Star Sonata
http://www.starsonata.com/forum/

Account flow stats
http://www.starsonata.com/forum/viewtopic.php?f=107&t=52007
Page 1 of 2

Author:  Jey123456 [ Tue May 08, 2012 4:32 am ]
Post subject:  Account flow stats

Now that c2 has been out a while, stats have a tiny bit more meaning as for being more successfull than c1 or not.

I didnt go much further back than july 2011 because accounts older than that can have been pruned, making those invalid to gather stats (as in only 60-70 accounts in a month which obviously make no sense :P).


New accounts graph with c2 beta release and launch marked
Attachment:
chartnewaccounts.png



And heres a graph showing how many of those new accounts logged in the past 2 weeks (still play).
Attachment:
chartstillplay.png


Our launch was a bit bumpy to say the least, and its quite visible in the still play graph (only 4 account created during the launch month still play)

But in average we see a little less than twice as many new accounts than we did in the end of c1 (subscription rate is similar to c1 if not a tiny bit higher, but the difference is too small to be meaningfull yet) and nearly 3 times more players actually stay after trying the game, than they did in c1.

January and February (especially Jan), seen a huge increase in new account due to the reddit invasion, although as shown in the still playing graphs they had very little impact on the actual ammount of new long term players gained.

Author:  zhuang281 [ Tue May 08, 2012 4:55 am ]
Post subject:  Re: Account flow stats

I love stats. Now hand out the email address/passwords/IP address of everyone who made an account but does not play anymore.

Author:  Ceno [ Tue May 08, 2012 4:57 am ]
Post subject:  Re: Account flow stats

Oh interesting data, So pretty much SS is slowly gaining more staying members every month?

Author:  Jey123456 [ Tue May 08, 2012 5:28 am ]
Post subject:  Re: Account flow stats

more or less, what those stats dont show is how many players stop playing after having played a while.

Right now subwise we are stable, its not increasing, but its not lowering either. Player wise we have a net increase in f2p / active players but with the new f2p model, people mostly sub on a voluntary basis (you can enjoy the game a pretty darn long time as a f2p without feeling the need to go p2p)

So thats sortoff a good thing (considering the quantity of new subs is similar to before except were not pressuring them in getting a sub) What that mean is that once all those f2p reach the point where they need to become p2p to really continue progressing, they will be hooked enough to sub at an higher rate than we used to have (but c2 is still a bit too young to know if that work out like that or not).

Author:  thijs12b [ Tue May 08, 2012 5:36 am ]
Post subject:  Re: Account flow stats

Get some big YouTube review people to review SS, message them. Has any of the devs or SS admins even tried this yet?

Author:  Camsy [ Tue May 08, 2012 6:22 am ]
Post subject:  Re: Account flow stats

Looks solid, though I would've liked to see more subs from c2 than what has appeared.

Author:  Max235 [ Tue May 08, 2012 7:15 am ]
Post subject:  Re: Account flow stats

thijs12b wrote:
Get some big YouTube review people to review SS, message them. Has any of the devs or SS admins even tried this yet?


Before that happens, shit has to go down.

-All classes must be playable from the beginning with multiple obvious and supported gameplay variation designs. Lots of class locked missions and gear must be available. Each class should have 1 or 2 mission hub galaxies outside Lyceum.

-Repair costs better be fixed in a gradual increase to balance. Do away with silly scrap parts altogether and make the system based on your credits.

-Active money making must be better than pass money making, period, with obvious pointers towards the mission hubs.

Author:  shawn_mccall [ Tue May 08, 2012 4:59 pm ]
Post subject:  Re: Account flow stats

One major suggestion I have is that you keep skill resets, but make it so you play a specific class from the very beginning that you will choose when you create your character. Then design AI that each class can reasonably take on. then make the skill levels you get earlier on more powerful than the ones you get later. So like your first class skills would actually make you different(right now a seer and a zerker with 3 levels in their skills are pretty much the same character even though they are different classes) being as right now you are really only differentiated from other classes later in the game.

The most successful MMO ever produced on the other hand makes sure that upon beginning the game you can see all the classes and how they were meant to integrate with eachother in a squad setting. Whereas in SS every single class has a role nothing like what it is in the endgame.

Author:  gundamrules2003 [ Mon May 14, 2012 10:03 pm ]
Post subject:  Re: Account flow stats

Jey123456 wrote:
more or less, what those stats dont show is how many players stop playing after having played a while.

Right now subwise we are stable, its not increasing, but its not lowering either. Player wise we have a net increase in f2p / active players but with the new f2p model, people mostly sub on a voluntary basis (you can enjoy the game a pretty darn long time as a f2p without feeling the need to go p2p)

So thats sortoff a good thing (considering the quantity of new subs is similar to before except were not pressuring them in getting a sub) What that mean is that once all those f2p reach the point where they need to become p2p to really continue progressing, they will be hooked enough to sub at an higher rate than we used to have (but c2 is still a bit too young to know if that work out like that or not).



I dont see increasing the sub amount if i'm reading your post right working out well. I think there would be a signifigant drop in p2p players in the game.

Author:  Mail [ Tue May 15, 2012 5:09 am ]
Post subject:  Re: Account flow stats

You make pretty graphs.

Timmeh

Author:  Swift.Kill [ Tue May 15, 2012 8:18 am ]
Post subject:  Re: Account flow stats

am i only one sorta half laughting cuz he makes a graf of thousands acc being made and yet the active acounts on 5-10-...?

Author:  Bacchus [ Tue May 15, 2012 8:31 am ]
Post subject:  Re: Account flow stats

game was nice

Author:  a jedi master [ Tue May 15, 2012 1:42 pm ]
Post subject:  Re: Account flow stats

noice! Yeah a few nexus to real uni integration issues still are evident, but apart from that I deem SS2 worthy of YouTube reviewers.

Mainly:

F2P don't know the difference between f2p and p2p
They don't know that the nexus isn't the real universe
They don't understand layers
They don't know how to handle leveling outside the nexus
They don't know how or when to get classes.


Just some things I notice from day to day Help chat I give

Author:  newman233 [ Thu May 17, 2012 5:54 pm ]
Post subject:  Re: Account flow stats

Meh, increasing sub prices will cause me to quit most likely :/

Kanga

Author:  kanescreed [ Thu May 17, 2012 6:04 pm ]
Post subject:  Re: Account flow stats

well most of the playerbase i see currently that even does anything or talks in all chat is still pre c2 players.

Page 1 of 2 All times are UTC - 5 hours
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/