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Mortal Online

Mortal Online 

General Discussion  » How Is The Population On Mortal Online? I Have Played A Bit

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48 posts found
  Realbigdeal

Advanced Member

Joined: 9/28/08
Posts: 1647

10/20/13 1:31:23 AM#21
Originally posted by ilives
Thus the low population, even at Free to Play

It's not f2p

C:\Users\FF\Desktop\spin move.gif

  Ramanadjinn

Hard Core Member

Joined: 8/08/11
Posts: 1304

10/20/13 4:07:29 AM#22

I feel the game is becoming a little overpopulated for my tastes.

If they get more people I would hope they add more land.

This isn't WOW.  Running into 20 people in the wilderness every time you leave town isn't exactly the kind of experience you always want to have.

 

  snoocky

Advanced Member

Joined: 9/18/10
Posts: 496

10/20/13 6:03:10 AM#23
@Realbigdeal it is...
  Zeeraha

Novice Member

Joined: 12/07/12
Posts: 63

10/20/13 6:31:17 AM#24

I popped in again on Friday and Saturday evening Central EU time. Tindrem bank seemed really decently populated, I counted 20 people + around 5 people per each district and graveyard was really crowded, which makes game feel quite a live. I logged in Meduli, and were around same number of people. 

Overall feeling was that game is well alive, although absolute numbers of players on whole server is smaller comparing to other fantasy MMO's.

  Slapshot1188

Elite Member

Joined: 5/06/07
Posts: 4115

10/20/13 6:36:40 AM#25

Latest financials would indicate around 2,000 subscribers MAX.

This is based on about $30,000 per month sales divided by $15.   It also doesn't subtract for any donated money or any account based purchases (extra char slots, etc..) which is revenue without a sub.

 

"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator

Starvault's reponse to criticism related to having a handful of players as the official "test" team for a supposed MMO: "We've just have another 10ish folk kind enough to voulenteer added tot the test team" (SIC) This explains much about the state of the game :-)

  Toferio

Apprentice Member

Joined: 11/26/09
Posts: 1456

10/20/13 4:59:12 PM#26
Originally posted by snoocky
@Realbigdeal it is...

I kinda have to agree, despite trial accounts being gimped to the status of cannon meat for subscribers. You can still access and participate in most content, however to a varying degree of efficiency. That's unlike WoW, where you are literally useless with your level 20 cap. 

Originally posted by Zeeraha

I popped in again on Friday and Saturday evening Central EU time. Tindrem bank seemed really decently populated, I counted 20 people + around 5 people per each district and graveyard was really crowded, which makes game feel quite a live. 

Few dozens in the capital is your definition of crowded? Everything's relative, I guess.. =/

  Rohn

Apprentice Member

Joined: 7/02/08
Posts: 3739

10/20/13 5:05:42 PM#27
Originally posted by Anubisan
Originally posted by tom_gore
The game is dead. Sorry.

Don't listen to this guy. There are a bunch of people on this particular forum who will say nothing but negative things about the game. Most of it is completely untrue.

The population is strong at the moment. There were several huge battles this weekend with hundreds of players participating. My alliance had over 90 people in our teamspeak alone and the enemy force was quite large as well. If large scale battles and territorial control is your thing, this is the game for you.

 

Agree here.  There's certainly enough of a population in the game to play with and make the game enjoyable.

Hell hath no fury like an MMORPG player scorned.

  Slapshot1188

Elite Member

Joined: 5/06/07
Posts: 4115

10/20/13 6:34:06 PM#28
Originally posted by Toferio
Originally posted by Zeeraha
 

I popped in again on Friday and Saturday evening Central EU time. Tindrem bank seemed really decently populated, I counted 20 people + around 5 people per each district and graveyard was really crowded, which makes game feel quite a live. 

Few dozens in the capital is your definition of crowded? Everything's relative, I guess.. =/

Exactly...

 

Unfortunately the game has NEVER had the population required to sustain it.  This has been since it  launched over 3 years ago.  They have very brief spikes when they put out a patch (usually named an expansion) but have never, EVER been able to sustain growth.

 

They have managed to dodge death by borrowing money, getting donations from fans and recently investment from 3rd parties.  None of which would have to happen if the population was thriving.  Heck, a DEV in DFUW recently said they had 20 THOUSAND subs and needed more (I think he said 15k more) to be profitable and support a large enough team to crank out improvements and content.  As you can see from their financials, SV has roughly 1/10th of that...

