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  • DCUO producer's update says login fixes are coming

    by 
    Jef Reahard
    Jef Reahard
    11.08.2011

    Sony Online Entertainment has released a new producer's update to keep disgruntled fans in the loop regarding the overwhelming demand for DC Universe Online. The superhero title, which opened the free-to-play floodgates a week ago, has been beset with overcrowding, huge load times, and "load screens of death" that leave would-be players stranded in no-man's land as they try to log into the game. Producer Lorin Jameson says that SOE is working hard to alleviate the problems, and the company released a PC client patch last night while a PlayStation 3 patch is awaiting Sony approval. "In the next couple of days we will be deploying other improvements like priority queuing for Legendary and Premium players, and soon we will be releasing Game Update 6 which has the conclusion to the Fortress of Solitude raid series and other game enhancements," Jameson wrote on the game's Facebook page.

  • DC Universe Online boasts 1000% playerbase growth

    by 
    Matt Daniel
    Matt Daniel
    11.07.2011

    DC Universe Online has been free-to-play for just under a week now, but SOE is already reporting huge spikes in player population. SOE president John Smedley has been tweeting constantly since the transition, with the most recent tweet announcing that population is up 1000% from its pre-F2P numbers. It's not all sunshine and butterflies over in DCUO-land, however. Players have been experiencing a number of issues with the F2P transition, such as astoundingly long server queues, endless loading screens, and other gameplay-inhibiting problems. Smedley says that the team is "on it," though. If you want to be part of the game's booming playerbase, just head on over to the game's official site (or download the game on Steam) and jump on in.

  • Mobile devices may outnumber humans in the US, but they can't take our soul

    by 
    Amar Toor
    Amar Toor
    10.12.2011

    We're not really sure what to make of this, but it looks like Americans may be under siege... from their own cellphones. No, seriously -- according to the latest survey from CTIA, there are now more mobile devices in the US than there are human beings. The trade association's semi-annual statistics show that during the first six months of 2011, the number of wireless subscriptions rose by nine percent over the previous year, to a total of 327.6 million. The combined population of the US, Puerto Rico, Guam and the US Virgin Islands, by comparison, is around 315 million. That translates to a nationwide wireless penetration rate of 103.9 percent, and, not surprisingly, a 111 percent surge in data usage. CTIA says these results highlight "the industry's need to purchase more spectrum from the federal government," as well as our collective need to get a life. You can find more crunch-able numbers in the full PR, after the break. [Image courtesy of Wrong Side of the Art]

  • The Anvil of Crom: AA resets, tradeskills, and hardcore PvP stagnation

    by 
    Jef Reahard
    Jef Reahard
    10.09.2011

    Welcome back to the Anvil of Crom, dear readers. After the content explosion of the past couple of months, it seems almost strange to be relatively relaxed when it comes to Age of Conan. I'd gotten so used to scrambling around re-writing columns at the last minute -- and polishing up interviews and impression pieces -- that I had almost forgotten what it feels like to settle into a comfortable gameplay groove. In looking around for interesting topics this week, I realized that it's been quite some time since I turned the column over to the community. So without further ado, join me after the cut to see what's on the minds of Hyborians at home and abroad as we power through the week's hot topics.

  • Heatwave CEO talks Gods and Heroes population

    by 
    Jef Reahard
    Jef Reahard
    07.10.2011

    Fans of Heatwave Interactive's recently launched Gods and Heroes MMO will be happy to note that the dev team is not sitting idly by now that the game has launched. Heatwave CEO Anthony Castoro has penned an update post on the official forums that features a lot of frank talk about the game and its immediate future, including the need to "begin a promotion that will drive thousands more players to the game and turn Baccus, Mars, and Jupiter into communities bursting at the seams." Castoro doesn't elaborate on what the promotion might be, but he does say that even though Gods and Heroes doesn't need 500,000 users to turn a profit, "our current growth rate isn't good enough." Finally, Castoro notes that the game has "an awareness issue and our pricing model doesn't seem to be tantalizing enough." Whether Heatwave is looking at a freemium conversion or simply a price reduction coupled with more advertising, Castoro's post makes clear that the team is in it for the long haul. Check out the blurb on the official forums for a list of Heatwave's immediate priorities.

