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Sony Is Allegedly In Preliminary Talks To Bring Helldivers 2 To Xbox Series X|S

bender

What time is it?
I'm the short guy you tripped on
samuel-l-jackson-serious.gif
 
I don't think many people would care now that everyone has already moved on and HD2 numbers have plateaued due to Sony's mismanagement.
Helldivers 2 is currently the 17th best selling game on Steam. This weekend, it has peaks of 55k. That is a big install base for any game. And, imo, Helldivers 2 is only in it's infancy. The studio has massive plans for the game. It will just take time to implement. Right now, its in a great state compared to a few months ago
 

Muddy

Member
Helldivers 2 is currently the 17th best selling game on Steam. This weekend, it has peaks of 55k. That is a big install base for any game. And, imo, Helldivers 2 is only in it's infancy. The studio has massive plans for the game. It will just take time to implement. Right now, its in a great state compared to a few months ago

Around Top 10 if you don’t include F2P games.

It was 7th best yesterday.
 

pasterpl

Member
And before the inevitable "But BG3 is not gaas" let me remind you that Helldivers is also a buy to play game.
You seems not be aware that there are many not-F2P GaaS games.

And yes, % matter - they are an indication of what you can expect from the next instalments. Also show within internal analytics data and feedback what you need to make in the next game to get these players to stick longer with your game.

Also if loosing 90% of your player base seems okay to you, please don’t ever try to run a business. Do you think that Palworld dropping 99% of their player base is still successful after these months with avg of 15k players in the last 30 days vs over 2m at peak time? There are more examples, Sea of thieves, regained 20-30% of their steam peak players after 4 years, Counter Strike 2 - depending on stats it is between 30-60% retained players, Forza horizon 5 is around 12%-25% retained players etc. Main GaaS game objective is to make as much money as possible, and this is possible only if you are able to retain players at high rate and make money from in game purchases. Less people retained less mtx revenue.

We are talking here about typical GaaS so not sure why you mention BG3 - I haven’t play it, hate turn based games, but my impression was that it was SP game and not GaaS, and these SP games should be compared with GaaS games.
 

ap_puff

Member
Helldivers 2 is currently the 17th best selling game on Steam. This weekend, it has peaks of 55k. That is a big install base for any game. And, imo, Helldivers 2 is only in it's infancy. The studio has massive plans for the game. It will just take time to implement. Right now, its in a great state compared to a few months ago
I would like them to do a complete engine rewrite, that shit is buggy af. Every time I alt-tab out of the game theres a 20% chance it crashes or corrupts a file. They have a great base concept but it needs some technical help due to being on a dead engine
 

Puscifer

Member
Helldivers 2 is currently the 17th best selling game on Steam. This weekend, it has peaks of 55k. That is a big install base for any game. And, imo, Helldivers 2 is only in it's infancy. The studio has massive plans for the game. It will just take time to implement. Right now, its in a great state compared to a few months ago
Did they get rid of those stupid weapon nerfs? That was the 3rd most "corporate" move that affected my enjoyment of a game.

1. MGS 5 taking 50% of your credits for vase building unless you went online


2. Diablo 4 nerfing builds so players had to slow down going through content


3. Helldivers nerfing weapons in a PVE game
 

BigBeauford

Gold Member
I think Helldivers 2 has the best moment to moment gameplay I've ever experienced. I have no progression left, but damn it's the only game I've played consistently this year. And it's the gameplay being the #1 reason.
 

skit_data

Member
Maybe the thread title should be changed to

"Sony Is Allegedly Not In Preliminary Talks To Bring Helldivers 2 To Xbox Series X|S"?

It's the original source and everything
 

ap_puff

Member
Did they get rid of those stupid weapon nerfs? That was the 3rd most "corporate" move that affected my enjoyment of a game.

1. MGS 5 taking 50% of your credits for vase building unless you went online


2. Diablo 4 nerfing builds so players had to slow down going through content


3. Helldivers nerfing weapons in a PVE game
Yeah they reversed most if not all the nerfs and buffed almost every weapon in the game, it's actually in a good state right now. A couple weapons could use more buffs but overall I find the weapon balance very enjoyable
 

Muddy

Member
Last 30 days average was 31,715 just below 7% vs peak number or 11.6% compared to peak monthly average, so the players lost is between 93%-88.6% - this suggest that approx 9 out 10 players moved to other games since launch. Even when you take your 50k current cu numbers, the numbers are not looking great for a GaaS game. Just to be clear, I said that it is almost dead, it is not completely dead like eg. halo infinite.

