I dont question the success, but I do think the total sales are inflated by people who got banned, and rebought the game multiple times.
The % of people this happened to would not be that high.
I dont question the success, but I do think the total sales are inflated by people who got banned, and rebought the game multiple times.
I dont question the success, but I do think the total sales are inflated by people who got banned, and rebought the game multiple times.
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I dont question the success, but I do think the total sales are inflated by people who got banned, and rebought the game multiple times.
Insane success. If Twitch wasn't around, it would be interesting to see how a game like this would do.
No doubt this game found most of it's success thanks to Twitch.
Would it matter?Do we have any stats for where these players are from? I'm curious how significantly Asia is dominating these CCU numbers.
Would it matter?
It's really weird how some players think Asia is something that can discounted. Why? Cause it's not the west?
Do we have any stats for where these players are from? I'm curious how significantly Asia is dominating these CCU numbers.
Do we have any stats for where these players are from? I'm curious how significantly Asia is dominating these CCU numbers.
I dont question the success, but I do think the total sales are inflated by people who got banned, and rebought the game multiple times.
daaamn, seems like this really struck a chord with people.
Owner data from Steamspy
China is number 1. South korea took number 2 a month back, then US, Germany, UK
I dont question the success, but I do think the total sales are inflated by people who got banned, and rebought the game multiple times.
It's a percentile.
I dont question the success, but I do think the total sales are inflated by people who got banned, and rebought the game multiple times.
The bigger inflating number would be the bots farming for crates, especially now that there seem to be scripts that bypass the inactive-BP-gain-blocker.
Thanks guys. What's up with China having more players than owners? Account sharing?
Yep, just like kids owning 3-4 copies of Minecraft on different platforms, Minecraft is only half as popular as it actually is in reality.
I dont question the success, but I do think the total sales are inflated by people who got banned, and rebought the game multiple times.
No it's very straightforward, net cafe culture in China is massive, not everyone can afford even run-of-the-mill rigs to play PC games. A single net cafe computer with PUBG might see 5 players over the course of a day.
At least that's how I interpret it. My only doubt is how Steamspy can differentiate players from owners.
Steamspy looks at people that actually own it, aka have it registered to their profile.No it's very straightforward, net cafe culture in China is massive, not everyone can afford even run-of-the-mill rigs to play PC games. A single net cafe computer with PUBG might see 5 players over the course of a day.
At least that's how I interpret it. My only doubt is how Steamspy can differentiate players from owners.
To be fair, most of them log into their own account when playing in net cafe.
Steamspy looks at people that actually own it, aka have it registered to their profile.
Ha the bots and banned account truthers always show up at some point
It's a multiplayer with many players playing however they fit. Ridiculous moments are bound to exist in games like this. Just like this one
https://www.youtube.com/watch?v=t2FJ1BCuNgs
To be clear, there are absolutely bots inflating the count, and I believe it's a greater number than banned-cheaters-rebuying-their-accounts, but it ultimately is 1) a symptom of the growth and success of the game to begin with and 2) is most likely a marginal number in the overall scheme of things
https://pubgtracker.com/leaderboards
All the WG-qun and KJ-qun are using cheat software that is advertising it to other players.
Again, I'm not trying to take away from the game at all or say that it's success isn't as valid, just pointing out that these are real things happening in the game
I dont question the success, but I do think the total sales are inflated by people who got banned, and rebought the game multiple times.
I highly, highly doubt that is a meaningful metric boost in sales.I dont question the success, but I do think the total sales are inflated by people who got banned, and rebought the game multiple times.
Owner data from Steamspy
What a world! I never played PUBG and probably never will, but it's been great to follow the phenomenon and feel the enthusiasm. Aren't videogames great?