"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator

Starvault's reponse to criticism related to having a handful of players as the official "test" team for a supposed MMO: "We've just have another 10ish folk kind enough to voulenteer added tot the test team" (SIC) This explains much about the state of the game :-)

  Lahuzer

Advanced Member

Joined: 5/07/09
Posts: 680

Sit on my face and tell me that you love me...

10/21/13 1:04:06 AM#29
Originally posted by Slapshot1188
Originally posted by Toferio
Originally posted by Zeeraha
 

I popped in again on Friday and Saturday evening Central EU time. Tindrem bank seemed really decently populated, I counted 20 people + around 5 people per each district and graveyard was really crowded, which makes game feel quite a live. 

Few dozens in the capital is your definition of crowded? Everything's relative, I guess.. =/

Heck, a DEV in DFUW recently said they had 20 THOUSAND subs and needed more (I think he said 15k more) to be profitable and support a large enough team to crank out improvements and content.  As you can see from their financials, SV has roughly 1/10th of that...

Common... Don't tell me you believe what a drunk dev said. Not even the hardcore DFUW fans believed that. I played both games and none of them are crowded. But Agon seems more empty since it's bigger then Nave. Both games suffer. But AV has 40-50 devs while SV has 3-4 devs. So AV prolly suffers alot more from low pop then SV.

  Zeeraha

Novice Member

Joined: 12/07/12
Posts: 63

10/21/13 3:59:50 AM#30
Originally posted by Slapshot1188
Originally posted by Toferio
Originally posted by Zeeraha
 

I popped in again on Friday and Saturday evening Central EU time. Tindrem bank seemed really decently populated, I counted 20 people + around 5 people per each district and graveyard was really crowded, which makes game feel quite a live. 

Few dozens in the capital is your definition of crowded? Everything's relative, I guess.. =/

Exactly...

 

Unfortunately the game has NEVER had the population required to sustain it.  This has been since it  launched over 3 years ago.  They have very brief spikes when they put out a patch (usually named an expansion) but have never, EVER been able to sustain growth.

 

They have managed to dodge death by borrowing money, getting donations from fans and recently investment from 3rd parties.  None of which would have to happen if the population was thriving.  Heck, a DEV in DFUW recently said they had 20 THOUSAND subs and needed more (I think he said 15k more) to be profitable and support a large enough team to crank out improvements and content.  As you can see from their financials, SV has roughly 1/10th of that...

Taken from the info of latest quarterly report, and when including all operating and financial costs (including cost of sales), SV needs at least around 4600 mothly subs to be at zero loss/profit point. This is possible due to fact that thay have only 4 people on payroll.

  Slapshot1188

Elite Member

Joined: 5/06/07
Posts: 4115

10/21/13 5:21:26 AM#31
Originally posted by Zeeraha
Originally posted by Slapshot1188
Originally posted by Toferio
Originally posted by Zeeraha
 

I popped in again on Friday and Saturday evening Central EU time. Tindrem bank seemed really decently populated, I counted 20 people + around 5 people per each district and graveyard was really crowded, which makes game feel quite a live. 

Few dozens in the capital is your definition of crowded? Everything's relative, I guess.. =/

Exactly...

 

Unfortunately the game has NEVER had the population required to sustain it.  This has been since it  launched over 3 years ago.  They have very brief spikes when they put out a patch (usually named an expansion) but have never, EVER been able to sustain growth.

 

They have managed to dodge death by borrowing money, getting donations from fans and recently investment from 3rd parties.  None of which would have to happen if the population was thriving.  Heck, a DEV in DFUW recently said they had 20 THOUSAND subs and needed more (I think he said 15k more) to be profitable and support a large enough team to crank out improvements and content.  As you can see from their financials, SV has roughly 1/10th of that...

Taken from the info of latest quarterly report, and when including all operating and financial costs (including cost of sales), SV needs at least around 4600 mothly subs to be at zero loss/profit point. This is possible due to fact that thay have only 4 people on payroll.

Sure that would get them to break even with 3 (Henrik, Paratus, Seb) on payroll (let me know who the 4th is).  The small team is one reason why the game is still struggling.  To actually thrive they would need a large enough team to crank out content to keep people interested.

 

"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator

Starvault's reponse to criticism related to having a handful of players as the official "test" team for a supposed MMO: "We've just have another 10ish folk kind enough to voulenteer added tot the test team" (SIC) This explains much about the state of the game :-)

  Zeeraha

Novice Member

Joined: 12/07/12
Posts: 63

10/21/13 6:14:27 AM#32
Originally posted by Slapshot1188
Originally posted by Zeeraha
Originally posted by Slapshot1188
Originally posted by Toferio
Originally posted by Zeeraha
 

I popped in again on Friday and Saturday evening Central EU time. Tindrem bank seemed really decently populated, I counted 20 people + around 5 people per each district and graveyard was really crowded, which makes game feel quite a live. 