Firstly 50K isn’t low.

Secondly why does it matter when HD2 is a paid game?

The game has sold 12 million copies in 3 months.

It isn’t an F2P which is dependent on micro-transactions where high players numbers matter for the games survival.

Let’s not confuse a Paid GaaS with F2P GaaS.
 
I would like them to do a complete engine rewrite, that shit is buggy af. Every time I alt-tab out of the game theres a 20% chance it crashes or corrupts a file. They have a great base concept but it needs some technical help due to being on a dead engine
I think those are more server issues? The engine is the best part of the game, imo. No other game comes close to duplicating the chaos on screen of HD2. It is easily the most "next-gen" game I have played. The game runs pretty flawlessly outside the occasional crash, nowadays. I play on PS5 though. But I haven't heard of crazy engine issues recently on PC
 

AmuroChan

Member
Preliminary talks with whom exactly? Sony owns this game. They can just release it on XBox if that's what they want to do. This is not some complicated business negotiation that would require "preliminary talks". It's a simple yes or no question.
 

JaksGhost

Member
You seems not be aware that there are many not-F2P GaaS games.

And yes, % matter - they are an indication of what you can expect from the next instalments. Also show within internal analytics data and feedback what you need to make in the next game to get these players to stick longer with your game.

Also if loosing 90% of your player base seems okay to you, please don’t ever try to run a business. Do you think that Palworld dropping 99% of their player base is still successful after these months with avg of 15k players in the last 30 days vs over 2m at peak time? There are more examples, Sea of thieves, regained 20-30% of their steam peak players after 4 years, Counter Strike 2 - depending on stats it is between 30-60% retained players, Forza horizon 5 is around 12%-25% retained players etc. Main GaaS game objective is to make as much money as possible, and this is possible only if you are able to retain players at high rate and make money from in game purchases. Less people retained less mtx revenue.

We are talking here about typical GaaS so not sure why you mention BG3 - I haven’t play it, hate turn based games, but my impression was that it was SP game and not GaaS, and these SP games should be compared with GaaS games.
Steam CCU numbers don’t tell the whole story and people have been trying to tell you guys this but you don’t want to listen. Helldivers 2 was #3 for the week ending October 19th, less than two weeks ago, when it comes to Total Weekly Active US Players. The game has consistently been in the Top 10 despite all of the new releases. This is also reflected on the monthly NPD charts.
5h1W2mf.jpeg


OT: I swear some of the posters here eat rocks and have the literacy level of a toddler because some of the questions and comments make y’all look stupid as fuck.
 
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Did they get rid of those stupid weapon nerfs? That was the 3rd most "corporate" move that affected my enjoyment of a game.

1. MGS 5 taking 50% of your credits for vase building unless you went online


2. Diablo 4 nerfing builds so players had to slow down going through content


3. Helldivers nerfing weapons in a PVE game
To be fair, Arrowhead didn't nerf items as a means to generate more revenue like your other examples. HD2 still has really reasonable monetization. I think the developers just made a very unbalanced game at launch and they wanted more weapons to be viable

But, they have been buffing everything for months. I'm pretty invested within the Helldivers community, and as a whole, the community is very happy with the balancing of the game at this point in time
 
Preliminary talks with whom exactly? Sony owns this game. They can just release it on XBox if that's what they want to do. This is not some complicated business negotiation that would require "preliminary talks". It's a simple yes or no question.
It’s far more complicated than yes or no. They’d have to enter into an agreement with one another and draft it up. Money would need to exchange hands. There’d have to be signatures. And that's before any actual porting work could even begin. You’re greatly understating how things like this would work.
 

ap_puff

Member
To be fair, Arrowhead didn't nerf items as a means to generate more revenue like your other examples. HD2 still has really reasonable monetization. I think the developers just made a very unbalanced game at launch and they wanted more weapons to be viable

But, they have been buffing everything for months. I'm pretty invested within the Helldivers community, and as a whole, the community is very happy with the balancing of the game at this point in time
No the problem is they had a cabal of masochist tryhards in their discord that kept giving them feedback that the game was too easy. So they kept trying to make the game harder, and one way to do that was by nerfing the effectiveness of weapons.
 

