Community MetaSteam | June 2019 - Microsoft does what Epican't

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One other thing, a lot of these indie devs are posting these spoooooky graphs. For example, the Wildfire chart:

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Or Gladiabots

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Or Neurovoider

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OMG, it looks so scary and like such a big increase!

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But they're not showing us the axis or wishlist totals. It may actually be a terrible amount of deletions, but there's no way for us to know what the actual ratio here is. If you spiked from a total of 20,000 wishlists and a daily average of 2 adds and 1 deletion to 50 deletions and 19,950 wish listed, yeah that's going to look bad on a graph, but that doesn't mean it's actually bad.
 
The thing is we have been told over and over that the number of wishlists is the most correlated variable to revenue. From the perspective of a dev, it is normal to freak out when this number decreases. However, one has to realize that it is a rule of thumb, and the people who removed the game from their wishlist were likely part of the people who were not going to purchase the game in the end anyway. I doubt their future revenue would be impacted as much as they believe.
 
Personally since I was rearranging my wishlist I have went through it and from the initial 400+ had in my wishlist I'm down to 230ish I have done a massive purge of stuff I wasn't going to buy anyway.

Also Atelier is on top of my wishlist, just saying Gabe...
 
I'm not sure since I just saw that too, but I believe that Valve just changed the wording they used before to make things clearer. In the end if it's that it will just confuse even more people since there's nothing indicating that the 'Max Points' isn't just a ceiling as to many points one can have at the same time.
It tells me this
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so I should have 13k tokens?

but in the pit stop I only have
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(I tried boosting once or twice after the UI changed to this, but no tokens and the only thing I bought was the level 1 badge for 100 points...)
Valve really doesn't want to give me that discount, huh.
 
The thing is we have been told over and over that the number of wishlists is the most correlated variable to revenue. From the perspective of a dev, it is normal to freak out when this number decreases. However, one has to realize it is a rule of thumb and the people who removed the game from their wishlist were likely part of the people who were not going to purchase it in the end anyway.
Is it total number of wishlists or the overall rate of wishlist actions?

Because as an example again, this chart:

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Tells me very little about how many wishlists this game:



Was on before the sale and what the actual spike was. It was released in 2016, and only has "Mostly Positive" reviews (78% positive). Was it on 5,000 wishlists and saw 1,000 deletions? Was it on 20,000 wishlists and saw 100 deletions? Was it receiving an average of 2 wishlist actions a day and suddenly spiked to 50? Or was it receiving 100 wishlists actions a day and spiked to 500?

When I was going through my wishlist, personally, if I saw 3-5 year old games sitting in the "Mostly Positive" range, I was going to the store page, checking reviews and then deleting a bunch of them from my wishlist.

Maybe it is actually as "bad" as some of the devs are feeling, but without more contextual numbers and less spoopy, contextless graphs, I can't actually tell what the "damage" here is.
 
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Such laughable and moronic tweets. Why the hell do so many devs bend over backwards to try and pretend that Steam is somehow actively harming their sales? Why is it so hard for them to realize, which should be pretty damn obvious by now, that the competition for people's time and money has reached unprecedented levels in recent years? It's not exactly rocket science. I wonder why we don't see developers of games like Stardew Valley and Hollow Knight whine about the big bad Steam? Maybe, just maybe, the quality of your work in relation to the competition is the biggest deciding factor in your success or lack thereof?

You're not entitled to anything just because your game exist in the market ffs.
 
My suspicion would be that a problem is actually that there's no incentive to use the Discovery Queue like in past sales. So there's very little action from people discovering your game (and wishlisting it) for the first time to offset the people pruning their wishlists.
I was looking at the storefront while thinking about the hypothesis, and is it true in everyone's case that your front page doesn't even have a queue shown at all? Because scrolling down mine, I don't see one.

If that's true, that's something the devs should be more mad about than the silly mini-game.
 

"actively hostile"

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I'll add it to my ignore list! :smart-thinking-blob:


Okay this fucking got me.

You've been able to rank your wishlist for (almost) TEN FUCKING YEARS NOW.
Man, I need to not spend time on Twitter. It's even worse than the average EGS thread on Era.

 
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Now replace the geese with gamers and the penguin with Tim S.
Breh
That is cold. I get annoyed by geese as much as the next guy but come on.
Also made enough steam levels with my level 130 badge for another profile showcase:

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Let it never be said that you are not a man of culture.
 
Of course this game is rigged. How tortoise can be in the front for more than an hour? First, Valve tried to create a pig fanbase back in the lunar sale with the ping in a blanket emoticon, now this, shame. :steam_gp_corgi:
 
soo few updates are coming






It is fated that Loki will die when Ragnarok ends. But he has found a way to manipulate the flow of time and continuously resets Ragnarok's ending, creating an infinite cycle of chaos. With each reset a new era begins, each filled with different obstacles: perpetual night, giant-filled lands, harsh ice-ridden landscapes, and more. Will you be the one to finish what the gods started?


Mighty Switch Force 2 finally coming to PC








coming out of early access

Fantasy Strike launches July 25th on PS4, Switch, and Steam.

Fantasy Strike is a reboot of the fighting game genre by an ex-Street Fighter developer. It distills the genre down to its fundamentals with a focus on strategy over difficult controls. It features cutting-edge low-latency networking technology for online play, instructional videos about how to play every character, and several single player modes.





weirdness by https://twitter.com/Ninja_Garage
 
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Further down dude admits to not understanding how the wishlist works and that you can sort games. Those people can't be helped and they're the reason we can't have things more complicated than a rock.

If we all had rocks there would be a spike in people that post moronic shit on twitter being smacked with them. This is why we shouldn't all have rocks. Having only the ability to point out their stupidity is going to have to be enough.
 
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