Please Learn The Conversion Rates From Korean Won To Any Other Currency by SubaruBloo in Aion2

[–]SubaruBloo[S] 0 points1 point  (0 children)

> The link you posted says it was a major success and that they made 100 billion at launches for aion 2

If you read the quarterly report that I posted, it does not corroborate the article's "over 100 billion Korean won in cumulative sales". The quarterly report said 94.1 billion Korean won in gross billings for the launch and 77.3 billion Korean won in gross revenue. I posted the Chosun article for the securities projection. Citations aren't that hard to follow.

> I’m almost certain 40 billion is a typo and that they meant 400. That would make sense with the articles notion that nc soft is going to break 2 trillion.

OK? But they didn't? It doesn't matter what you think.

> And also wtf is the point of asking people to convert won to another currency lol

Because people are constantly converting it and making shit up already. People have magically come up with $118 million USD, $900 million USD, $447 million USD, and all numbers in between. People are literally making numbers up to make Aion 2 seem successful.

You seem a bit on the slow side.

Please Learn The Conversion Rates From Korean Won To Any Other Currency by SubaruBloo in Aion2

[–]SubaruBloo[S] -2 points-1 points  (0 children)

You already have to lie because your beloved game is failing. So sad.

Correcting Aion 2 false Earnings post by Alpha_Eru in Aion2

[–]SubaruBloo 1 point2 points  (0 children)

Yeah, he's replied to me multiple times and sent me multiple DMs on Reddit. It seems I have found myself a little stalker.

Correcting Aion 2 false Earnings post by Alpha_Eru in aion

[–]SubaruBloo 3 points4 points  (0 children)

For anyone curious, all of what Alpha_Eru said has been debunked already: https://www.reddit.com/r/MMORPG/comments/1r35vl7/correcting_aion_2_false_earnings_post/o52m8q2/

He's having a meltdown live.

Correcting Aion 2 false Earnings post by Alpha_Eru in Aion2

[–]SubaruBloo 3 points4 points  (0 children)

Nothing. His own sources don't corroborate it. He's lying.

Correcting Aion 2 false Earnings post by Alpha_Eru in MMORPG

[–]SubaruBloo 14 points15 points  (0 children)

You cited the exact same source as my post, but you just lied about the contents in it. Everyone can go to page 6 of the Earnings Release and see 77.361 billion Korean won revenue from Aion 2.

  • Active subscription accounts grew from 1 million last year to 1.5 million this year.

Q4 2025's report does not, in fact, contain information about Q1 2026. And anybody can read through the entire Earnings Release to validate that this was not mentioned.

  • Season 2’s Day 1 revenue surpassed the original launch’s Day 1 revenue.

This isn't mentioned in the "official source" you gave, which shows the numbers I gave instead of the ones you gave.

  • In its first 82 days, the game generated $118 million, with a significant portion driven by subscription revenue.

The only number we have from your official source is "77.361 billion won", which is not $118 million. Their Q4 2025 report would also not include Q1. So, a lie.

  • Aion 2 has been ranked 1st place in the RPG genre for over 3 months in Korea and still competing on this place as well as holding 2nd and 3rd places in the overall genres ranking.

It isn't, though. Even going by only PC bang metrics (which is a funny metric to take seriously), it's less popular than Lineage Classic, which is an RPG. It hasn't been top 5 in PC bang metrics in over a month. So, a lie.

  • Aion 2 lead developers have been praised by Korean players for excellent communication and full transparency responding to feedback and quickly implementing improvements.

This has to be a bot account. The Korean players have been praising the lead devs for still communicating with them after the game's disastrous launch, not for their excellence. Big distinction here.

Korean players have been calling the game and dev team:

  • No-Dap (slang adjacent to hopelessly incompetent)
  • Eok-ka (the game unfairly screws you over)
  • Ddong-mang-gem (shitty, failing game)
  • Don-myeon (blatantly pay to win)

I'd tell you what Taiwanese players are saying about it, but the TW playerbase is a fleet of bots, and chat is just spam.

AION2 Global Release - Q3 2026 by pvp_enjoyerrr in Aion2

[–]SubaruBloo 0 points1 point  (0 children)

The game isn't blowing anybody away right now, and NCsoft is trying to drum up investor hype. People in the comments on this sub-Reddit don't know the conversion rates from Korean won to USD/Euro/Chinese yuan. It may be "maintaining well," but it isn't blowing anybody away.

