They said steam charts are finally going up

Untitled Image

Looks like they are going down again.

Comments

  • @MrPeanutbutter said:

    https://forum.deadbydaylight.com/en/discussion/comment/2894654#Comment_2894654

    This is just sad and pathetic if they are removing these posts. Players continue to be frustrated with the lack of transparency from BHVR, so they have to take matters into their own hands to try to figure out what’s really going on with the game. BHVR obviously allow plenty of criticism on these forums, so it’s not like they are censoring all criticism and scrutiny, but there are still examples like this where they are further antagonizing the player base by actively fighting against transparency. Most people who are criticizing the game love it and just want to see it succeed. Be open and honest with the player base about the problems with the current state of the game and let everyone see the data. This would build a lot of trust and goodwill with the community.

    It is pathetic cause it shows that DbD is in a worst state than what everybody thought.

    During peak hours, in queue there are 7 killers for 2226 survivors. That's what the datas are showing. There are no killer anymore. Moreover, BHVR want to add "rewards" if you play the role with the least players soon, as in Overwatch.

    All this because SBMM. But they do not plan to remove SBMM, do they think they are right about this system ? I mean, seriously ? 😂

  • @JeanCharpentier said:

    https://forum.deadbydaylight.com/en/discussion/comment/2894737#Comment_2894737

    It is pathetic cause it shows that DbD is in a worst state than what everybody thought.

    During peak hours, in queue there are 7 killers for 2226 survivors. That's what the datas are showing. There are no killer anymore. Moreover, BHVR want to add "rewards" if you play the role with the least players soon, as in Overwatch.

    All this because SBMM. But they do not plan to remove SBMM, do they think they are right about this system ? I mean, seriously ? 😂

    Imagine having 7-15 killers in queue at peak hours when you have sold 50 millions copies...

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2894447#Comment_2894447

    Ringu is not a "significant licensed chapter".

    But this discussion is pointless. Players WANT to see this game dying. They always ignore the fact that the RE-Chapter caused an anomaly with way more players playing than usually. The numbers are basically corrected to the normal number of players in this game.

    Other games are also not dying when their big hype is over. They just adjust to a normal value.

    Yeah, other than the fact the game has been steadily growing for the past 5 and a half years, and now it's seen an explosion of negative press, community backlash, and player discontent.

    The past 7-8 months have been brutal. Not just for the charts, but for players.

    People complaining on forums, in the game, on reddit, on Facebook, more than EVER before.

    Pair that with the numbers you see.


    Here's a pro tip for all of you noob statisticians.

    If you double your buyer base and sustain it for 3 months - then everyone begins to rapidly leave after a controversial call - what is your deduction?

    Did you double your buyer base and fail to retain market penetration? Sounds like a pretty big fail.

    Did you experience a bubble by sheer chance and fail to retain market penetration? Sounds like a pretty big fail.


    Even if all of these numbers are inflated from 'Rona and RE chapter with the 5 year anniversary - creating a massive bubble - the devs managed to take that little bubble and pop it with a blowtorch.

    A good company would have seized the market and did everything they could to retain that new interest group. Not only did they fail miserably, but they're also managing to drive away their core market and create increasing contempt wherever they can.

    @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2894476#Comment_2894476

    The RE-Chapter brought a lot of new players and an All Time-Peak. But again, I know that people like you want to see the game dying, they want to see dropping numbers. This is why all screenshots on that matter are cut off at September.

    If you compare March 2022 with March 2021, you have around the same number of players. There is a 3k smaller average. Which is not dramatic.

    And the numbers will probably go up again with the Anniversary Chapter (and Event), regardless what it is.

    But ignoring the fact that the RE-Chapter brought more players than usual is just wrong. And I also dont think that those who started because of RE all quit. Probably many of those quit, because if you are only interested in RE, you might not find DBD fun since it is not a game focussed around RE in particular. Others will have quite because of other reasons. Which happens in every game.

    But ignoring hypes and then saying that the game is dying if the player count goes back to normal is misinterpreting the data.

    This sort of logic is what gets you to flunk out of Business 101 and Statistics 101 at the same time.

    @JeanCharpentier said:

    I would really like to know who is in charge of DbD at BHVR.

    Who is the boss letting the SBMM ON while DbD has never known such a playerbase leak since realease ? Is it not obvious that SBMM IS the PROBLEM ?

