2

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Re: Star Citizen Analytics Project
« Reply #192 on: April 13, 2018, 03:21:56 PM »
Derek - supposing the purpose of the ships isn't to sell JPEGs but to be part of game action - what's the purpose of having so many ship types in a game (say, any space simulator, not SC in particular)?  Is there a way to make that useful/fun?  Is it something outside the game action and more related to the way players interact with each other?  Just grasping here.  I'm just curious about that aspect of game design. 

Resin

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Re: Star Citizen Analytics Project
« Reply #193 on: April 13, 2018, 03:38:34 PM »
IMO there should be half the ships there are now and a working game.


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StanTheMan

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Re: Star Citizen Analytics Project
« Reply #194 on: April 13, 2018, 04:04:46 PM »
Derek - supposing the purpose of the ships isn't to sell JPEGs but to be part of game action - what's the purpose of having so many ship types in a game (say, any space simulator, not SC in particular)?  Is there a way to make that useful/fun?  Is it something outside the game action and more related to the way players interact with each other?  Just grasping here.  I'm just curious about that aspect of game design.

I am no game designer but more ships = a lot more complexity when it comes to getting anything approaching a balanced and rewarding game.

It is all very well Backers beating themselves off over a particular ships aesthetic and its imagined game mechanics but (and we are entering the realms of utter fantasy here) were Star Citizen to be released as an MMO, any significant advantages of one ship over another are going to magnify the advantage players using them get over those that dont (within a particular "profession" lets say)

This means that in actual gameplay, as opposed to the imaginary game Backers are currently playing in their heads, most ships would simply be mothballed or melted etc in favour of those that were game efficient. 

In a game like this where your ship has to get you from A to B through a whole range of situations before you get to do the profession you are trying to do to .. make $$ or have fun etc ... the way it flys relative to other ships is a huge part of the game in and of itself/

One of the reasons I sat up and smelt the coffee was the realisation (and I should have known better in the first place) that with all my years playing MMORPGs there was no way in hell that Star Citizen was going to work as an MMO.   

Just taking a seemingly simple subset of the advertised gameplay,  CRoberts and Erin are so full of shyte about how an MMO plays that there is no way they could deliver an actual MMO.   


I dont think there is a single profession that they have come up with that doesnt have huge problems in terms of how it would actually work in SC nevermind work and be fun.

They haven't got a clue.   

Most Backers couldn't handle the level of alternative gameplay people like me would visit on their PVE pass times, nevermind the people hacking and/or farming currency to sell in the RMT business.    The level of whining from players losing their shit would be deafening.

And at the same time they wont be able to do their professions in any case so getting robbed on top of that is going to send many to the exit.

They cant design an MMO, and they certainly couldn't run one...

As we have seen,  they cant deliver a game without huge technical issues  and these technical problems sink a game as fast, or faster than game design, gameplay failings.

So CIG are screwed and it is never going to be an MMO..


« Last Edit: April 13, 2018, 04:20:12 PM by StanTheMan »

 

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