Player stats, sales, and reception speculation thread

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Not sure what data is being referred, but there have been a few days with more positive than negative reviews. This is from Steam's recent reviews:

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The whole point is that the total number of reviews is STILL more negative.
Saying that a few days got more positive reviews, doesn't change the overall number.

The graph shows that 8 out of the last 30 days got more positive than negative reviews.
But that leaves a hell of a lot where it was more negative. Plus some of the gaps between positive and negative on some days is huge.
So, nothing has changed, the game is still more negative than positive.
 
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You must be looking at a different region or something. When I look at Steam, its still mixed, with about 2000 more negative reviews than positive ones. 22,574 positive and 25,428 negative.
You've misunderstood what I said. I'm referring to individual weeks, not the total count. Source is SteamDB.
 
The whole point is that the total number of reviews is STILL more negative.
Saying that a few days got more positive reviews, doesn't change the overall number.

The graph shows that 8 out of the last 30 days got more positive than negative reviews.
But that leaves a hell of a lot where it was more negative. Plus some of the gaps between positive and negative on some days is huge.
So, nothing has changed, the game is still more negative than positive.
No one stated that something about Civ 7 changed substantially. Positive shift in reviews may not mean much to many people, but we're on civfanatics, the place where everything civ-related matters, in the thread dedicated to discussing player stats and game reception. I was happy to see this highlighted.
 
You've misunderstood what I said. I'm referring to individual weeks, not the total count. Source is SteamDB.
So what? You are trying to infer that the game is recovering as far as reviews go.
When the simple fact is that its not changed at all in months.
The player count hasn't really changed much either. Yes there have been a couple of rises after the last patch, but the 30 day figure is still low.
 
I read all 10 of your paragraphs, GeneralZift.

I agree that Civ 5's ideology mechanic can make the late game there very interesting.

I like this idea

and I'll tell you why. Let's say that each of the crises could be designed to expose underdevelopment on some front: if you never bothered much with your culture, one will really zap you; if you maintained a barebones military, another will bite you, etc. That would give the player a motivation with bothering to play better than he or she needs to to just hit some single victory condition. I liken it to my experience pursuing a science victory. To do that I often have to have an underdeveloped military, so I'm technically at risk of all of my efforts being for naught if a strong military civ decides to go against me. It provides a pleasant tension in those games. So the player here would have a motivation for pursuing all four victories (let us say), lest the one wildcard for which that player hadn't prepared turned up and everything crumbles.


It may be unpopular, but I'm on board for it. The two I've played are 3 and 5 and 3 is just a cleaner game. You don't have to fuss with theming bonuses for your cultural artefacts, e.g. Chess is a simple game, but (almost) endlessly absorbing. A game can be simple and good, streamlined maybe let me say. And a simpler game is one the AI can be programmed to play better.
Hey man, thanks for the feedback :)
I particularly like your idea where the crises are tailored to hit a particular weak point. So for example if the leading player is leading in Science and weak in Culture, then the Crisis could be a Cultural Upheaval.

As for complexity and simplicity I had an theory I thought would be interesting.
Generally speaking, you'd your mechanics to be complex and intriguing to a human player, in order to retain player interest right?
But we think that this might be in opposition to AI, it would make it hard for the AI to play.

Well, I think the design for mechanics should pivot in a way where the mechanics are simple for people to understand, complex when intersected with other mechanics, and logically simple such that AI can skip to the right answer via calculations alone.
What do you think?
 
So what? You are trying to infer that the game is recovering as far as reviews go.
When the simple fact is that its not changed at all in months.
The player count hasn't really changed much either. Yes there have been a couple of rises after the last patch, but the 30 day figure is still low.
When nothing changes, people report that nothing changed and that's OK. When something good happens, suddenly we shouldn't post about it because reasons? That doesn't make any sense to me.

I think it's worth highlighting interesting days. The time since the patch has been somewhat interesting with higher player numbers and more positive reviews.
 
I think it's worth highlighting interesting days. The time since the patch has been somewhat interesting with higher player numbers and more positive reviews.
I mean... This is a little bit like political pundits over reacting to every poll.

It is still too early to say for sure but it looks like the bump from the patch is trending back towards where it started... And I'm not sure where you're seeing better reviews. There's daily fluctuations but just as many worse as better so likely just noise.

It's not as much fun to discuss but I think the takeaway looks like it will be "no real change."
 
