They had no problems taking everyone’s money. Maybe companies should limit the number of sales when deploying a product tied to services they operate and need to scale.

  • ampersandrew@lemmy.world
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    2 years ago

    The peak concurrent users for the game thus far has been less than 1/10th of that (EDIT: slightly more than 1/10th of that). They were well within the bounds of what they simulated. They just screwed up.

    • Snot Flickerman@lemmy.blahaj.zone
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      2 years ago

      Yeah from what I hear, they kept the shitty self-downloader of the first one that is obscenely slow and counts as “playtime” because the game is open while downloading.

      This is on Microsoft, they can make as many excuses as they want, but they fucked it up.

        • Album@lemmy.ca
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          2 years ago

          Peak concurrent was marred by the game not being playable. It’s not really a good indicator here.

          • ampersandrew@lemmy.world
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            2 years ago

            It is, because everyone trying to download assets from the game servers were doing so from the executable that Steam tracks as running.

            • Album@lemmy.ca
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              2 years ago

              It’s not, because downloading assets was not working, and with it not working eventually the user will shut it down thus having an effect on peak concurrent. It’s not even that complex. If people can play your game they will stay on it increasing the count, if people cannot play your game they will not, thus decreasing the count.

              • ampersandrew@lemmy.world
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                2 years ago

                Exactly. The peak number of people trying to download it simultaneously was about 24k. They didn’t all stick around because it wasn’t working, even though that’s about 1/10th of what the devs expected and prepared for the demand to be. They didn’t get anywhere close to 200k people all hitting that server at once.