    Half the players are gone, most of us are unhappy with the game and we even start to hate the dev team decisions. It is almost getting personal from some of us... Regarding money made with the game, i guess the impact is really really huge and still no action is taken...

    The world is burning.

    Very silly people run great franchises into the ground and eviscerate their own product as lackey executives watch onward and consumers move away from the franchise... it's depressing.

    I'd love to meet the people over at Behavior and... I don't even want to give them a piece of my mind. I'm just curious as to what goes on in theirs. They may have some perspectives that we don't - some challenges we cannot see - but regardless, it doesn't excuse that the DOA MMR system and Boons blew this game's knees off, making it crawl for 7 months... and perks that desperately need attention, which could be fixed with a few forays into the code, likely will languish away in the dungeon for years before getting attention.

    Get a good team in that company and they could flip the game upside down for the better. People make entire games in 24 hours, imagine what a team could crunch out in a couple of weeks if given the directive.

    How these devs fumble the ball so horrifically and continue to show contempt for their buyers and a complete misunderstanding of their own product at every turn is astounding.

    @Ghoste said:

    https://forum.deadbydaylight.com/en/discussion/comment/2894452#Comment_2894452

    Been saying this from the start of these discussions. Resident Evil brought in a record amount of people, so of course there were going to be big losses when the player base re-stabilized. I think DBD will never really die until it's no longer supported. A rock-solid amount of us simply love the game and stick around despite its flaws.

    You know, McDonads started out with a small building and only a few thousand customers.

    It's only natural that after opening a second location and doubling their customers, that half as many returned to each location.

    If you ran Starbucks, you'd think that 1.5 people should purchase from each location, because markets don't grow and consumer bases don't expand and there is no such thing as retention.

    No, McDonalds losing half of its customers wasn't the controversial change to pumpernickel bread and getting rid of ice cream. It was the second location.


    Because what they teach in Microeconomics 101 is that when people buy your product - all of them will hate it and never buy or use it again - it's just FAKTS.

  • ill say this i got the game at the end of january. the games are much better when all parties aren't playing sweaty matches to get 4ks or making it out the gate. like last night (eastern u.s time here where killers are far between) had my 3 person swf (we super casual so i wouldn't say much of a problem for killers and we enjoy just playing together) and then we had this one blight we got queued with twice in row who was super sweaty guy with all the meta perks (he probably tanked himself down or something) but yeah purple ruin, devour hope.. ect (best part the hexs are completely hidden.. now if only my killer hexes when i play were this hidden lol) which are perks which are pretty broken even at lower parts of the mm community (and probably in soloq) which basically just kills the fun. now i just imagine bringing my new friend in and them getting stomped like a joke. i sorta would be embarrassed and be like .. attempting to explain the extreme so they don't up and leave... but yeah i mean the main thing is all the meta perks on both sides need a look at as it appears some power creep occurred to out weaponize the other and some random buffs some perks didn't need . Only example ill use which randomly thought of was window of opportunity why? to help people loop even better and make killer gameplay stale? version from 3.0.0 is the level of balance that needs to be consistently applied to this game.

    i really truly feel that all perks should be at a level of some of the less used ones with conditions. this way the game isn't a must slot and more of what flavor you want to offer.. not sure if this opinion is reflected highly but changing up perks should be encouraged over needing stuff to last. ill say this i felt completely helpless when that blight just had everything hindering my pretty new friends at the game and myself included. im not even saying make me fight bad bad killers but at least allow some chance. (oh and my last slow survivors are left to be desired which also didnt help)


    think this is always discussed with the lack of or bizarre balancing but ill just say it from my perspective as a relative baby (but im getting older and enjoy the game and staying) It needs to be addressed along with the choosing the best sbmm from recent tests.



    Thanks for reading if you took the time. I guess i have a more mindset on balance then others to allow actual game play be a thing over perk carrying. if you disagree thats perfectly fine.

  • @Valik said:

    https://forum.deadbydaylight.com/en/discussion/comment/2894452#Comment_2894452

    Yeah, other than the fact the game has been steadily growing for the past 5 and a half years, and now it's seen an explosion of negative press, community backlash, and player discontent.

    The past 7-8 months have been brutal. Not just for the charts, but for players.

