Better yet: show it to gamespy. And while you're at it, ask for a big compensation for the amount of complaining you had to do to show everyone that their stats were wrong.Sir_Brizz said:Whatever happened to you not posting here anymore? We were so glad.
So where is your backup? Have you written something you can show us, since it's so simple to do that anyone could do it?
So what? The number of PC gamers has increased dramatically, and so has the number of people with high speed connections. New games with higher system requirements, with buggy code have come out and blow UT2004 away in terms of player numbers, so this argument does not explain why there was a huge rapid decline in UT2003 and UT2004 player numbers. Even before the likes of BF1942. In fact UT2003 had almost no competition when it came out.WORF said:Another reason that player numbers are way down, is a nice big number. 10 billion. The video game industry did $10 billion in sales each of the last two years. It's up something like 61% since 1997. Tons of people are playing video games. More importantly, tons of people are playing TONS OF VIDEO GAMES. Across several different formats (PC / arcade / console / handheld).
No it is not an indicator of offline popularity as far as UT2003 and UT2004 are concerned. See my other posts as I already explained why this is a false notion, especially when it comes to UT2003 and UT2004. UT2003-UT2004 horrid online numbers will reflect what is happening offline for reasons I explained earlier. Also judging from past NPD sales reports, I don't think UT2004 has sold all that well. UT2004 is an online game they will judge it's long term success based on online player numbers.WORF said:Epic does not consider their success by the number of people that Lamespy or Csports or your mom are counting online, they are considering it from the number of boxes that leave the shelf. That's also a good indicator of offline popularity.
( I already covered the Engine licensing $$$ issue earlier and right now a hit game will still bring in much more $$$ than licensing. )WORF said:Anyway, Epic has no reason to fudge their playerstats because they are not basing their success on the popularity of the UT series. That was cemented when the original UT became the juggernaut it was. Have you (naliking and all your wacky clones) paid attention to how many different companies are licensing the Unreal Engine now? Both 2 and 3? Especially for the next-gen consoles coming out next year? With the licensing fees ALONE, Epic will be diving into their profits like Scrooge and his money bin until their grandchildren are too old to walk.
No competition in terms of FPS games, but that's not indicative of all online games. Tell me you've never heard of Everquest and I'll tell you that you're a damned liar. You're also still ignoring the fact that consoles are now going online.rulerofNali said:New games with higher system requirements, with buggy code have come out and blow UT2004 away in terms of player numbers, so this argument does not explain why there was a huge rapid decline in UT2003 and UT2004 player numbers. Even before the likes of BF1942. In fact UT2003 had almost no competition when it came out.
Name one other thing that people do with a game that they buy and do not play online. There's only two ways you can play a game, online and offline. This isn't rocket science.No it is not an indicator of offline popularity as far as UT2003 and UT2004 are concerned.
No, they will NOT reflect what is happening offline, because the reasons for liking or disliking one or the other are not always the same. Online players are not particularly concerned with bot performance, and offline players don't have to put up with n00bs, retards and a-holes clogging up their game space.UT2003-UT2004 horrid online numbers will reflect what is happening offline for reasons I explained earlier.
Enjoy your narrow view of the situation. Forgive me if I don't share it.UT2004 is an online game they will judge it's long term success based on online player numbers.
One game will. One time. But the success of that game also has to cover the losses from all the other games from the same company that bomb. It's not all gravy.( I already covered the Engine licensing $$$ issue earlier and right now a hit game will still bring in much more $$$ than licensing. )
You're still living in 2001.Epic definitely uses the Unreal series to judge their success as a Game maker. Their entire reputation is pretty much centered on Unreal games.
If they were meant to be played online, there would not have been such a great investment in AI. Your arguments make no sense in light of the facts. Also, I think if you browse our news articles, you'll find there's not a lot of pimping of online numbers in the articles we cover, and in many interviews I can recall off the top of my head, just the opposite is true.UT2003 and UT2004 were meant to be played online and it's these false player numbers that often keep UT in the "news", when online and print publications talk about what games are popular.
I would praise any inidication that people are excited about an upcoming product. That doesn't mean it was meant to be online-only.Remember Epic / Atari made such a HUGE deal about UT2003 demo downloads and UT2004 downloads and initial online player numbers.
None of which hold water.There are plenty of reasons and motives as to why they would "fudge their player stats".
And similarly debunked.I'm not going to rehash these motives since they are all laid out within the pages of this thread.
