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Originally Posted by The Herbalizer
Blizzard said it was 9 million paying customers who have been active within one month.
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Blizzard says that, but other independent tracking methods all come up lower in stats. Not by too much, maybe a million, but enough.
Active for them is paid up, active for the rest of us comes from addons that scan /who to see who is online and report to a number of different websites.
- I'd say warcraftrealms is more reliable for most servers than blizzard because it is independent and it is tracked based on hundreds of users sending in the data to get a broad spectrum.
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Originally Posted by Bryant Again
This can easily be avoided if you roll on a PvE server. Even though you do mention it below, this is a popular misconception about WoW and I thought it would be good to elaborate or whatever le word is.
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Its also a popular misconception that you can't be tricked into PvPing when you don't want it.
In addition to the methods I outlined above, there are also some primary quests that will flag you. For example, "The Final Message to the Wildhammer" - you have to go to the center of an alliance outpost and flag PvP. If you time it right you can do it when there aren't many Alliance on, but the outpost in question is also a drop in point for high levels going to former endgame instances. Less of a problem in the post-BC era than it used to be.
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Being provoked is your own fault, along with trying to talk to the NPC when they're jumping up and down on him. Hunter pet's can't just "run past you", they need to be attacking a target. Not only that, but when you target the pet it should say "Petnameetc, Soandso's pet".
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So it is a player's fault if they are trying to turn in a quest in say, Ratchet, and an Alliance player runs in and stands over the NPC 'Chen' and starts bouncing around to move their mouse pointer so that they can't click?
A fast enough alliance player can get in there and in the way before being noticed while someone is clicking through the quest sequence.
Once you're flagged, you're flagged for five minutes, and Alliance max levels love to start their hourly raids of towns like Crossroads with PvP-tard moves like this so they can grief low level Horde players.
The same trick works in Whitereach Outpost (I think that's the name) in Thousand Needles.
Plus, you -can- as a hunter take control of a pet and walk it around, and this method of 'luring' is popular among Night Elf hunters in Thousand Needles as they can remain stealthed so that the pet appears to be alone. If it rushes you from behind while you are say... talking to an NPC at Whitereach, you might click back before stopping to realize its a pet and not one of the nearby hordes of identical looking cats.
Point is...
PvE and PvP crowds don't mix well. There's a lot of hostility between them in games where they are forced to co-exist. Log into WoW and chat on Horde side is full of people who are mad about having world PvPers do 24/7 raids on Crossroads or Tauren Mill to bait them or prevent them from doing from primary quests. Log over to Alliance and the conversation is similar over Astranaar, albeit about 1/3 as often. Both factions on PvE server have small crowds of people bitter after having formerly played on PvP servers.
By contrast, talk to the PvPers and you get complaints that those people have no right to play WoW if they refuse to PvP - I've been told I should cancel my account many times, and it often degrades into less than polite terminology. Some server forums are full of hostility over this.
A common comment from the PvP crowd is that all the PvEers should be forced to go play Guild Wars instead...
Nevermind that Guild Wars actually has better PvP than WoW.
PvPers see these games as being about human v. human challenge, and people who don't want that are in their way. PvEers see these games about story and socializing, and people who want inter-human conflict are, at the least, detrimental to their enjoyment of the social element.
WoW is, in my opinion, illustrative of the problems of mixing the two crowds. As the PvP crowd there is fond of saying, in WoW there is no such thing as a PvE server, they are labeled 'Normal servers' - which means, in the PvP crowds opinion, that you are supposed to force PvP wherever you can. Where on a PvP server the human challenge is simply beating as many lowbies into a pile as you can, on a 'Normal' server the challenge is how to trick people into PvPing, or how to make it harder for them to quest by killing the NPCs they need.
(Might be obvious by now that I bear a strong dislike of PvP players)
The nice thing about Guild Wars is that no-one can force or trick you into PvP, nor can they punish you for refusing PvP (and no matter how you reply to my post, you can't deny that punishing people who refuse to PvP is easy and common in WoW - its called a raid on Crossroads/Tauren Mill or Auberdine/Astranaar - kill as many quest NPCs as you can, and the only way they can stop you is to respond with PvP. If they refuse, they cannot gain nor turn in quests until you stop, and on most servers these raids are several times a day, almost every day, for hours at a time).
Getting back to GW:2...
That they plan to further divide out PvP and PvE is, in my opinion, a good thing precisely for all of the above. The 'world view' of PvE and PvP players is just too radically different. Sometimes WoW is like playing Barbie with the dolls in combat fatigues and holding guns, or GI Joe with the action figures carrying pink shopping bags and driving a sports car to the little cardboard fashion boutique. Oil and Water just don't mix.
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If every Guild Wars player was active, then it would be 1.3 million accounts. That's pretty unrealistic, so it'd be somewhere under 1 million.
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Roughly about the same figure I reached.
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That's not terribly bright. Why are they paying for something they have no intention of playing? Unless they *do* play, in which case they're qualified as an "active player".
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No it's not, but its common anyway. And no, they don't play. Check your guild tab. In both WoW and GW it will tell you how long since that person logged in.
benefit of running a guild (90 odd members on WoW - we're small) is also that I know some of the people, and I know they're out there, paying up, but not playing. Plus I know more people outside of the game who admit to having paid accounts they don't use. One example is my own brother - he's a doctor and for him its just easier to pay the bill on auto than cancel, then reactivate, then cancel, every time the urge leaves or returns.
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Also, a little more on-topic: GW and WoW may be two vastly different games. However, they both appeal to the same audience - the MMO playerbase. It's how I got into Guild Wars, people labeling it a "free-to-play MMO".
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Likewise. I bought GW precisely because it had no monthly fee. I wasn't sure if I would be committed enough to justify a monthly fee game.
The problem with fee games is you have to get your money's worth out of them, or, as you said above, its not terribly bright...
Another problem there is that every MMO that has a monthly fee that you join is one less sale for a competing game. But Guild Wars doesn't hurt the sales of any other games in this same way.
It hurts them by being good enough that many of its players don't care to play the others, but it doesn't hurt their 'gaming budget' the same way...
If, say, I had $15 a month budgeted for online games, I could Play Guild Wars and WoW, or Guild Wars and City of Heroes, but not WoW and City of Heroes...
In my opinion, that's gone a long way towards helping this game out. Keeping it going in GW:2 is a good move.
Like the interview said, they were hoping for a lot of sales from different people rather than a few who were dedicated to keep the financials alive. What they got was a lot of sales, and a few who got dedicated. More people were willing to try it knowing they didn't have to be committed the moment they typed in a username...
Like me, I got GW's because I knew I could toss it out and not worry if I didn't like it. I recently got my 1 year presents for 4 characters, so obviously I chose no to toss it out.