    People complaining on forums, in the game, on reddit, on Facebook, more than EVER before.

    Pair that with the numbers you see.

    Here's a pro tip for all of you noob statisticians.

    If you double your buyer base and sustain it for 3 months - then everyone begins to rapidly leave after a controversial call - what is your deduction?

    Did you double your buyer base and fail to retain market penetration? Sounds like a pretty big fail.

    Did you experience a bubble by sheer chance and fail to retain market penetration? Sounds like a pretty big fail.

    Even if all of these numbers are inflated from 'Rona and RE chapter with the 5 year anniversary - creating a massive bubble - the devs managed to take that little bubble and pop it with a blowtorch.

    A good company would have seized the market and did everything they could to retain that new interest group. Not only did they fail miserably, but they're also managing to drive away their core market and create increasing contempt wherever they can.

    https://forum.deadbydaylight.com/en/discussion/comment/2894481#Comment_2894481

    This sort of logic is what gets you to flunk out of Business 101 and Statistics 101 at the same time.

    https://forum.deadbydaylight.com/en/discussion/comment/2894561#Comment_2894561

    The world is burning.

    Very silly people run great franchises into the ground and eviscerate their own product as lackey executives watch onward and consumers move away from the franchise... it's depressing.

    I'd love to meet the people over at Behavior and... I don't even want to give them a piece of my mind. I'm just curious as to what goes on in theirs. They may have some perspectives that we don't - some challenges we cannot see - but regardless, it doesn't excuse that the DOA MMR system and Boons blew this game's knees off, making it crawl for 7 months... and perks that desperately need attention, which could be fixed with a few forays into the code, likely will languish away in the dungeon for years before getting attention.

    Get a good team in that company and they could flip the game upside down for the better. People make entire games in 24 hours, imagine what a team could crunch out in a couple of weeks if given the directive.

    How these devs fumble the ball so horrifically and continue to show contempt for their buyers and a complete misunderstanding of their own product at every turn is astounding.

    https://forum.deadbydaylight.com/en/discussion/comment/2894575#Comment_2894575

    You know, McDonads started out with a small building and only a few thousand customers.

    It's only natural that after opening a second location and doubling their customers, that half as many returned to each location.

    If you ran Starbucks, you'd think that 1.5 people should purchase from each location, because markets don't grow and consumer bases don't expand and there is no such thing as retention.

    No, McDonalds losing half of its customers wasn't the controversial change to pumpernickel bread and getting rid of ice cream. It was the second location.

    Because what they teach in Microeconomics 101 is that when people buy your product - all of them will hate it and never buy or use it again - it's just FAKTS.

    Those devs do not interact with the community and do not know what to do with DbD.

    Last map (for the artist) is, for exemple, way too big while the community told them 1 million times that big maps are unbalanced and heavily favors the survivors. Even with the nurse you need 6 blink to cross it.

    4 DH in a SWF is way too strong but again they haven't react for 4 years.

    I think those guys love to torture their playerbase to the point we all go into a burn out.

  • I think with how many free events, they've done recently to bring in new players and they are only making par should be extremely alarming.

  • @Adaez said:

    https://i.postimg.cc/W4H03HS9/ingfhjfhkghkghkgjfgdex.jpg

    Looks like they are going down again.

    Cool now posts the player numbers for all platforms... You're selective choosing your data and presenting what numbers you want to show, aka cherrypicking.

  • @MetaBuildSurvivor said:

    https://forum.deadbydaylight.com/en/discussion/318454/they-said-steam-charts-are-finally-going-up

    Cool now posts the player numbers for all platforms... You're selective choosing your data and presenting what numbers you want to show, aka cherrypicking.

    There is no data for console. But it's the same, why should it be any different ? Consoles have framerates issues on top of that so i guess it's even worse.

    When a multiplayer game is dying on PC, it is also dying on console : Evolve, Overwatch, Halo, Smite etc...

    Do not forget that Sadako is a major addition to the game, horror culture wise. Ringu is number #1 for the horror genre fans and by far (with Pinhead). Both have been released in the last 6 months and the playerbase has been divided by 2.

