“ We are going to have some intermittent releases where we focus specifically on bugs, balance, and bots. In an interview with Amazon Game Studios World Experience Lead Mike Willette, fears of the games development priorities were addressed, which included what players should expect from the next big release: Over the past few months, we’ve seen gold duplication issues, exploits, and a disabling of character creation, but the team has been adamant that all issues will be remedied, and new content is on the way. New World heavily relies on PvP battles as part of their end game, so at nearly 6 months from launch, one would expect a higher percentage of the player population would earn the PvP-based achievements.Īmazon Game Studios has continued to work diligently to fix the game, and build a long-term strategy to make its various game modes more fun. Steam statistics show that only slightly above 8% of players have completed this achievement. Another interesting statistic revolves around the first tier of PvP kills, ”PvP Kills I: Vengeance Granted” achievement, where players are tasked with killing 500 other players. However, when you look into the statistic related to what point players seem to drop off from playing New World, it tells a different story.Īccording to Steam’s Global Achievement statistics, nearly half of all players, or 48% managed to make it to level 30, which is noted by the “Progress III: Showing What I’m Made Of” achievement, but this drops dramatically to only 16% of players who have made it to level 60, earning the “Progress VI: That It? What Else You Got?!” achievement. While the player numbers are markedly down from the all time SteamDB high of over 900k players shortly after launch, it’s not entirely uncommon for steep declines in active players once an MMORPG has released.
It is good to see PC gaming rising simultaneously with console based gaming.New World, despite all of its flaws, has still managed to maintain a following of tens of thousands of players daily.
Gaming, however, has been one of the fastest growing fields in this regard. Such a boost in active users has been noted across categories of Internet services. This number was restricted to 31.8 million in 2019. As per Steam data, 46.6 million users used a gamepad as their choice of input during the entire year.
Interestingly, the post also mentioned an increased use of controllers for PC gamers in 2020. Sales from other VR games boosted revenue by the remaining 32 percent. Steam says that Half-Life: Alyx brought in the bulk of that increase (39 percent). The blog highlights a boost in VR revenue too, with a 71 percent increase year-over-year.
Steam released the information in a recent blog post titled "Year In Review". Average playtimes increase by 50.7 percent as compared to 2019. Marking an increase of 21.4 percent over 2019, gamers who bought games on Steam also spent more time playing those games. Steam noted a sale of more games than ever before. Naturally, the gamers who logged onto Steam didn’t just while away on the platform. In addition, Steam also managed to record 24.8 million peak concurrent players.
2020 hence saw an additional 25 million plus players on the gaming platform. Steam had 95 million monthly active users in 2019. The meteoric rise in the number of active Steam users is evident when compared to the figures recorded from 2019. PC gaming service Steam now adds on to this list, registering a record 120 million monthly active users in the second half of the pandemic-hit 2020 year. Lockdowns and the subsequent shift to stay-at-home had a profound impact on a variety of internet services in 2020.