  • The Anvil of Crom: Would F2P solve the population problem?

    by 
    Jef Reahard
    Jef Reahard
    04.10.2011

    Howdy folks, and welcome back to another installment of The Anvil of Crom. This week I'll be taking a short break from reporting on my CMA activities. I took a bit of an impromptu vacation last week and as a result didn't get to play Oakarm much at all. He's still hanging out in his mid-30s, looking for dungeon groups, and training me on those pesky melee combos, so look for more on that tangent in the weeks to come. Today I'd like to indulge in some speculation regarding a potentially free-to-play Age of Conan. I know, I know, I've talked about this on multiple occasions before, but a recent conversation I had with a buddy (and former AoC subscriber) got me to thinking seriously about the pros and cons. Hi-Rez Studios' recent announcement of its Global Agenda F2P re-configuration also factored into my choice of column topics this week since I made extensive use of GA as an example last time. Anyhow, hop over the cut and let's chat about it.

  • APB Reloaded beta gets over 100K registrations

    by 
    Mike Schramm
    Mike Schramm
    02.16.2011

    GamersFirst says that more than 100,000 people have registered to play in the APB Reloaded beta, the reboot of the ill-fated Realtime Worlds MMO crime shooter from last year. That's not bad at all -- at its height, APB was hosting 130,000 registered users, and that was after its release and the press that came along with it. Of course, those 130K weren't able to keep the game or the studio afloat, but with nearly as many players eager for the beta as played the original game, it looks like there's some solid interest in the title returning. Of course, GamersFirst's version of the game will be free-to-play, and those games tend to out-populate their paid competition by leaps and bounds. Reloaded Productions, which is running the game for GamersFirst, says the beta registrations "far exceed the number of people [we] actually expected or even needed for the first Closed Beta," but says that only about half of the registrations will actually get into the beta, which will start at the end of this month.

  • The Tattered Notebook: Station cash, server merges, and musings from the community

    by 
    Jef Reahard
    Jef Reahard
    10.25.2010

    Welcome to another chapter of The Tattered Notebook. There's a ton to talk about this week, as our favorite game has been making news left and right, in both its traditional and free-to-play flavors. Pull up a chair and grab a cup of your favorite beverage as we delve into our semi-monthly look at what's turning heads and generating discussion in the EverQuest II community. As it turns out, nothing stirs the pot more than server merges (and maybe Station Cash), and in this week's edition we'll highlight a few noteworthy conversations you may have missed. Turn the page for more.

  • Lost Pages of Taborea: What's in a server?

    by 
    Jeremy Stratton
    Jeremy Stratton
    09.20.2010

    Welcome back to another week of Lost Pages of Taborea. I'm switching gears and answering some reader mail. I'll answer the question to the best of my abilities, and then I want to expand the topic to cover server density and personality. Roger Ringo has returned to Reni from a hiatus which prompted the following question. Roger Ringo asks: I was wondering if you could give me a rundown on the population and community of the servers you have played on. I would really appreciate it. This is a great question about server populations. How populated are the Runes of Magic servers? For that matter, how do we go about finding the number of people on any MMO's server? It never seems to be a cut-and-dried answer with one almighty server-status site to feed us the numbers. A lot of our own perceptions can sway answers to these questions too. What days and times a person logs in, his playstyle, and what he pays more attention to in-game can all affect an opinion of whether a server is a ghost town or a small but happy community. Do my conclusions match with yours? Find out after the break!

  • APB has 130K registered players, high average playtime and revenue per user

    by 
    Mike Schramm
    Mike Schramm
    08.25.2010

    Realtime Worlds as a company has been suffering from all kinds of problems lately, but how's the game doing? With a very short press release, the company (currently "in administration," which is the British version of bankruptcy) has announced that APB is hosting 130,000 registered players. That's actually not too bad for a brand new MMO -- while real population numbers are often hard to come by, the most recent estimates would have the game beating Star Trek Online's current active base. And STO has actually done pretty well, considering how tough it is to start up a new MMO. Realtime Worlds still isn't home and dry, though. At 130K players, APB is just barely doing better than Tabula Rasa at its peak, and we all know how well that turned out. And APB's model means player registrations isn't necessarily a sign of good health. While the press release claims that the average player is playing four hours a day and the average paying player is spending $28 a month, APB's unlimited free social hours and the ability to "spend" in-game points rather than real money could be twisting those figures upwards a bit. Our colleagues at Massively also point out that while Star Trek Online was created relatively cheaply, APB's creation was reportedly much messier and more costly. Still, with a dark cloud over the rest of Realtime Worlds' affairs, they might as well grab a silver lining where they can. If the company survives this launch, APB could have enough of a player base to make itself profitable.