  • @[Deleted User] said:

    Do you guys really need to post this every single day? The devs definitely have the data of how many people are playing their game, probably way more accurate than the steam charts. They don't need you people reminding them everyday lmao

    It's less the community telling them "Hey this is happening" and a lot more of the community telling them "We know this is happening, and can see you're not doing anything about it".

    At least this way the issue is addressed and they can collect feedback on how to fix it.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2896542#Comment_2896542

    You'd be disappointed with how little impact these posts have, I'd be surprised if anyone at BHVR aside from the mods reads them.

    I have seen posts here get addressed, actually. Quite a few. Maybe it is just becauseI come from Overwatch that I can tell when they ACTUALLY ignore feedback. These developers are pretty good about being open and making changes. Maybe not the ones you want, but still. It happens.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2896542#Comment_2896542

    You'd be disappointed with how little impact these posts have, I'd be surprised if anyone at BHVR aside from the mods reads them.

    You shouldn't underestimate the members on the forums. Wonder how many are wolves in sheep's clothing.

  • @MetaBuildSurvivor said:

    https://forum.deadbydaylight.com/en/discussion/318454/they-said-steam-charts-are-finally-going-up

    Cool now posts the player numbers for all platforms... You're selective choosing your data and presenting what numbers you want to show, aka cherrypicking.

    Cherry-picking? How can you be “selectively” choosing the data when Steam charts is literally the only player count data we have available?

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2895617#Comment_2895617

    I think your reasoning is off on the queue times. Matches take 10-15 minutes or longer typically (unless they’re a total blowout). One side or the other will be short on players, for the sake of argument let’s say we have fewer killers than we need. While that’s the case all killers will essentially be getting into lobbies pretty much instantly, so they’ll be in a game within about 60-70 seconds. Meanwhile the excess survivors have to wait for matches to finish for new spots to open up, so they’re only getting into a new game about every 10-15 minutes. So if killers are the short side the killers in queue will always be nearly zero while the survivors in queue will be proportional to the wait time difference which is the ratio of the match time to the minute timer in the lobby basically (10-15 to 1 at peak times). And at off peak times, which that blog article inexplicably focussed on (it’s primary headline went with something like 3 AM for some reason) you will have an even longer wait because there will be times when no killer is waiting for a match simply by chance since there are fewer players to begin with. (That 50 to 1 ratio was the extreme off peak hours figure, not the peak hours number which is obviously the better value to look at since the great majority of players in the overall population play at peak times.)

    P.S. It’s easy to actually add up the numbers in the blog plus the numbers on Steamcharts to get what should be the actual ratios. In another thread we did that and at around 4 PM it was something like 1000 people in queue at something like 900 to 100 ratio I think it was and around 41,000 players total on Steam in matches and queue combine. So when you work it out the ratio at peak times was around 32900 survivors to 8100 killers.

    The example you proposed assumes that matches end in discrete intervals (i.e. every 10-15 minutes a set of matches ends) and killers thusly enter the queue in these intervals. So survivors who died early wait 10-15 minutes, a bunch of killers end the matches and enter queue, and then those survivors enter a new set of matches.

    This isn't the case. Matches are constantly ending and survivors/killers are constantly entering the queue. The 4:1 ratio you described overall should never, ever, allow for queue ratios to get to 12:1 or 30:1 or 50:1 given a large population. If that were the case, how do we see a ratio of 6:1 in the morning, do the intervals just magically stop?

    BTW, the peak hours was 12:1 at the start of prime time, and within an hour goes to 30:1 which it stays there for a while before going to 50:1.

    I understand what your saying with the example and I can see how it causes spikes in the ratio/queue times. However, there is no way that the disproportionate ratio will maintain for 15 hours if the overall ratio was 4:1 or 5:1.

  • @Basement_Bubba420 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2896228#Comment_2896228

    The example you proposed assumes that matches end in discrete intervals (i.e. every 10-15 minutes a set of matches ends) and killers thusly enter the queue in these intervals. So survivors who died early wait 10-15 minutes, a bunch of killers end the matches and enter queue, and then those survivors enter a new set of matches.

    This isn't the case. Matches are constantly ending and survivors/killers are constantly entering the queue. The 4:1 ratio you described overall should never, ever, allow for queue ratios to get to 12:1 or 30:1 or 50:1 given a large population. If that were the case, how do we see a ratio of 6:1 in the morning, do the intervals just magically stop?