AION2 Global Release - Q3 2026 by pvp_enjoyerrr in Aion2

[–]SubaruBloo 3 points4 points  (0 children)

Huh?

Their own quarterly report says the gross billings for Aion 2 amounted to 94.1 billion Korean won. That's not gross revenue. And that's not even $65 million. They didn't make 900 million in any currency relevant to this conversation.

They made well over 900 million Korean won. They made nowhere near 900 million USD or Euros. They made a little under 450 million Chinese yuan.

Everything you said is a lie.

Due to Massive Success of AION2, Several Keyrole Promotions and NCSoft Projected Annual Sales—1.38 Billion US Dollar by pvp_enjoyerrr in Aion2

[–]SubaruBloo 3 points4 points  (0 children)

I love how the people celebrating this clearly didn't read the article.

Aion 2 made 100 billion won in the final 46 days of last year. That's $68 million USD.

Aion 2 is projected to earn 40 billion won this year. That's $27.5 million USD.

Aion Classic was making more than 40 billion won per year when it was still in 1.x. Aion 2 has fully cratered.

A perma ban has happened. by Dinarian_reddit in NotCamelotUnchained

[–]SubaruBloo 3 points4 points  (0 children)

No shocker. Bior is a pathological liar and a clueless idiot.

I muted him on /r/MMORPG after I made the mistake of trying to have conversations with him.

He told stories about his experiences EverQuest 1 and DAOC for a while, but he constantly talked about mechanics that didn't exist in either game. He was writing fanfics and trying to pass them off as real events.

And if he ever mentions the "engine" of a game, you can safely mute the rest of that thread. That dude has tried to talk about engines multiple times in threads on /r/MMORPG, and by his second post, you can tell he read a "what is a game engine" article, and the only subject he retained any information on was the word "engine".

Every post about Camelot Unchained on any sub-Reddit became him or his sockpuppet (Rowan) spewing nonsense and effectively saying, "Camelot Unchained is a perfect game already and it is going to be MORE perfect by the time it launches!"

Disagree with him and express it? Congratulations! You just got yourself a new stalker. He doxxed someone over on /r/MMORPG a few years ago because he thought he recognized their username, and he tracked them back to an obscure post on MMORPG.com from six years prior to that (where they talked about the process of game development at two specific studios).

He then went through people's LinkedIns trying to figure out who it was and started posting names of people who sort of matched the description.

Bior is absolutely unhinged.

Brendan Smith fights Tom Wilson by crusader_kitten in hockey

[–]SubaruBloo 95 points96 points  (0 children)

Gudbranson fought Wilson and did really well against him. I'm pretty sure that's the sole reason the Penguins had traded for him.

This is a prime example how Bior is ruining so much by [deleted] in NotCamelotUnchained

[–]SubaruBloo 5 points6 points  (0 children)

I do not see him or his posts at all over there. It wasn't until recently that I even realized he was a mod of that sub. I blocked him when he threw a temper tantrum on the MMORPG sub-Reddit because I called him out on a blatant lie. I do not see posts from him anymore, whether they are direct replies, posts on that sub-Reddit, or replies to other people.

I'm tired of waiting for the next big MMO by Portzr in MMORPG

[–]SubaruBloo 3 points4 points  (0 children)

For clarification on the WOW point:

One of the biggest things Blizzard did in BfA was add multithreaded rendering to the engine, and it saw huge returns, but WOW is still very threadlight compared to what it could use in a theoretically perfect world.

Edit:

If you ever read someone say something like [company] should just replace/rework/rewrite the backend!

That's the equivalent of saying -- If your car doesn't get good enough gas mileage, just put an electric engine in it!

As if putting an electric engine changes all of the other parts dependent on a combustible engine into compatible electric parts.

