**UPDATE - iPAD STUCK FLICKERING SCREEN**
The 47.0.1 hotfix to address the issue of freezing & flashing lights on loading screens when trying to enter a fight, along with other smaller issues, is now ready to be downloaded through the App Store on IOS.
More information here.
The 47.0.1 hotfix to address the issue of freezing & flashing lights on loading screens when trying to enter a fight, along with other smaller issues, is now ready to be downloaded through the App Store on IOS.
More information here.
7906468
DNA3000
Member, Guardian Guardian › Posts: 19,520 Guardian
Still on pace to reach 11 million by the end of the event.
23
Comments
@Hemendra_ here's your Kate.
In case anyone is wondering what the heck:
https://forums.playcontestofchampions.com/en/discussion/comment/2436518/#Comment_2436518
https://forums.playcontestofchampions.com/en/discussion/comment/2439319/#Comment_2439319
https://forums.playcontestofchampions.com/en/discussion/comment/2443036/#Comment_2443036
Currently doing my run, about 10 deaths per fight. Will definitely add 150-200.
Wishing I had gotten the revive deals after TB and cav EQ now!
Anybody know if they have revive deals after the earlier EQ difficulty completion?
Jubilee and Odin path! Will be adding some nice numbers
If all 8 million RttC deaths cost an L2 revive bought with units, that would imply 320 million units, which would be about ten million dollars spent. But a lot of those revives are likely to be farmed revives, and other revives came from sources such as the EQ completion bundles or the Necropolis revive bundle.
If I had to guess I would guess that the actual cost of all those Necropolis runs is about half of that, and half of that would be in cash. So maybe 2.5 million USD in cash collectively spent on Necropolis, and another 2.5 million USD worth of in-game units sunk out of the game.
These are very, very, very rough estimates of course.
By the time the event ends, players are likely to have collectively spent about 40% more than that on Necropolis.
The more interesting fact is the very large number of players that the death counter implies is doing Necropolis. Let's assume the average player dies 200 times in a path, not counting the first fight. That's probably high, but it might not be too high because there might be a lot of players pushing very hard and fighting a bit above their weight class racking up hundreds of deaths. And let's also assume everyone is doing a full exploration, even though that's most certainly not the case. That would imply each player was contributing 1200 deaths to the death counter, and that would mean the current death counter represents about 5800 players.
The actual number of players pushing through Necropolis at least once must be far, far higher than that. We could be looking at twenty thousand, thirty thousand, maybe even more players doing at least one path of Necropolis. My guess is that this is a far larger number than attempted Labyrinth or Abyss right out of the gate. For Everest content right at release, this sounds to me like a very high engagement rate.
Making money is always great, but the game already makes a lot of money in its big sales events. Making money by getting people to do content, on the other hand, is a double win. All things being equal, I would bet the devs would rather be making money releasing content than selling catalysts, even though the practical reality is selling stuff is always going to make more money. But the success of Necropolis might encourage Kabam to pursue more of this kind of stuff in the future, because it is more engaging than sales and even more fair to the F2P community that ordinarily doesn't spend money. The F2P players can grind for resources to do the content, and the spenders can spend to get those resources a bit quicker.
Keeping in mind all my estimates are at best educated guesses. Take them with a very large grain of salt.
The other thing I think is partially balancing out is that the initial group of players were more likely to be higher skilled players that die less often, and as time progressed and guides came out and there was more encouragement to do it, less skilled players began to flow into Necropolis who replaced the higher skilled very early birds So while we would expect there to be a big burst of deaths as players started their runs and then trailed off, we also saw progressively more players entering Necropolis and continuing to contribute deaths, keeping the counter moving upward at a roughly linear pace.
If so it is entirely possible that at the current rate of growth + that little boost at the end of people rush to finish just before the event ends 12 or 13 mil is totally within reach, so between 7 and 8 thousand titan shards? Not a bad deal if you ask me.
I’m mainly excited for the ascension dust and 1-2 gem though. Call me old fashioned but upgrading my champs is the best feeling in the game (behind pulling the exact 7* you wanted from a crystal you didn’t even realise you were gonna form)