Player stats, sales, and reception speculation thread

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1.2.5 isnt a massive or huge patch

That being said, from what i hear it did have a big gameplay impact considering its size. In terms of size/impact ratio, it seems to be big

We will see if the gameplay impact translates into more players, i dont think it will, but time will tell. It didnt have a big player count impact in the weekend, last patches had first weekends of 11.7k and 11.8k, this had 12.6k, i dont think its significant

And yes, i think only Classic Mode can bring a decent amount of players back
 
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Compared to the past performance, the 1.2.5 patch made a clear difference.
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It looks to me like a return to normalcy for Civ7, like it was previously trending downwards, and then it's on the way back up to where it was a few months ago.
Which is a positive indicator, but this doesn't strictly mean it's passed a threshold or that it will continue to go up, this is something that's yet to be monitored.

A set of good core changes can definitely revitalise the health of the game, but strictly for those who are already interested in the game.
So for example, Potato who might've previously been bored out of his mind from the gameplay is probably rethinking it now that some underlying issues have been solved.

I don't imagine it will bring back people who gave the game a try but disliked it on some kind of fundamental level. But I imagine it's a good step in the right direction for them.
 
It looks to me like a return to normalcy for Civ7, like it was previously trending downwards, and then it's on the way back up to where it was a few months ago.
Which is a positive indicator, but this doesn't strictly mean it's passed a threshold or that it will continue to go up, this is something that's yet to be monitored.

A set of good core changes can definitely revitalise the health of the game, but strictly for those who are already interested in the game.
So for example, Potato who might've previously been bored out of his mind from the gameplay is probably rethinking it now that some underlying issues have been solved.

I don't imagine it will bring back people who gave the game a try but disliked it on some kind of fundamental level. But I imagine it's a good step in the right direction for them.

It's just a patch, so if you threw the game away early, have moved on to other games, and aren't trolling forums, youtube, etc... following the civ 7 content, it's not going to magically bring you back. So yeah, it's not going to double the number of players on its own. But if it halted the skid, and bring some back, the key now is to keep bringing people back and to do what you can to re-grow. If you have fixed issues, maybe a few people will stick around, play another session, etc.. Especially as the weather gets colder in the US and Europe
 
If numbers trend downwards the same amount, you wouldn't consider that a clear indication? I'm surprised.

A trend involves several points going in the same direction. If we have a trend going anywhere, then its interesting. This isnt a trend

Now, the drop from May to June, which was bigger, did not mean the death of the game either, so yes, i would say the same thing if we only take two numbers that are close enough
 
A trend involves several points going in the same direction. If we have a trend going anywhere, then its interesting. This isnt a trend

Now, the drop from May to June, which was bigger, did not mean the death of the game either, so yes, i would say the same thing if we only take two numbers that are close enough
Monthly snapshots as per the table actually include various statistics, including an average (of however many times Steam Charts polls the player number). If we only take the monthly peak as the data point in question, sure, you could argue semantics there.

So let's dig into it more. Why discount September, when other months had both patches and player attrition?

June (which gave us 1.2.2) to July stabilising the average while not affecting the peak much, if at all, is also useful data.
 
Monthly snapshots as per the table actually include various statistics, including an average (of however many times Steam Charts polls the player number). If we only take the monthly peak as the data point in question, sure, you could argue semantics there.

So let's dig into it more. Why discount September, when other months had both patches and player attrition?

June (which gave us 1.2.2) to July stabilising the average while not affecting the peak much, if at all, is also useful data.

What do you think this means (legit question, not being rhetorical)
 
Compared to the past performance, the 1.2.5 patch made a clear difference.
There's also been a big marketing push and a coincidentally high number of influencer videos proclaiming this path "changes everything and fixes the game."

This sort of phenomenon could bump player numbers a bit, but it risks alienating once the fence players who "won't fall for it again."

Is the fiscal quarter almost up? Maybe short-term gain for long term loss is at play here.
 
I watched Potato's. His was less in the vein of "this changes everything" than "ah, let's give another try."

(Also, he seems to be in a better place psychologically.)
 
I watched Potato's. His was less in the vein of "this changes everything" than "ah, let's give another try."

(Also, he seems to be in a better place psychologically.)

Yeah, his was more along the lines of him being in a better place mentally, and hearing that there were supposedly some major balance shifts, so opening it up again to give it another go. But yeah, a couple of the others were in that OMG this changes everything, at least in the titles of their videos.
 
What do you think this means (legit question, not being rhetorical)
The stabilisation, or the increase in the past month?

The stabilisation is useful data because a higher baseline means a healthier / more sustainable communnity. The lack of peak growth is also useful data because it means despite the better sustainability, the player count isn't, well, growing.

The increase in the past month is a positive sign, but needs to be followed by further stabilisation, or at least less of a drop in the following one to two months. The fact that we've seen such a high jump hasn't been seen since launch though, which is novel in of itself.

(all my own opinion, etc)

But yeah, a couple of the others were in that OMG this changes everything, at least in the titles of their videos.
There were a number of substantial changes in this patch. I can see how it would change "everything", if it hit things that really affected game enjoyment for those players. Sometimes it takes a bunch of changes coming together for the game to feel better overall. It's a very subjective metric though, obviously.
 
Reviews from Oct 1st to right now have been 88 positive, 133 negative, equals 39.8% positive (numbers per SteamDB). I'll try and update later this week, to give more players who bought during the sale time to weigh in (and more particularly, more new buyers who spend more hours on the game time to weigh in).
As a follow up to this, for the full first week of October (1st to 7th) in total there were 148 positive reviews, 198 negative reviews, equals 42.8% positive (numbers per SteamDB). This is in line with results through the summer.
 
Yeah, his was more along the lines of him being in a better place mentally, and hearing that there were supposedly some major balance shifts, so opening it up again to give it another go. But yeah, a couple of the others were in that OMG this changes everything, at least in the titles of their videos.
Titles are not an indicator. Clickbait is a norm today.
 
The stabilisation, or the increase in the past month?

The stabilisation is useful data because a higher baseline means a healthier / more sustainable communnity. The lack of peak growth is also useful data because it means despite the better sustainability, the player count isn't, well, growing.

The increase in the past month is a positive sign, but needs to be followed by further stabilisation, or at least less of a drop in the following one to two months. The fact that we've seen such a high jump hasn't been seen since launch though, which is novel in of itself.

(all my own opinion, etc)


There were a number of substantial changes in this patch. I can see how it would change "everything", if it hit things that really affected game enjoyment for those players. Sometimes it takes a bunch of changes coming together for the game to feel better overall. It's a very subjective metric though, obviously.

What this says to me is that if this patch number stabilizes and Firaxis is able to continue delivering positive changes they can achieve some steady growth.

Now the question is, is this growth enough, or is a Classic Mode neccessary?

Titles are not an indicator. Clickbait is a norm today.

Sadly true, people trying to outscream each other to get noticed
 
One fluctuation does not make a trend yet. Give it a few weeks and we'll see how it looks. We need to try not to over-react to every jitter like a cat with a laser pointer.
 
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