AmuroChan

Member
It’s far more complicated than yes or no. They’d have to enter into an agreement with one another and draft it up. Money would need to exchange hands. There’d have to be signatures. And that's before any actual porting work could even begin. You’re greatly understating how things like this would work.

No, I think you're making it far more complicated than it needs to be. Sony owns this IP. The things you're mentioning is not even relevant at this point until Sony answers the simple Yes or No question of do they want to bring this game to XBox. If the answer is No, then all the other stuff is moot.
 
You seems not be aware that there are many not-F2P GaaS games.

And yes, % matter - they are an indication of what you can expect from the next instalments. Also show within internal analytics data and feedback what you need to make in the next game to get these players to stick longer with your game.

Also if loosing 90% of your player base seems okay to you, please don’t ever try to run a business. Do you think that Palworld dropping 99% of their player base is still successful after these months with avg of 15k players in the last 30 days vs over 2m at peak time? There are more examples, Sea of thieves, regained 20-30% of their steam peak players after 4 years, Counter Strike 2 - depending on stats it is between 30-60% retained players, Forza horizon 5 is around 12%-25% retained players etc. Main GaaS game objective is to make as much money as possible, and this is possible only if you are able to retain players at high rate and make money from in game purchases. Less people retained less mtx revenue.

We are talking here about typical GaaS so not sure why you mention BG3 - I haven’t play it, hate turn based games, but my impression was that it was SP game and not GaaS, and these SP games should be compared with GaaS games.
Pal World was never meant to be a gaas in the typical sense. The developers never thought gamers would play it on a daily basis, it wasn't designed for that. It's a game that just blew up because it resembled the most popular IP in the world

But why do peak CCU numbers matter? Would Helldivers 2 be in a better spot if they peaked with 100k on Steam and retained an average CCU of 30k? The games budget was probably around 50 mil. To this point, it has sold over 15mil copies and retains a CCU of over 40,000 across all platforms. It is a massive success by every metric and the future is incredibly promising. CCU has increased every month for the past 3 months. It's growing
 
No the problem is they had a cabal of masochist tryhards in their discord that kept giving them feedback that the game was too easy. So they kept trying to make the game harder, and one way to do that was by nerfing the effectiveness of weapons.
That's not what happened. On release, people were only using a select few of the weapons and stratagems. If anything, the game was way too hard at higher difficulties at launch, especially the bots. If anything now, the game is much easier than what it was at launch. I have probably a 80-90% completion rate on the highest level
 
No, I think you're making it far more complicated than it needs to be. Sony owns this IP. The things you're mentioning is not even relevant at this point until Sony answers the simple Yes or No question of do they want to bring this game to XBox. If the answer is No, then all the other stuff is moot.
As you’ve just said, all of that stuff would indeed need to happen in order for the game to eventually come to Xbox.
 

ap_puff

Member
That's not what happened. On release, people were only using a select few of the weapons and stratagems. If anything, the game was way too hard at higher difficulties at launch, especially the bots. If anything now, the game is much easier than what it was at launch. I have probably a 80-90% completion rate on the highest level
Yeah, but that was due to the railgun having a bug that made it two-shot heavies. I think the game is way harder now at top difficulty than it was at launch, but no one really knew how to deal with the difficulty yet and a large portion of the playerbase was swayed by content creators. The game was patched in March to where the EAT and RR one-shot chargers in the head and 2-shot bile titans in the head(even though at that time there was a bug causing bile titans to sometimes not take damage to their head hitbox). After that they constantly started nerfing things, first by introducing the charger behemoth to higher difficulties, then other changes which negated those anti-tank buffs and made things more difficult, because a select portion of their audience kept whining that the game was too easy.
 

Men_in_Boxes

Snake Oil Salesman
Sony destroyed the game, I'm against the tiniest possibility of bringing it back from the dead.
Sony had nothing to do with how it turned out. Game just wasn't fun to play for longer than 50 hours. Pathetic long term progression. That's not a Sony problem, that's an Arrowhead problem.
 

Calico345

Gold Member
Good. More games need to be multiplat. And I have the lonely and controversial opinion that ALL games should be multiplat.

Power Rangers Robot GIF
 
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