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sonofollo
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Posted - 2005.08.23 13:13:00 -
[31]
apparently we need 50,000 online at once to real the entire server limit by then CCP would be very profitable and due to player numbers would have opened up jove space hence creating more spread of players and evne more RL technology on software and backend hardware servers will probably push that limit to 100,000 players at once
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Harisdrop
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Posted - 2005.08.23 13:38:00 -
[32]
Its when warp bubbles exspand and you you see a glow around where you engine exhaust is. -------------------------- Does it matter why, its when is more crucial!
Sometimes you dont worry about today when its thursday. |

sonofollo
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Posted - 2005.08.23 13:41:00 -
[33]
try setting up a bubble in the 1.0 systems (u cant i realise this) but if u could u would trap no end of carebears going wtf is going on omg im trapped bla bla
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Kleintje Pils
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Posted - 2005.08.23 13:51:00 -
[34]
Originally by: Marcus Aurelius Edited by: Marcus Aurelius on 22/08/2005 17:01:23 You guessed it.
at 15k players the dev get a company day out to sit and meditate on some uber glacier somewhere in iceland.
Then the local druid comes and they eat dried whale meat all day, followed by the concentrated excrements of a geyser-dwelling bacteria (in lieu of peyote cactii growing in Iceland). they then proceed to decide whats gonna be in Kali and whats gonna be said to be in Kali (tho wholly different things obviously).
After that they get drunk so the wives dont suspect anything.
then they are brought home by fourwheel drive that drives backwards, for extra enlightenment and to combat the inevitable illness that comes from such a day.
MEGA LOL 
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sonofollo
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Posted - 2005.08.23 14:01:00 -
[35]
well its a attainable goal that CCP can aim for and promote lets let em have their fun
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Caeden Nicomachean
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Posted - 2005.08.23 15:50:00 -
[36]
The real question is where are these users actually coming from?
8/14/2005 13K PCU Barrier broken
then
8/21/2005 Close to 14k PCU
So around a thousand new players in that time. Anyone look at the number of trial accounts online? I don't note an explosion in those numbers...and I'm not sure alt growth is terribly impressive.
If it *is* alt growth, adding on the fact they are going to charge money for their newsletter/magazine in the area of 55 bucks a year - it becomes a little funky.
If it really is new players, where are the marketing dollars being spent? Asia?
*shrug*
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Aeon Yakati
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Posted - 2005.08.23 16:45:00 -
[37]
Originally by: Caeden Nicomachean The real question is where are these users actually coming from?
8/14/2005 13K PCU Barrier broken
then
8/21/2005 Close to 14k PCU
So around a thousand new players in that time.
It's (european) players coming home from summerholidays.
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Caeden Nicomachean
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Posted - 2005.08.23 16:56:00 -
[38]
Makes sense.
Still wonder at how many of the 14-15k people are individual humans.
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Sam Comco
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Posted - 2005.08.23 18:01:00 -
[39]
Hmmm CCP claims this is a record for concurrent users on a single shard without instancing. However a Ragnarok friend of mine says the #1 iRO server reached 15k, and in Korea, 30k. 
What's the deal?
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Serilla
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Posted - 2005.08.23 19:09:00 -
[40]
Edited by: Serilla on 23/08/2005 19:09:54
Originally by: Sam Comco Hmmm CCP claims this is a record for concurrent users on a single shard without instancing. However a Ragnarok friend of mine says the #1 iRO server reached 15k, and in Korea, 30k. 
What's the deal?
Im pretty sure ragnarock was a sharded game. Even if it was 30k on ragna on one shard, ragna rock is not 3 dimensions. you are bound to a plane in space. You can move a short distance from that plane by jumping but you must always go back to it.
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Hast
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Posted - 2005.08.23 20:17:00 -
[41]
when the servers hit 15000 people then the devs e-peen will surpass all other e-peens in the world
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Derron Bel
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Posted - 2005.08.23 20:35:00 -
[42]
The Ragnarok numbers probably refer to # of accounts on a server. EVE's numbers are for number of people _on_ at one time. AFAIK, there's about 65,000 subscribed EVE accounts -==- Holy-Jim> as you know, surprise is the key to victory.....surprise! LooseCannoN> ahh! LooseCannoN> my plans have been foiled! |

Sam Comco
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Posted - 2005.08.23 21:35:00 -
[43]
Edited by: Sam Comco on 23/08/2005 21:36:08 Uhh no I'm not talking about that. Ragnarok, Korea version, aka kRO, averages 20-30k concurrent online players on average PER shard. And on the international version, aka iRO, 8-15k. Any idea how insanely popular RO is over there in Korea? 
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Kurren
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Posted - 2005.08.23 21:54:00 -
[44]
Yes, but Ragnorok is a fairly weak game comparatively...
What I think they're so happy about is the fact that this game literally started out like a garage band and grew to be Metallica...
All the devs actually walk around in leather pants at the office too! It's pretty damn scary!
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NAFnist
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Posted - 2005.08.23 22:13:00 -
[45]
15k will transform devs into thargoids.
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Aeon Yakati
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Posted - 2005.08.24 06:51:00 -
[46]
Originally by: NAFnist 15k will transform devs into thargoids.
Lol, that's the aliens from Elite, right? Played Elite Frontier and I heard there was a thargoid ship somewhere but never any sign of it. Also got to play First Encounters however the game was so buggy (even the remastered version) I never really got to play it...
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Kaalise
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Posted - 2005.08.24 12:51:00 -
[47]
Originally by: Sam Comco Edited by: Sam Comco on 23/08/2005 21:36:08 Uhh no I'm not talking about that. Ragnarok, Korea version, aka kRO, averages 20-30k concurrent online players on average PER shard. And on the international version, aka iRO, 8-15k. Any idea how insanely popular RO is over there in Korea? 
Ragnarok's never included in official statistics since:
1 - it tends to skew them somewhat 2 - The RO statistics are a little unreliable (read: bull)
Also bear in mind that a good deal of the kRO players online don't even exist, they're just machines at internet cafes
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