  • A look into the nuts-and-bolts of EVE Online's single-shard architecture

    by 
    Justin Olivetti
    Justin Olivetti
    08.10.2010

    Have you ever wondered why MMOs have multiple servers and limitations on the number of people that can be squeezed onto each? It's a good question, especially when you consider EVE Online's impressive single-shard (single-server) setup, where tens of thousands of concurrent players can log on in the same environment. CCP's Kjartan Emilsson wrote an article for Gamasutra explaining why most MMOs choose to separate their population onto several severs. The main problem, Emilsson said, was the issue of avatar density. Too many players in too small of a space creates a miserable experience for all involved. So either the game has to put limits on how many avatars can be in an area, or create a playing field that is so large as to render this issue null. Emilsson went on to argue the case for single-server games that create a united society instead of a fractured one. He detailed the setup of EVE's server architecture, which is held together by a single database at its nucleus and has been steadily growing and improving over time. If you love to read the nuts-and-bolts of the underlying technology that makes games like EVE run, then do yourself a favor and give this article your time.

  • It's the end of EverQuest's 51/50 server, but players feel fine

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.06.2010

    Generally, MMO players don't like giving up even the smallest advantage -- but sometimes having a special server isn't as important as having people to play with. That's certainly the case for EverQuest, and it's resulted in a scenario where the game's special Mayong server is being merged with the Tunare server on September 6th. Mayong is generally known as the 51/50 server, as a character starts at level 51 with 50 AA points already earned. The intent when the server was created was to allow players who wanted to skip the level grind a chance at getting straight into the meat of the game. As it stands now, however, the server is dramatically underpopulated. After several community discussions, the development team made the decision to merge the server, preemptively shutting down the special creation rules on Mayong. Player response has been almost universally positive -- few players are upset by the potential slowdown this implies. While the server merge itself isn't due for another month, the days of creating 51/50 characters have already ended, and players are able to get slightly discounted transfers off of Mayong if they want to move early. [ Thanks to Jason Davenport for the tip! ]

  • Vanguard US server merge complete [Update]

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.09.2010

    It's been a rough ride for players of Vanguard: Saga of Heroes over the past few months, with the dreaded "maintenance letter" back in December that left players uncertain about the game's future. That uncertainty wasn't helped when rumors began circling that the game would be merging servers, followed by a confirmation of same. As of now, the server merge is complete, with the game's population all concentrated on a single server dubbed Telon. The good news for players is that the merge, on a whole, went fairly smoothly. There was a slight extension of the expected operation time, which is really normal when dealing with a large-scale operation. It should also help the game's players enjoy the game with a larger population to draw from. The bad news is... well, a server merge is never exactly a comforting fact for any game, and we can only hope that the long-term benefits for Vanguard outweigh the negatives. [Update: This does not affect the EU server which is set to merge at a later date. Thank you to everyone who tipped us on this!]

  • FarmVille community surpasses 80 million players

    by 
    Griffin McElroy
    Griffin McElroy
    02.20.2010

    According to information collected by AppData, the FarmVille player base passed the 80 million mark yesterday. We'll give you a second to soak that in. It might help you digest it if we present the number numerically: 80,920,421. Or, perhaps you need another point of reference: That's almost the population of Germany. If you tried to orally count the number of people currently playing FarmVille, it would take you close to four years. And God only knows how large the player base would be then. In related news, Zynga CEO Mark Pincus recently bought a yacht for his yacht. It's just a smaller yacht, that rests precariously on the bow of the larger yacht, in case the larger yacht breaks down. A lifeyacht, if you will. [Via Destructoid]

  • Searching for the most popular server

    by 
    Mike Schramm
    Mike Schramm
    10.03.2009

    Kris over on the WoW LJ has an interesting question: what's the most popular server in the game? Blizzard never has (and likely never will) singled out one server as the most popular in the game, as the QQ that would ensue might bring the forums down (not to mention that it must change pretty often, as people transfer and reroll on other realms. It seems that everyone on a high population server thinks they must be top dog when they see queues during prime time, but the most widespread concrete numbers we have are probably from the unofficial Warcraft Realms census: they claim that, with over 35,000 characters on it, Whisperwind is number one.Of course, even that can't be trusted -- those numbers are picked up from the site's addon, all within the last 30 days, and it could just be that WR has more info about more people on that server. But at the same time, I'd guess that Warcraft Realms' numbers are in the ballpark, as long as you're talking about Yankee Stadium. Whisperwind, Cenarion Circle, Stormrage, Moon Guard, and Proudmoore are all big servers, I can promise you anecdotally, while Laughing Skull, Blood Furnace, and Malorne are definitely at the other end of the spectrum. As for a most popular realm, there probably isn't one specifically (it changes periodically, if not even at different times of the day). But if your realm is near the top of Warcraft Realms' list, it's probably busier than the others.

