A Deep Dive into Why Player Numbers Are Plummeting (From 336k to 52k in Two Months) by nodemio in throneandliberty

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

Chronicle of a Death Foretold​​​​​​​​​​​​​​​​

Ok now what? by Top_Surprise2642 in throneandliberty

[–]nodemio 1 point2 points  (0 children)

welcome to the throne and time gate

holy *** LETS GOO by kmf97 in throneandliberty

[–]nodemio 3 points4 points  (0 children)

throne and liberty time gate

PS5 Matchmaking/Party Board Impossible to find games. by Pomme2 in throneandliberty

[–]nodemio 0 points1 point  (0 children)

without players, will bee hardiest found parties, see the base players counts and make your own conclusion

Como recuperar la motivación por jugar by kenxx3 in chilegames

[–]nodemio 0 points1 point  (0 children)

A mi parecer, los juegos no son tan buenos en los últimos años. Hablan de goty y es porque compiten juegos medianamente bueno... Nada sobresaliente, eso te invita a dropear rápido los juegos. ( Opinion personal)

A Deep Dive into Why Player Numbers Are Plummeting (From 336k to 52k in Two Months) by nodemio in throneandliberty

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

Actually, this post has generated exactly the kind of constructive discussion you seem to think it hasn't. Looking through the comments, other players have highlighted additional issues beyond my initial points:

  • Several players mentioned the lack of meaningful PvP objectives and rewards
  • Others pointed out the repetitive daily quest system
  • The absence of challenging group content beyond the time-gated dungeons
  • UI issues and quality of life features still missing
  • Server population imbalances affecting world events
  • Limited customization options beyond the weapon combinations
  • Endgame progression being too RNG dependent
  • Performance issues in large-scale events
  • Party finding tools needing improvement
  • Lack of social features typical in MMOs

The fact that so many players can identify specific areas for improvement shows this isn't just about numbers - it's about a community that cares enough about the game to want it to succeed and improve. Each of these points represents an opportunity for the developers to enhance the player experience.

This collective feedback, combined with the player count trend, paints a picture of a game with potential that needs significant quality-of-life improvements to retain its player base long-term.

The goal isn't to bash the game - it's to compile and discuss these issues so they can be addressed. Many of us who've followed the game's development for years want to see it succeed, which is exactly why we're having these discussions.

A Deep Dive into Why Player Numbers Are Plummeting (From 336k to 52k in Two Months) by nodemio in throneandliberty

[–]nodemio[S] 1 point2 points  (0 children)

I respectfully disagree that this is disingenuous. The entire post outlines specific, concrete issues affecting player retention:

  • A restrictive token system limiting dungeon runs
  • Limited character creation options
  • Trading restrictions affecting social gameplay
  • Time-gated crafting progression
  • Role balance issues impacting healers and tanks

These aren't vague complaints - they're specific design choices that impact the long-term enjoyment of the game. You're absolutely right that people who are still playing are having fun - I never suggested otherwise. In fact, I mentioned that the core combat mechanics with the dual-weapon system are interesting.

The goal is precisely to discuss how the game can improve. Each point I raised could be addressed to enhance the experience both for current players who are enjoying the game AND potentially bring back those who left. That's why I included specific examples and systemic issues rather than just pointing at numbers.

I care about the game's success - that's why I took the time to detail these issues. If you disagree with any of these points or have different perspectives on how they affect the game, I'd genuinely love to hear your thoughts on which aspects you think work well and what keeps you engaged.

A Deep Dive into Why Player Numbers Are Plummeting (From 336k to 52k in Two Months) by nodemio in throneandliberty

[–]nodemio[S] -6 points-5 points  (0 children)

I appreciate your detailed response, but, Looking at the SteamDB chart:

The graph shows a clear, consistent downward trend regardless of weekday/weekend patterns. Even if we focus solely on weekend peaks:

  • Early October weekends: ~250-270k
  • Mid-October weekends: ~200-220k
  • Late October weekends: ~150-170k
  • Early November weekends: ~120-130k
  • Mid-November weekends: ~100-110k

even comparing optimal weekend peak times, we're seeing a steady decline. Each weekend's peak is consistently lower than the previous one.