Few dozens in the capital is your definition of crowded? Everything's relative, I guess.. =/

Exactly...

 

Unfortunately the game has NEVER had the population required to sustain it.  This has been since it  launched over 3 years ago.  They have very brief spikes when they put out a patch (usually named an expansion) but have never, EVER been able to sustain growth.

 

They have managed to dodge death by borrowing money, getting donations from fans and recently investment from 3rd parties.  None of which would have to happen if the population was thriving.  Heck, a DEV in DFUW recently said they had 20 THOUSAND subs and needed more (I think he said 15k more) to be profitable and support a large enough team to crank out improvements and content.  As you can see from their financials, SV has roughly 1/10th of that...

Taken from the info of latest quarterly report, and when including all operating and financial costs (including cost of sales), SV needs at least around 4600 mothly subs to be at zero loss/profit point. This is possible due to fact that thay have only 4 people on payroll.

Sure that would get them to break even with 3 (Henrik, Paratus, Seb) on payroll (let me know who the 4th is).  The small team is one reason why the game is still struggling.  To actually thrive they would need a large enough team to crank out content to keep people interested.

 

4th employee is LGM Discord. Their current development structure model is that they hire external sources (companies and individuals) to develop content, which also partially includes necessary coding. New continent is being already developed externally at this moment, I believe. Also, Henrik announced recently that they will do ingame asset cleanup/update (NPC placement, entity placement, map and art polishing) by external developer. This is separated from latest animations/chartextures donation goal.

  argirop

Advanced Member

Joined: 6/05/09
Posts: 326

10/21/13 7:46:52 AM#33
Originally posted by Zeeraha

4th employee is LGM Discord. Their current development structure model is that they hire external sources (companies and individuals) to develop content, which also partially includes necessary coding. New continent is being already developed externally at this moment, I believe. Also, Henrik announced recently that they will do ingame asset cleanup/update (NPC placement, entity placement, map and art polishing) by external developer. This is separated from latest animations/chartextures donation goal.

I thought you said that it needs a learning curve of 6 months for a dev to be familiar with Sebastian's "advanced" code.But it seems that external (companies and individuals) sources can workaround that learning curve... 

  Toferio

Apprentice Member

Joined: 11/26/09
Posts: 1456

10/21/13 8:36:57 AM#34
Originally posted by argirop
Originally posted by Zeeraha

4th employee is LGM Discord. Their current development structure model is that they hire external sources (companies and individuals) to develop content, which also partially includes necessary coding. New continent is being already developed externally at this moment, I believe. Also, Henrik announced recently that they will do ingame asset cleanup/update (NPC placement, entity placement, map and art polishing) by external developer. This is separated from latest animations/chartextures donation goal.

I thought you said that it needs a learning curve of 6 months for a dev to be familiar with Sebastian's "advanced" code.But it seems that external (companies and individuals) sources can workaround that learning curve... 

Having actual programming experience does magic. 

  Exzyz

Apprentice Member

Joined: 2/09/12
Posts: 48

10/21/13 8:51:32 AM#35
I seriously doubt theres 700-2000 person on at primetime. Maybe if theres an important siege or something. But usually my guess theres not more than a few hundred on at any given time.
  Vonatar

Hard Core Member

Joined: 7/18/10
Posts: 572

10/21/13 9:11:29 AM#36
Diphrael still plays.

  argirop

Advanced Member

Joined: 6/05/09
Posts: 326

10/21/13 11:05:28 AM#37
Originally posted by Toferio
Originally posted by argirop
Originally posted by Zeeraha

4th employee is LGM Discord. Their current development structure model is that they hire external sources (companies and individuals) to develop content, which also partially includes necessary coding. New continent is being already developed externally at this moment, I believe. Also, Henrik announced recently that they will do ingame asset cleanup/update (NPC placement, entity placement, map and art polishing) by external developer. This is separated from latest animations/chartextures donation goal.

I thought you said that it needs a learning curve of 6 months for a dev to be familiar with Sebastian's "advanced" code.But it seems that external (companies and individuals) sources can workaround that learning curve... 

Having actual programming experience does magic. 

But that was their excuse for NOT hiring any professional developers... 