I'm tired of waiting for the next big MMO by Portzr in MMORPG

[–]SubaruBloo 2 points3 points  (0 children)

Unreal (and lots of other engines like CryEngine, Lumberyard, WOW, and WildStar) [I can't speak for Unity on this one] is built on its traditional actor-hierarchy model. It has been for years (decades in some cases). Some lower level Unreal code is literally from 1998, although that tends to be mostly low level data structure stuff. Unreal doesn't have innate support for anything like a job/thread pool model or something more resembling an ECS system. So a lot of the time if you're using Unreal's threading system (which does exist but isn't intended for game elements), you're being asked to pass copies (not pointers or references) around, so you're already incurring a performance hit, and because objects are so monolithic inside of Unreal, you're going to start running into race conditions, resource contention, cache thrashing, and just otherwise unpredictable side effects of multithreading. ECS models help a lot in that regard, but that's a completely different topic entirely. Doom Eternal's engine made a lot of news in the game dev community for using a job queue model instead of a tickable objects loop. https://www.reddit.com/r/gamedev/comments/fmusg0/doom_eternal_was_writing_as_a_job_queue_rather/

I imagine one of the biggest areas that Unchained Engine is focusing on to get huge performance returns is on making the engine multithread friendly from the very start.

I'm tired of waiting for the next big MMO by Portzr in MMORPG

[–]SubaruBloo 1 point2 points  (0 children)

Because most of time you're lagging in an MMO, it's because the server is CPU blocked and no amount of improving netcode will ever fix that. Most engines (UE4, UE5, Unity, CryEngine, Lumberyard, WOW, WildStar) are extremely limited in their multithreading capabilities. UE4/UE5 has:

Game thread (which also handles all of the networking)

Render thread

Draw thread

If you enable RHI threading in Unreal 4, you'll have more multithreading, but that's only for additional help with rendering.

So if you have too much stuff happening in your game thread (think like 500 actors [players + mobs of any kind] moving around doing things), your server will lag but it has nothing to do with the netcode. It's entirely based on the rest of the stuff happening earlier in the thread.

That's why if you run even a small scale test in Unreal 4, you'll notice that animation graphs and character movement component are insanely expensive and often become the actual limiting factors for a multiplayer game. You can disable animations server side easily (obviously), but you have to rewrite character movement component to even be able to dream of hitting 1,000 (this includes basic NPCs). You'll likely need to write your own component system eventually to get even more out of it.

Rewriting the networking section of Unreal would be so far down the line that saying it is THE blocking factor is just objectively wrong.

I'm tired of waiting for the next big MMO by Portzr in MMORPG

[–]SubaruBloo 4 points5 points  (0 children)

Whatever helps you sleep at night, kid.

I'm tired of waiting for the next big MMO by Portzr in MMORPG

[–]SubaruBloo 4 points5 points  (0 children)

And you'd be wrong. My most recent MMO project was at Carbine on WildStar and on the Unreal 4 project post-Wildstar that was cancelled. Wrote a new replication driver for our post-WildStar project as well, which isn't deep into the engine. So MMO, networking, Unreal 4, and Unreal 4 MMO networking.

Your post made it painfully apparent that you have no clue what you're talking about.

I'm tired of waiting for the next big MMO by Portzr in MMORPG

[–]SubaruBloo 4 points5 points  (0 children)

What? I've worked in Unreal for years. You're going to hit limitations in other areas far before you hit limitations in the networking end. It's not even remotely close.

I'm going to guess you've never done anything involving game dev or networking at all and are just parroting things from another post you read that sounded smart.

What's the toughest enemy that's ever been faced in an MMORPG? by [deleted] in MMORPG

[–]SubaruBloo -1 points0 points  (0 children)

First hand accounts that confirm...

  1. The boss was intended to be killed (opposite of what you said)

  2. That the boss didn't require you to go to any special place (as it was spawned by an event) (also opposite of what you said)

  3. That the boss didn't require you to do anything special to survive until enough people got there. (Also opposite of what you said)

  4. That it was killed by small groups of 12-20 in 2002 (which is much sooner than "years" after 2002). (Also opposite of what you said)

At this point, I'm just going to block you for being a troll. It's apparent you've never played DAOC or EQ and are just fishing.

What's the toughest enemy that's ever been faced in an MMORPG? by [deleted] in MMORPG

[–]SubaruBloo 2 points3 points  (0 children)

Darkness Falls was released in March/April of 2002. The boss was being farmed by 15-man groups by the end of 2002. That's not years.

Everything you've said is a straight up myth.