It is still too early to say for sure but it looks like the bump from the patch is trending back towards where it started... And I'm not sure where you're seeing better reviews. There's daily fluctuations but just as many worse as better so likely just noise.
Maybe it's just noise. But maybe it isn't, too. To be sure, someone always comes along and posts extra bad days. Why not also post the good days?
 
We could post the extra bad days and the extra good days and simply leave out the noise :P
Or maybe forget the days and look at only the real trends, week to week maybe, or month to month.

I don't think any significant change has occurred for there to be any significant update for reviews and player counts in either direction.
Player count will always trend downwards by default but at a very slight negative incline, as people simply move on from a game.
However, this incline depends on longevity and is combatted with patches and expansions.

What you might spot as recovery after a good patch can be those people who moved on 4 weeks ago, in which case, nothing really changed in the grand scheme of things, which is why daily analysis is rather pointless.
 
Active users on Steam is sliding again, daily lows is back under 4000 again, highs 7000 and change.
The idea that the quality of changes in the last patch is enough to create a trend that leads to a bunch of people picking up the game again is just completely dismissive of all of the complaints about the game.

I don't see anything changing for Civ 7 until there's a minimum change like overhauling something like at least three legacy paths. A complete retool of religion, archeology and something else so the game plays differently and better would be a minimum. For other people it's the distant lands and rough seas that would need a complete rethink.

Yes, civ switching bothers people and is unacceptable for many. Yes, the main problem (as discussed and IMO) is the game is designed to be too balanced and ends up feeling boring because a lot of the policies abilities and traditions don't really do much. However, half of the legacy paths are either not fun, or outright painful to play.

The least they could do is just update a couple of them, put it in a roadmap, don't charge extra. This is the least they could do, and everything short of it will change nothing.

I personally think the minimum is:
  1. Create the distant lands flexibility people have been asking for.
  2. Change something about oceans so they're less painful (only take rough seas damage with RNG after large distance from coast, but it's more damage).
  3. Completely retool religion (initial conversion is easy, subsequent is much harder; followers' benefits so you might want to convert to someone else's faith), and think of a different way to do relics that's more interesting. Maybe they should let you build a religious building per type of religion which would add just enough strategic depth, and you obtain relics and can get them for things other players of the same faith are doing.
  4. Completely retool modern age culture victory.
  5. Improve what's happening with railroads.
  6. Synergize victories with ideology to make modern more interesting (fascism gives science based on military size, communism multiplies factory bonuses based on culture, capitalism gives unit production bonuses based on factory slot density).
They can save things like holy wars for the DLC. The main thing I'd do with a DLC after the above is link systems between ages (religion bridges antiquity/exploration, industrialism/slotted factory resources begins during exploration).

EDIT: fascism should penalize large population size (settlement limits), communism should nerf science progress for technology no one has researched yet, capitalism should have higher war weariness.
 
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I think it’s been interesting to analyze player counts and reviews pre and post patch. After the patch, we had a surge in player count and actually a few days of improving reviews (very marginal changes, yes).

With enough of these marginal changes, the game review average may one day rise above 50% positive.

However, from today’s perspective it looks like we have resumed the trend of declining player counts as the game still searches for its floor of base players.

Checking SteamDB this morning and the game is at 47.14% positive, which is the lowest number I can remember when it comes to the review average.
 
I think looking at numbers each day, whether they go up or down & whether how much percentage up/down is pointess. The one real constant to look at is how is it performing against the ancient Civ 5, & it is more or less half of that in player numbers, which hasn't really changed for months.
For sure, in a holiday week ( 4 many ) totally reviews left are only 81 of which the majority are negative.

Yea Civ V is still getting twice as many players and a bit more than "civ" vii
 
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For sure, in a holiday week ( 4 many ) totally reviews left are only 81 of which the majority are negative.

Yea Civ V is still getting twice as many players and a bit more than "civ" vii
I think that we're gone over this enough times already. Fifteen years, numerous very good sales, a stable multi-player scene, and a whole bunch of mods will get you a lot of players. Civ VII has only had about 10 months and a couple of very minor sales. Give it some time!

As reported before, Civ VI trailed V in players for about 1.5 years after release.
 
The curious takeaway is that the community is far more interested in bickering about 1% up or down changes in concurrent player numbers than things like discussing strategy, tips, multiplayer, or other aspects of the game.


As reported before, Civ VI trailed V in players for about 1.5 years after release.

How many months/years did Civ VI trail Civ 4 after release?
 
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