  Zeeraha

Novice Member

Joined: 12/07/12
Posts: 63

10/22/13 2:11:34 PM#38
Originally posted by argirop
Originally posted by Toferio
Originally posted by argirop
Originally posted by Zeeraha

4th employee is LGM Discord. Their current development structure model is that they hire external sources (companies and individuals) to develop content, which also partially includes necessary coding. New continent is being already developed externally at this moment, I believe. Also, Henrik announced recently that they will do ingame asset cleanup/update (NPC placement, entity placement, map and art polishing) by external developer. This is separated from latest animations/chartextures donation goal.

I thought you said that it needs a learning curve of 6 months for a dev to be familiar with Sebastian's "advanced" code.But it seems that external (companies and individuals) sources can workaround that learning curve... 

Having actual programming experience does magic. 

But that was their excuse for NOT hiring any professional developers... 

External developers do not code core game mechanics, MMO platform, nor UE modification. They can submit 3D art, built some supportive mechanics like flash UI that is implemented over the top of core code, even network solution can be outsourced. Henrik recently in MO forums stated that they are looking for inhouse coder. Inhouse coder integrates external solutions and codes core mechanics. Touching the core code is very sensitive and that's why it is hard to train that kind of coder.

  Toferio

Apprentice Member

Joined: 11/26/09
Posts: 1456

10/23/13 1:01:33 AM#39
Originally posted by Zeeraha
Originally posted by argirop
Originally posted by Toferio
Originally posted by argirop
Originally posted by Zeeraha

4th employee is LGM Discord. Their current development structure model is that they hire external sources (companies and individuals) to develop content, which also partially includes necessary coding. New continent is being already developed externally at this moment, I believe. Also, Henrik announced recently that they will do ingame asset cleanup/update (NPC placement, entity placement, map and art polishing) by external developer. This is separated from latest animations/chartextures donation goal.

I thought you said that it needs a learning curve of 6 months for a dev to be familiar with Sebastian's "advanced" code.But it seems that external (companies and individuals) sources can workaround that learning curve... 

Having actual programming experience does magic. 

But that was their excuse for NOT hiring any professional developers... 

External developers do not code core game mechanics, MMO platform, nor UE modification. They can submit 3D art, built some supportive mechanics like flash UI that is implemented over the top of core code, even network solution can be outsourced. Henrik recently in MO forums stated that they are looking for inhouse coder. Inhouse coder integrates external solutions and codes core mechanics. Touching the core code is very sensitive and that's why it is hard to train that kind of coder.

I call the usual SV bullshit on that one. Any coder that is worth his salt will be able to pick up someone else's program quick enough, given that it is well structured and commented. That's most likely the issue, their code is a mess, not that it is sensitive and advanced. 

  Zeeraha

Novice Member

Joined: 12/07/12
Posts: 63

10/23/13 2:27:35 AM#40
Originally posted by Toferio
Originally posted by Zeeraha
Originally posted by argirop
Originally posted by Toferio
Originally posted by argirop
Originally posted by Zeeraha

4th employee is LGM Discord. Their current development structure model is that they hire external sources (companies and individuals) to develop content, which also partially includes necessary coding. New continent is being already developed externally at this moment, I believe. Also, Henrik announced recently that they will do ingame asset cleanup/update (NPC placement, entity placement, map and art polishing) by external developer. This is separated from latest animations/chartextures donation goal.

I thought you said that it needs a learning curve of 6 months for a dev to be familiar with Sebastian's "advanced" code.But it seems that external (companies and individuals) sources can workaround that learning curve... 

Having actual programming experience does magic. 

But that was their excuse for NOT hiring any professional developers... 

External developers do not code core game mechanics, MMO platform, nor UE modification. They can submit 3D art, built some supportive mechanics like flash UI that is implemented over the top of core code, even network solution can be outsourced. Henrik recently in MO forums stated that they are looking for inhouse coder. Inhouse coder integrates external solutions and codes core mechanics. Touching the core code is very sensitive and that's why it is hard to train that kind of coder.

I call the usual SV bullshit on that one. Any coder that is worth his salt will be able to pick up someone else's program quick enough, given that it is well structured and commented. That's most likely the issue, their code is a mess, not that it is sensitive and advanced. 

Unfortunately, it is not bullshit. I work on development of larger service platforms and we rely upon our own coders and external support at the same time. For our company it takes more than 6 months to introduce experienced programmer to handle API communication between own and external services. This does not include time to actually search for programmer. We are dealing with million of residential customers. Would you trust anyone prying open a platform, who got employed few months ago?

These are serious questions and when it comes to sensitive systems it is not easy to make fast decisions about trusting someone. SV had problems with own internal developers at launch, after they got burned, now they are blowing on cold.

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