LoL
Date | Total active playerbase (monthly uniques) | Concurrent players | Source |
---|---|---|---|
1.1.2014 | over 67 million | 7,5 million | Eurogamer |
27.8.2015 | 64 million | 7,5 million | VC General Manager Lu Wenjun |
Dota 2
Date | Total active playerbase (monthly uniques) | Concurrent players | Source |
---|---|---|---|
1.1.2014 | over 7,86 million (not counting Perfect World or Nexon) | 700,000 (not counting Perfect World or Nexon) | InternetWayBackMachine on SteamCharts |
27.8.2015 | 43 million (including Steam, Perfect World and Nexon) | ~2,4 million | Steam Charts and VC General Manager Lu Wenjun |
Does anyone have a good reason why it seems that LoL is losing monthly uniques, but still report the same concurrent players peak of 7,5 million? If the concurrent player amount hasn't changed in almost two years, what does that mean?
On closer inspection I noticed another questionable statistic. Dota 2 has 56 million owners in steam, out of which a good 21,5% play the game monthly on steam and out of which 10% are online on steam and playing the game at almost any given time. The figures seem reasonable enough, though do not include the Perfect World clients nor their players.
If we reflect these numbers to LoL figures, with a concurrent player amount of 7,5 and assuming the concurrency of players reflect similarly to the total active playerbase in both games, it would be expected that the amount of uniques would hover at around 134 million players (if out of 43 million uniques 2,4 million are concurrent, out of 7,5 million concurrent the expected amount of uniques would be (43/2,4)*7,5=134). Which would mean that the "7,5 concurrent"-myth would in fact be more closer to 3,5 million concurrent (almost half of reported). Which would mean that the 7,5 million concurrent users peak was an absurd anomaly and hasn't been reached after 2013, in two or almost three years?
HotS on the other hand reports 11 million sign-ups for the beta, which would translate to an assumed 2,2 uniques and a reported concurrent playerbase of 80-100k according to Blizzard (quite similar ratios to Dota 2). Smite is 'reckoned' and 'imagined' having 10 million owners and 4-3 million uniques (which would be almost double what other games are reporting = better than average retention rate or anomaly?), but hard data is nigh impossible to find.
Does anyone else have an explanation for these or know any plebians they could ask these questions?
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