- 579
- 2,289
Can you share your source for the saying the average player hit level cap after two months? I would be interested in reading more from the source for player retention rates that shows no one plays long term too. I was under the impression that the active player base in SWTOR, GW2, WOW, and FF:ARR are collectively pretty high and stable over time, but I can't find any data on monthly churn rates or average active duration. It would be good to see some data on that.The game's challenge, like all wow clones is what's the sentiment two months from now, when the average player is close or at the level cap. This game is the same sort as almost every other type of mmorpg like this. Everyone praises it for a bit (usually during the first 30 days) and then people slowly start dropping out for a variety of reasons. This game is probably more dependant on a guild staying intact to have fun at endgame than most others and I can see people getting disinterested as soon as a couple from the guild start dropping. Nobody plays these games long term any more. It's even worse that this is one of those 'wait till level xx and it gets better' games. What's the average time it takes to hit 20?
Edit: Thinking about this more. It is difficult to imagine your stats as being legitimate or even directionally accurate. If WoW is stable at 11.5MM subscriptions, the average subscription length is two months, then WoW cycles through 69MM unique customers each year. SWTOR reported 2MM accounts after going F2P. Let's discount that to 1MM and conclude that they are cycling through 6MM unique customers each year to maintain that number. These don't seem like credible churn and retention rates for active customer base based upon the data reported to shareholders at quarterly earnings.