    BTW, the peak hours was 12:1 at the start of prime time, and within an hour goes to 30:1 which it stays there for a while before going to 50:1.

    I understand what your saying with the example and I can see how it causes spikes in the ratio/queue times. However, there is no way that the disproportionate ratio will maintain for 15 hours if the overall ratio was 4:1 or 5:1.

    First of all, you would only post this to discredit BHVR. If the player count had incrased I really doubt you would have made a post about it.

    Yes you are cherrypicking. Sure steam is dropping, but how can you say that consoles, or epic count isn't increasing? You don't exactly have access to those, and lets be honest, I doubt that even 50% of the player base uses steam to play.

  • @MetaBuildSurvivor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2897388#Comment_2897388

    First of all, you would only post this to discredit BHVR. If the player count had incrased I really doubt you would have made a post about it.

    Yes you are cherrypicking. Sure steam is dropping, but how can you say that consoles, or epic count isn't increasing? You don't exactly have access to those, and lets be honest, I doubt that even 50% of the player base uses steam to play.

    I didn't make the OP. What the heck are you talking about? Maybe read the name of the guy who wrote the OP. If you would have simply read the OP than I really doubt you would have made a post about it.

    Yes, you are cherry picking. You literally just made some stuff up. Sure, the games Steam population is decreasing, but how can you say that consoles or epic count isn't decreasing? You don't have to accept those, and lets be honest, I doubt that even 50% of the player base plays more than a couple games a week.

    Why do you think BHVR deserves any credit when they hide so much information from the player base?

    The games population is dropping, the ratio is terrible, the balance is terrible, the QoL is terrible, the grind is terrible, and the overall throughput from the Devs is terrible.

    People keep bringing up how survs that die early enter the queue early. Okay... so if the entire population ratio is 5:1 why do we have 12:1, 30:1, 50:1 ratios for 15 hours....

    If the ratio was as even as these people mention we would NEVER see a queue this bad. The largest amount of survivors that can die "early" is 3. If the ratio is 4:1 and in every game 3 survivors die early the queue SPIKES until the games end, after which it drops back down. It only goes up to those huge ratios when there just aren't many killers playing the game.

  • These minimal changes are meaningless. At the very least the game is dropping player more slowly.

  • @JeanCharpentier said:

    https://forum.deadbydaylight.com/en/discussion/comment/2894452#Comment_2894452

    Ringu is not a significant license ?

    It's the biggest license chapter with Hellraiser and Stranger Things.

    For the horror fan, Ringu is in the Top 1.

    We do not want to see DbD dying but fact is it is dying just because of SBMM...

    Or because the MMR has put into light the imbalance in the game.

    Although ... when I think I'm sometimes being matched with survivors in the one digit range right after getting my ass kicked just because there was a rush in a huge map ... It must be so fun when your first Nurse encounter is a pissed-off 2.5k hour player who mains her.

  • @Basement_Bubba420 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2896228#Comment_2896228

    The example you proposed assumes that matches end in discrete intervals (i.e. every 10-15 minutes a set of matches ends) and killers thusly enter the queue in these intervals. So survivors who died early wait 10-15 minutes, a bunch of killers end the matches and enter queue, and then those survivors enter a new set of matches.

    This isn't the case. Matches are constantly ending and survivors/killers are constantly entering the queue. The 4:1 ratio you described overall should never, ever, allow for queue ratios to get to 12:1 or 30:1 or 50:1 given a large population. If that were the case, how do we see a ratio of 6:1 in the morning, do the intervals just magically stop?

    BTW, the peak hours was 12:1 at the start of prime time, and within an hour goes to 30:1 which it stays there for a while before going to 50:1.

    I understand what your saying with the example and I can see how it causes spikes in the ratio/queue times. However, there is no way that the disproportionate ratio will maintain for 15 hours if the overall ratio was 4:1 or 5:1.

    What you’re missing is that the short side will always have close to essentially zero people in queue, while the surplus side will always have however many people are left over, but the ratio of those two numbers is not the same as the ratio of the total number of survivors and killers in all the ongoing matches plus the players in the lobby. Like I said above, for example, you can actually total up those numbers from the charts in the blog and from Steam Charts and when you do you find the totals are much closer to 20% killer at peak times than the ratios in just the lobbies.

1 2 ›