  • Is WoW's audience still increasing?

    by 
    Mike Schramm
    Mike Schramm
    09.29.2009

    I'm not sure how much of this is legit, but stick with us for the information first, and then stay for the debunking. Edward Hunter over at Gamasutra decided to do some poking around in comScore's MediaMetrix application (which can track, based on a survey of a few million users, access to various applications on a computer -- which programs are run when), and he found something that surprised him: despite the economic downturn and the emergence of a few other popular MMOs recently, World of Warcraft's audience is estimated globally at 13.1 million. In other words, it's still growing from the last official numbers (11.5 million players worldwide) we heard.Now, the first issue we'd have with these numbers is the situation in China -- Hunter doesn't mention it at all, and in fact his graph (from comScore) doesn't have any dips at all in it, even though the game, and presumably its millions of players, went offline over there earlier this year. That right there throws a wrench into all of these estimations -- it's very likely comScore's information is just plain wrong.

  • Survey: Figuring out the faction transfer numbers

    by 
    Mike Schramm
    Mike Schramm
    09.04.2009

    I've been thinking about this ever since the faction changes went live: obviously, Blizzard will never actually release the numbers on how many server transfers or faction changes they do, just because they are notoriously guarded about the information they release, not least because riots are pretty easy to incite on the forums (imagine the reaction if Blizzard officially said that Alliance was the more popular faction). But I wonder nevertheless: how many players have transferred their characters over from one faction to another already? And lots of people seem to think that the vast majority of transfers are Alliance to Horde (not to mention I've heard many anecdotal stories of people flooding back to the Horde), but is that true?Obviously, we don't have access to all of Blizzard's audience, and our polls are definitely much less scientific than the data Blizzard gets to look at (you better believe they're tracking transfers and faction and race choices with a close eye, just as they're tracking server populations 24/7), but just for the heck of it, we'll ask. After the break, we've got a few polls designed to give us a very general look at how transfers are playing out so far. There's a lot of anecdotal experiences flying around since transfers went live, but I'd like to know, a little more objectively, just how things are panning out.

  • PlanetSide merges last two servers into one

    by 
    Seraphina Brennan
    Seraphina Brennan
    07.27.2009

    In an e-mail that went out to the community earlier today, the PlanetSide team has announced that the game's final two servers will be combined into one to preserve the balance of fighting between their three armies. The merge will be conducted on August 25th, so this is ample warning of the things to come.Now, normally people would be complaining and unhappy over hearing the words "server" and "merge" being put into the same sentence, but that's not the sentiment over at the PlanetSide community. This move has put the veteran players into a state of happiness in their anticipation of the merge. Old outfits are preparing for a resurgence as former players are returning to the game once more.

  • Market research firm predicts population explosion for virtual worlds

    by 
    William Dobson
    William Dobson
    06.16.2009

    We all sort of knew that virtual worlds usage would continue to grow over the years, but a new report put out by Strategy Anayltics has given us some numbers to think about -- and they're pretty darn big. They've predicted that by 2015, the overall population of virtual worlds will go from what it is now at 186 million people all the way up to 640 million, or more than triple today's userbase. Here's the firm's breakdown of the populations today and in the future: "Kids" in this case refers to those aged 5 to 9, and as can be seen in the above table, this group is predicted to grow the most over the years. As for how companies will cash in on all this growth, subscriptions are still listed as one of the key drivers of revenue, but 86% of revenue in 2015 will come from microtransactions -- this equates to a growth from 2008's microtransaction figure of roughly $1 billion, to $17.3 billion in six years time.[Via Virtual Worlds News]

  • An official server for South Africa

    by 
    Mike Schramm
    Mike Schramm
    05.22.2009

    Here's an interesting post from what looks like a site in Zaire wondering if Blizzard will ever bring World of Warcraft to South Africa. It's true -- we all take it for granted that here in North America and Europe, the game is available, but in many parts of the world, it's not. And apparently there's a market in a place like South Africa -- Blizzard says they have about five to seven thousand players down there already (we'd assume they're playing on EU or US servers), and that probably doesn't count any of the players on private servers, which could be as many as 20,000. iGame is a division of an ISP called iBurst down there, and they say they're prepared to run an official server (within 24 hours' notice!) if Blizzard gives the OK, but Blizzard has told them that they need at least 40,000 players in the area to make it worth running an official server.There's another option called a "peering" server, which apparently does hook up to Blizzard's servers, but uses local connections and networks to make things a little faster. But again, Blizzard needs to assent to that, and it seems like they're hesitant at the moment.Oceanic realms have had issues for a long time, but at least the players there do have a chunk of servers dedicated to them. Are there any other major places in the world that don't have official WoW support yet? South America? India?