R: [MUD-Dev] Counting Massive Multi Players
Ghilardi Filippo
ghilardi at dsdata.it
Fri Jul 18 09:31:01 CEST 2003
From: Koster, Raph
> From: David Kennerly
>> I apologize for confusing anyone. I mean playing online at the
>> same time. I think I read that EverQuest has had peaks over
>> 100,000 concurrent players. At this same time they had about
>> 400,000 (concurrent) subscribers? I forget the exact amount.
>> Since many MMOGs in Korea employs diverse business models, even
>> within the same game, I believe it more reflective to compare
>> average concurrent players online than subscribers.
> The average amount of hours played per week affects peak
> concurrent numbers significantly. A benchmark figure of "20 hours
> for the average player" is often tossed around, but it's highly
> inaccurate.
Into those calculations we should also think at time zones and
players types.
If I've 100K active accounts all from same country, they should
(reasonably) log all at almost same hours. Ideally I won't see a
real peak hour on servers if the game picks from an etherogeneous
player base and those players are well spread over the globe.
ciao
Filippo
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