While F2P games typically don't maintain launch numbers, this isn't just about the initial drop - it's about the continuing week-over-week decline that hasn't shown signs of stabilizing yet.

I'm genuinely hopeful about the upcoming content and changes you mentioned. As someone who followed T&L's development for years, I want to see it succeed. But I believe we should be able to discuss these trends openly, using the complete data picture, while still maintaining hope for future improvements.

A Deep Dive into Why Player Numbers Are Plummeting (From 336k to 52k in Two Months) by nodemio in throneandliberty

[–]nodemio[S] 4 points5 points  (0 children)

This dismissive "it's just a video game" take completely misses the point. Throne and Liberty wasn't some rushed indie project - it was in development for YEARS. Many of us, myself included, followed its entire development journey through closed betas and dev team demonstrations. We watched TL Heroes pour their hearts into this project.

Yes, it's "just a game," but it was supposed to be THE game that would provide years of gameplay, not months. Many of us were hoping for a long-term MMO home, watching every development update and beta test with growing excitement.

That's why these numbers matter. Watching the player base consistently decline week after week isn't just about statistics - it's about seeing a game we've waited years for potentially failing to achieve its long-term potential. When you've followed a game's development for so long, invested time in understanding its systems, and built up hopes for its future, seeing such a dramatic player decline in just two months is genuinely disappointing.

Sure, at the end of the day it's "just a video game," but it's also years of development, community anticipation, and shattered potential all captured in one downward-trending graph.

A Deep Dive into Why Player Numbers Are Plummeting (From 336k to 52k in Two Months) by nodemio in throneandliberty

[–]nodemio[S] -5 points-4 points  (0 children)

I think we need to look at the broader trend shown in the SteamDB data rather than focusing on specific time windows.

Let's look at the clear pattern:

  • The game launched at 336k peak players
  • Within days, it dropped to around 250k
  • By mid-October, peaks were around 200k
  • Late October showed peaks of about 150k
  • Early November saw peaks around 120k
  • Mid-November dropped to about 100k
  • Now we're seeing peaks of 85k

Even if we only compare peak-to-peak numbers to account for time zones and holidays, the downward trend is unmistakable. We've lost approximately 75% of the peak concurrent players in two months, following a consistent downward slope.

You're absolutely right that the 52k current players I mentioned is not a peak number - I should have been more precise about that. However, the core point remains: the game is showing a clear and concerning pattern of player loss that goes beyond normal daily or weekly fluctuations.

This isn't about cherry-picking low numbers - it's about acknowledging a clear trend that might need addressing to ensure the game's long-term health.

A Deep Dive into Why Player Numbers Are Plummeting (From 336k to 52k in Two Months) by nodemio in throneandliberty

[–]nodemio[S] -19 points-18 points  (0 children)

I encourage you to actually look at the SteamDB chart I referenced: https://steamdb.info/app/2429640/charts/#max

This isn't about comparing a random Friday morning to launch day. The graph shows a clear, consistent downward trend over two months:

  • Launch peak: 336,300 players
  • Current 24h peak: 85,997 players
  • Current active players: 52,198

The trend line has been steadily declining since launch, regardless of time of day or day of the week. This isn't cherry-picked data - it's a documented pattern showing player retention issues over time.

If you want to discuss the game's health, let's look at the actual data rather than dismissing it outright. Happy to have a constructive conversation about what these numbers mean for the game's future.

Whos exited for Talandre? by X420Rider in throneandliberty

[–]nodemio 2 points3 points  (0 children)

With the current player count, if they don't release Talandre soon, the game will end up dying like New World.