Is this the seventh time you've left the boards now. It's okay if you don't come back. You don't have to.I don't want to get into an argument as I am done arguing and the evidence is there for everyone to see.
It was not implemented. It was always there. Get your facts right.UT2003 and UT2004 engines do count bots as players and it was implemented at a "convenient" time.
Except it doesn't. Again, there's no basis in truth for this.It's there to fool everybody, not just Gamespy.
I assume by "the real truth" you must mean csports. Taking a glance at it, I'd say being #14 out of 8 bajillion games is not a bad standing. If UT2004 is a dismal failure by your accounts, I'd hate to see the terms you use to describe BF: Vietnam, RTCW, Halo, RS3, FarCry, Battlefront, etc.It really looks bad when a highly touted and pulblicized game gets hailed as being extremely popular and amazing by online sites like Gamespy and the real truth shows that UT2004 is not even as popular as Soldier of Fortune 2 or Jedi Knight : Jedi Academy.
All two of them?How is this fair to people that buy online games based on popularity
If popularity means more to modders than accessibility, cooperation with the developer or ease of use, then quite frankly, I could care less what game that person would want to mod for.modders that want to mod for a popular game?
You seem to be the only one around here who thinks it's such a damaging factor. I bought the game cause I wanted the game. I play the game because I love the game. Am I supposed to care about online numbers? Why do you to such a great extent?Counting bots and showing them as players just annoys the small remaining existing player base and it is actually hurting the UT series.
No it won't, when empty servers don't count bots, and when you can click on any server and get a complete list of the LIVE PLAYERS ON THE SERVER.If UT2007 does not become popular, bots showing as players, will just make it even harder for the few people online to find other players quickly.
They make at least a million dollars from each license AT LEAST.Unreal Engine 2 Licensing Terms
Representing years of development and powering numerous best-selling titles on multiple platforms, the Unreal Engine 2 technology is available for license on a per-platform basis. Three platforms are available: PC, Xbox, and PlayStation2.
A PC platform license is only required if you intend to ship a retail PC game. If you are developing a console-only title, you may freely use the PC code for development, testing and for its back-end game-server components (for multiplayer games). Note that a PC license includes the right to ship your game on all personal computer operating systems, including Windows, Linux, and MacOS X; by paying once for the PC platform license you may ship on any or all of these operating systems at no additional cost.
The following licensing plans available for Unreal Engine 2:
Royalty-Bearing License - For retail console & PC products
A non-refundable, non-recoupable license fee is due on execution of the agreement. The cost is US $350,000 for one of the available Unreal Engine 2 platforms, plus US $50,000 for each additional platform. A royalty of 3% is due on all revenue from the game, calculated on the wholesale price of the product minus (for console SKUs) console manufacturer fees. In the case of massive-multiplayer online games, the royalty is also due on the additional forms of revenue including subscriptions and advertisements.
Royalty-Free License - For any products
A non-refundable, non-recoupable license fee paid on execution of agreement: US $750,000 for one of the available platforms, plus US $100,000 for each additional platform. No royalty is due on any revenue from the product.
Custom License Terms - For non-traditional products
The Unreal Engine has been used in the development of many non-traditional products, ranging from mass-market educational games to custom training applications and the non-retail America's Army game developed by the U.S. Department of Defense. For custom applications that only require script access (rather than full C++ source), and only require redistribution to a small set of clients, the Runtime Edition is available and may be more suitable than a full Unreal Engine license. Where full source code and support or widespread redistribution are required, please contact licensing@epicgames.com to discuss custom license terms.
Selerox said:I don't meant to say something that might attract the morons screaming "backseat moderator", but wasn't that guy banned?
Or you just don't play the game at all . I have a few games I bought where I never even finished the single-player and never touched the multiplayer if it had one.WORF said:There's only two ways you can play a game, online and offline. This isn't rocket science.
I never said anything about online only exclcusively. After UT99 and Quake 2, both Quake 3 and UT2003 came to be recognized as mainly games that were meant to be played online.WORF said:I would praise any inidication that people are excited about an upcoming product. That doesn't mean it was meant to be online-only.
Actually one of the main considerations modders often use in deciding what game to mod for is popularity. What planet are you living on ? If a game is not popular, chances are the mod will not reach a large audience, and may not be played at all.WORF said:If popularity means more to modders than accessibility, cooperation with the developer or ease of use, then quite frankly, I could care less what game that person would want to mod for.
