If I was Chris and had the database he had the site would have 5k players on the first day all spending money.
The game would be literally unplayable with that many players. A 'active' server should expect a few hundred players online at any given time. As soon as you approach the 1k to 1.5k mark the game design itself falls apart both from the size of the game world (not enough space to go around between players) and the client itself isn't capable of rendering properly without things grinding to a halt.
Those are client and core limitations of the original game, nothing to do with the server architecture. The solution to that is to roll out servers in different regions and is totally doable and is something we've planned from day 1. We plan to release the NA server at the same time as our first expansion pack launches.
we were supposed to have lots of people playing heroes because of Chris's previous users from apex, heroes been out for a while but it only has 40 players playing, that's pretty sad[/b] for someone who has such a big database of previous conquer players when even he Chris himself is saying they are the only ones he wants to market to because they play the game ra ra ra. But with his list of 30k conquer players he only converted 40 players
The game is growing at a very steady rate and is doing quite well. So far we have 400 characters created since the server launch and are at 40+ CCU at any given time.
A good end goal for a project like heroes is to hit 300-500 CCU which is something we'd expect to accomplish within 6 months of launch. Growth beyond that point becomes much harder because there are less and less players with previous knowledge to bring in and your conversion rate drops drastically. Very few people are going to research a game of this age from start to finish if they have no past experience or knowledge of it. The exception is those who already have friends playing the game who invite them and are willing to teach them a thing or two about how it works.
Heroes is a a first use case only. It's an project that's already launched and creates a consistent demand for jewels and as we add more features will become more accessible. In its current state though it is not something any non conquer player would want to play. I would expect once we have the Jewels Marketplace and or the Jewels gambling games released to see much larger expansion OUTSIDE of the conquer community.
I'm saying this from both experience and understanding regarding the game and its community - we're focusing the audience that actually knows how the game works and wants to play it. Those are the people who act as vectors for further advertisement as they will be online
consistently and are able to help new players who join the game, will advertise to their friends and will be active in events and tournaments so that when new players join the game they aren't simply dropped into a hostile environment with no information on how to proceed.
Sorry but it's hard to believe anything you say. I agree the thread is getting jacked by speculators wanting to hype the coin. Just my opinion, nothing personal.
I come from crypto community but have played games like Diablo 1,2,3 and UO (ultima online) and I can say that the game has been pretty difficult to play IF you haven't played it before. But several times I have been in game and asked a question and most of the time Pro4Never would be there to answer it. Not brown nosing, just the truth.
It makes sense to me to keep marketing to people who would actually play the game, last night when I was playing there was two guys talking back and forth and one of them mentioned buying 1000 jwl worth of in game items. Makes sense to get the guys in that have played before and will buy stuff rather than crypto speculators who could care less about the actual in game stuff.
Definitely remember speaking with you in game a few times, glad to see you continuing to log in and hang out with us!
As you've mentioned it's a bit different of a style of games compared to others and not necessarily something that's easy to dive into. The more core players we can attract who already are familiar with the game and the community the easier it will become for people like you. It means more players wearing the Helper/Moderator tag to answer questions and guide people around. It means more articles written on our wiki documenting how quests or game systems work. It means a more fun and active environment for those joining who arent sure what to expect and (possibly most important of all) it means them inviting their friends from their other communities.
I cant speak towards the advertisement background of ridewithme but saying that you should ignore trying to build the core community of a game project first is dangerous thinking.
bit - imagine if you joined the game and there was 100 players all in TwinCity who had
no idea how the game worked. You've played similar games in the past but can you imagine how long a large group of such players would remain around if there was not already a solid and active foundation of knowledgable players to give them a guiding hand?