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Old Oct 03, 2007, 12:37 AM // 00:37   #21
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Not many Online games would say how many people are on and this one does'nt. Only like small korean online games or Runescape do it. Runescape holds a larger market share than most people admit, 100k on at least anytime during the daye. So that's why they do it. You pretty much can't count because you'll miss people hiding in instances or other servers. This game it does'nt really matter anymore because you have heroes and the max you can have in a party is 8 plus you get your private instance to do stuff in. If you want to see alot of players just go to a capital city like Lion's arch D1 or wait until a holiday event and there'll be like 100 districts. I'd assume there's enough people to warrent a sequel of the game in which they devoted most of the programmers.
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Old Oct 03, 2007, 01:15 AM // 01:15   #22
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How do you define "active" players?

I'll use the arbitrary definition of the number of unique logins into Guild Wars over a period of Time.

My guesstimate is on the order of 30,000 unique logins on a normal weekend day, with the number shooting up to 50,000 for special events. I'm guessing this is including GWEN's recent introduction and player spike, so the numbers will gradually drop off soon. Granted these figures wouldn't reflect the total number of unique sign-ons during any given week, but we're just guessing here and I doubt a.net's willing to share. Over the course of a week the unique logins probably double.

It wouldn't surprise me if those numbers were significantly lower.


If you look at the number of players logged in at any given moment, I'd guess about 10,000 on a "peak" moment.
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Old Oct 03, 2007, 01:17 AM // 01:17   #23
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I'd say this order would be from least to greatest ammount of people logged on during something.

Weekday>Weekend>Popular Weekend Updates>Dragon Festival>Holiday Updates
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Old Oct 03, 2007, 01:46 AM // 01:46   #24
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my wild guess is 50,000 active players, 150,000 "come on when i really have nothing to do" players and 20,000 "come on once every week because WoW is down" players.
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Old Oct 03, 2007, 02:49 AM // 02:49   #25
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Quote:
Originally Posted by Mohnzh
I ran the entire game (all four campaigns) and counted heads. Even trekked through every instance to make sure I didn't miss anyone. Surprisingly enough, Holly Herro was quite close. The actual number was 298,452.72 . If we round that up (which I prefer the precision), that would in fact be 298,453. GG Holly.
How'd you get 298, 452.72?

Like the .72?
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Old Oct 03, 2007, 03:25 AM // 03:25   #26
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Quote:
Originally Posted by Holly Herro
How'd you get 298, 452.72?

Like the .72?
/end sarcasm

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Old Oct 03, 2007, 05:23 AM // 05:23   #27
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I don't see why people try to count bots. I'd be surprised if 1% of them bought their account. Most were either hacked by the loop hole that was closed that allowed you to make a free account, or by some other similar means. Also, there is a good chance they are using a stolen account.
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Old Oct 04, 2007, 04:21 AM // 04:21   #28
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you also forget the people who bought say the reg. version then upgraded to the CE or got the GOTY for the weapons (guilty on all acounts) so I count for 7 sales-------
so 4 million sold, how many of those are to unique individuals is what I would ask seeing as most players have more than one chapter (that are still playing)....


my guess-timation: less than 100k on a good weekend day, with weekdays following under the 50k mark (lots of people dont have time to play during the week---).
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Old Oct 04, 2007, 04:42 AM // 04:42   #29
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Quote:
Originally Posted by wetsparks
I don't see why people try to count bots. I'd be surprised if 1% of them bought their account. Most were either hacked by the loop hole that was closed that allowed you to make a free account, or by some other similar means. Also, there is a good chance they are using a stolen account.
If they hacked by stealing another person's account, that means someone has paid for the game, so that particular account can be counted as part of the population, if you want.

If they hacked by breaking Anet's system, that might mean that Anet's system is quite easily hacked, which I do not see it as such. If Anet's system is not easily hacked, that means the hackers have at least the technical knowhow to hack other sophisticated systems.

I am not sure hacking an online game's system for the purpose to running farm bots is the most efficient use of that technical knowhow.

Actually, counting bots is probably a good sign of the health of the gaming community. No players = no gold buyers = no gold sellers = no bots. Thats why WoW has so many gold farmers and gold selling sites.
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Old Oct 04, 2007, 04:48 AM // 04:48   #30
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Actually, what was the initial purpose of this count? To see how healthy Anet is? Or to see how many people you get to play with?

For many MMO, you only get to play with the fraction of total players who are on your server.

Everyone in the American and European servers can currently play with each other easily. And potentially, everyone in the whole game can play together if we one day decide to all go to International District.
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Old Oct 04, 2007, 12:31 PM // 12:31   #31
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Quote:
my guess-timation: less than 100k on a good weekend day, with weekdays following under the 50k mark (lots of people dont have time to play during the week---).
The number of concurrent players based on the published Anet's server infrastructure supports that.

Concurrent however means at any given time - it does not mean there's only that many individual players playing 24/7.

Applying normal active population distribution, GW could very well see 1 million unique players over a month period.

This question isn't an easy one, and all the non-subscription based companies are trying really hard to establish some form of universal metrics. So far, only the subscriptions are directly relevant, but measuring the activity in non-subscription games is extremely difficult.

If someone came up with a realiable and unbiased system to do so, it would do a lot of good for game publishers to more accurately measure the state of the population.
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Old Oct 04, 2007, 12:42 PM // 12:42   #32
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During the day in the American server, about a few thousand. During the evening, a bit more. During the wee hours until morning when looking for people in mission outposts, about 7 or 8 people. Well, that's what it seems like.
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Old Oct 04, 2007, 06:43 PM // 18:43   #33
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Quote:
Originally Posted by Antheus
The number of concurrent players based on the published Anet's server infrastructure supports that.

Concurrent however means at any given time - it does not mean there's only that many individual players playing 24/7.

Applying normal active population distribution, GW could very well see 1 million unique players over a month period.

This question isn't an easy one, and all the non-subscription based companies are trying really hard to establish some form of universal metrics. So far, only the subscriptions are directly relevant, but measuring the activity in non-subscription games is extremely difficult.

If someone came up with a realiable and unbiased system to do so, it would do a lot of good for game publishers to more accurately measure the state of the population.
Since subscriptions are monthly, I think it wouldn't be biased to count the number of people that logged in in the last month to count active accounts, since that is what subscriptions do.
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Old Oct 04, 2007, 11:22 PM // 23:22   #34
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Well if I had to throw a number out in 5 seconds I'd say 600k active members
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