So, its normal that the total numbers of concurrent players decreased during the past month "fastly", but as with all decent games, the more new players try the game, more players will stay playing activelly joining the ones that were playing from before already, this is why the "active player counts" grow, while the concurrent players numbers and total playtime across all people keep decreasing, less bunch of new people, less total playtime and less concurrent players. Since a lot of people buy the game knowing that they wont like it, just because they know they can refund it in an couple of hours its normal that big part of that new players comming in go out in no time (this type of players usually do this on their free time that is usually the prime time, that is when everyone is playing games, thats why the decrease of the peak on this cases feels a lot more than it is) Swords of legends Online is an new game, using this clarification is easy to understand that the amount of new players daily trying the game are really high at start.īut from that new players, always an decent part of it refund the game after no time and others drop it not much time after while the rest stay playing, so the decrease charts are normal. The active players quantity keep increasing normally even if there are a lot of players that join and drop the game and the playtime average decreased because of the entering in the endgame for most part of the active players, the word to call the actual status of the game is "becaming stable" and it will probably grow even more soon during some time because it went unnoticed at release because of the high competition it had. You can see this information on this screenshots or on the updated chart page by yourself. Daily total playtime across all players are decreasing. Daily peaks of concurrents players decreased to 10k-9k to 6k-7k at this point. ![]() Just talking about player charts and its supposed dead state decided by new world fans. ![]() I am not saying that the game is perfect, that it have no bugs or that is more popular than X. For a lot of people Wuxia style is an worse/bad Anime copy, so its hard that SOLO could hit strong at release as an anime mmorpg, for example Blade & Soul, but still, it reached an decent community in no time and keeps growing. SOLO is an niche styled MMORPG that cost 40€ that is released into an gaming community were wuxia style is not really relevant to a lot of players. Charts were gathered just from Steam Version of the game. Active Player count is not the same than Daily Peak of concurrent players online. Details can be found on the Elyon official site.- Numbers are estimated, but still the graphs are good to take in mind for reference to more or less know whats is going on with the current situation of the game. A new class, called the Slayer, will be introduced during the second CBT which should have some kind of effect on class distribution.Īs for CBT2, the current plan is to hold it sometime in mid-August to give the developers more time to prepare and localize the latest Korean build for the next round of testing. The Gunner and Assassin classes come in at fourth and fifth place. ![]() On class selection, the most popular choice was the Elementalist, followed closely by the Mystic and the Warlord. ![]() “Whilst in the future it will be important for us to find ways to address this balance, we wish to avoid aggressive restrictions and will be trying out different solutions during CBT2 to see if they are viable for launch,” said the devs. Of course, this had a negative effect on PvP balance which the developers will try to address in the next closed beta. The studio has shared some interesting CBT statistics.įirst off, players seem to have favored the Ontari faction significantly more than the Vulpin, which isn’t surprising considering that the Ontari are basically the underdogs in Elyon’s lore. It’s been over a month since Elyon’s first western closed beta ended and Kakao Games has spent the past couple of weeks pouring over the data gathered from the test.
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