Addressed very poorly, I should add. You haven't made your case very well at all, I don't know how many people have to tell you how wrong you are before you realize your critical thinking skills aren't being exercised very well here.What you need to do is to read through the thread, as all your arguments have been addressed in earlier posts I have made.
I was not referring to next generation licensing, I was referring to current generation licensing. If you read through the thread you would know that I said that next generation licensing has the potential to net Epic big profits. From what I have seen and have heard through the grapevine, Unreal Engine 3 is not the best looking engine out there but they seem to have the best marketing; plus the Renderware engine belongs to publisher EA now, which is probably one of the main reason UE3 is getting so many licensing dealsWORF said:And Epic is not just licensing games, they are licensing entire companies to turn out multiple games, including games for the next-gen consoles
The people who claim I'm wrong, have yet to show proof that I'm wrong, and cannot show such proof, because Epic is the only one who can deny the allegations and they have had 3 years to come up with a good excuse. But they cannot deny the evidence that has been out there for the past couple of years -- ie: UT2003 and UT2004 engines/games generate false player numbers!WORF said:Addressed very poorly, I should add. You haven't made your case very well at all, I don't know how many people have to tell you how wrong you are before you realize your critical thinking skills aren't being exercised very well here.
rulerofNali said:Although calling the game "Unreal Tournament 2007" could be a marketing disaster. They should reconsider that name.
Don't let the door hit you in the butt on the way out.rulerofNali said:I managed to get quick access to a pc terminal, so here's a quick reply before I continue on my travels to where I will not be able to post from .....
What do you think I've been talking about all this time?I was not referring to next generation licensing, I was referring to current generation licensing. If you read through the thread you would know that I said that next generation licensing has the potential to net Epic big profits.
You said the implemented it in a patch to inflate low numbers, and that is clearly false.The people who claim I'm wrong, have yet to show proof that I'm wrong, and cannot show such proof, because Epic is the only one who can deny the allegations and they have had 3 years to come up with a good excuse.
I acknowledge that the total number of players listed online is not reflective of the number of real-life players, but I absolutely don't accept the idea that it's somehow a hidden trick, or in any way done with malice.But they cannot deny the evidence that has been out there for the past couple of years -- ie: UT2003 and UT2004 engines/games generate false player numbers!
Putting "evidence" in quotes is about the only thing in this sentence that has any basis in reality.If you think my arguments are poor, then you either have not read through this thread or must lack the basic comprehension skills necessary to form a plausible, objective conclusion based on the "evidence".
I can see the POTENTIAL plausibility, but like everyone else here, I reject the notion based on the fact that you are cherry-picking your facts.You don't have to agree with my conclusions or theories, but if you can't see the undeniable plausibility of what has been presented then you lack basic logic skills of an objective observer.
W0RF said:facts.
Did you read any of it? That's Unreal Engine 2 licensing. That means every deal they make OFF OF THEIR OLD ENGINE nets them AT LEAST a million dollars (and if they go off royalties on a game like Splinter Cell [which had 3 games made off of the license], a half a fortune more). This is ALL PROFIT. There are no manufacturing fees, publisher's fees, console fees, etc. All of it goes straight into Epic's bank account. With a game they make in house, it is unlikely that they are making more than 25-40% profit, which if you think about it, isn't much money. Most of Epic's licensing deals in recent history has been on UE3, which they don't even have a public licensing structure for yet, so we don't have a clue how much money they are raking in from it. We can be sure, however, that they are raking in alot of it from MANY different directions. Webzen alone has clearly licensed several copies of the engine. If we're talking about licensing, let's talk about ALL of their licensing, not just one generation of it. It's pretty obvious that Epic isn't hurting for money, and, if they had the desire, I see no reason they couldn't move right into making publishing deals for small companies. I simply don't think they have any interest in that part of the market.rulerofNali said:Sir Brizz I don't know why you posted that licensing agreement since it supports what I said about the current state of Engine licensing. A hit pc game sells around say 2-3+ million copies and a hit console game sells much more. So if Epic licenses 20 games over a 2 year period and they each magically net Epic 1 million dollars each, then that is $20 million. Whereas 1 pc game that sells 3 million copies in 2 years would yield $40 million - $100 million after expenses. Then if you consider a game like Halo2 or Grand Theft Auto then that figure would rise exponentially perhaps. This is just an estimate of course