Gta 5 Online Pc Player Count

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Eufrasia Radich

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Jul 17, 2024, 12:34:52 AM7/17/24
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CCP seems to have a very good idea of which players have multiple accounts. They track these accounts carefully so that when they bad botters, they ban all their accounts. It is also clear from how CCP talks about player count that they primarily care about the number of actual unique human beings logging into Eve each day. However, the only data they make public pertain to total in-game-characters that are logged in at any moment in time - which includes multiboxers and hundreds of AFK accounts.

gta 5 online pc player count


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I am currently using Photon PUN to make a multiplayer game in unity. However, while making the menu, I thought it would be really cool to have a counter showing how many players were online and using the app. I looked all over the internet and could not find anything. Can anyone help me with this?

I know you can look up the Steam concurrent player count, but what is the best way to get all concurrent player count?Is activeplayer.io a reliable source? Looking at that website and you see some Xbox games like Forza Horizon 5 are doing big numbers. It showed average of 750,000 players per day on it over the last 30 days.

Found steam sessions can not return player count or ping if not using the default online subsystem.
A game using the steam online subssytem will be unable to display the player count in the server browser.

On this question, does anyone know how to use blueprints to update the extra settings info of a session? So that the server can update the player count? I have a blueprint only project that relies on listen server listing via steam.

I looked around and couldnt find solutions, is is possible if you can share more info about how you got the player count to work? Im using listen servers on UE 5.2 and steam subsystem. (Logic is in c++, however if you have a BP solution please also let me know of it)

I think it might be working for you because you are using a dedicated server while im using a listen server. Anyways I did figure out a way to manually do it through the gamemode using the update session function. so its all good now

What i did was basically set a server key that holds my num of active players and everytime I update the session (which is when a player joins or leaves) I reset the key with the GetNumPlayers function.

I've been playing battlefield 1 and, for quite awhile, there have been very few servers! Whenever I remove all my filters, there are a lot of servers which are 0, a lot of which have a 2 bar ping connection and servers with a low player count. Maybe 1 or 2 servers have good connection and player count. I live in Kuala Lumpur, Malaysia, so can my geographical location affect online gameplay in anyway? I'm connected via ethernet and I have a very good Internet connection! Is the game dead and most people moved onto bf5?

While a lot of Battlefield fans have moved to Battlefield V there is still a large amount of players still actively playing Battlefield 1. When you go to the server browser filter, try resetting it back to default and choose "NONE, 1-5, 6-10" in your player slot filter. Then click the server button to see the results. Sort by ping.

If you do not see that many, try going back to the filter and add a couple more regions to your list. That should help!

We also have some basic connection troubleshooting steps below that should help improve latency for you. Power cycling your PS4 is helpful if you haven't done that in a while.

Hello I hope you are doing very well and regarding your post: RTS games are niche so it is normal that they do not have such a high number of players. We only know the number of online players on Steam, it would be necessary to count those who play from the Microsoft store and Xbox consoles.

What other RTS have those numbers of players on Steam? Total war? Because neither Men of War nor Stronghold, to name a few examples, have many players and to this day they continue to be played and their developers continue to release new installments of those games and add new content to them.

It seems that the lack of in game community building features is causing alienation in the player base. I think the game needs in game chat lobbies, clans, a weekend tournament mode (similar to Clash from LoL). Allowing clans to create their own custom banner variation options. Higher clan levels unlock more custom variation slots. Clan members would be able to use the clans custom banner options in their personal banner. Clan member participation in weekend tournaments could give the clan more XP. Weekend tournament participation could unlock portraits, TC statues, and banners.
Other ways a clan could earn XP could be with hosting custom games. Players subscribing to mods released by a clan.

RTS was way more popular when WarCraft 3 was out and I loved it as well. I also wish it was like that now but that was so many years go. DOTA was born out of a WC3 mod and then MOBA in general with League of Legends etc. That is now a huge genre in the gaming landscape that takes a lot of players. RTS has unfortunately declined in popularity over the last 21+ years since WC3 released. That being said, AoE 4 is a great RTS for many, myself included. The community is plenty large enough to play and enjoy the game. There is also AoE 2 with a good size community. StarCraft 2 and WC 3 are also still going with dedicated communities. You also have Stormgate coming up soon enough from the devs of SC2 and WC3 that went out on their own to form Frost Giant studios.

Yes and no. Xbox console players are in a separate queue because of auto villagers as a standard play mechanic. However the Xbox app on PC has AoE4 available through purchase and Game Pass. I personally play through PC Game Pass. Those players all play in the same queue as Steam players. However none of those players are counted in Steam numbers.

Last March I was curious about player count because it felt like less people were playing, but I had no actual data to back up my feelings. Sure, the HC Discord has player count statistics, but they only go back seven days so they're kind of useless for long-term analysis. I initially started my tracking by manually checking player counts from the server status page at a certain time once a week. This was fine, unless I didn't have an internet connection at 6PM on a Saturday, or I forgot to check, or I forgot to write down the number, or Mercury was in tardigrade, or Corey was in the house, or whatever else the cosmos could dream up to disrupt my plans. Oh, and I was about to drop off the face of the earth for half a year with no way to even get onto the internet, let alone update anything at all, and a tracking system like this that relies on manual labor is definitely not going to work when the person doing that labor isn't around to do it. "Surely there must be a better way," I thought.

Enter Python and my "the only coding experience I have is a few months of Java 15 years ago and even then I could barely make a functional program" self. Turns out, you don't really have to write your own code from scratch when what you need is 90% complete somewhere else - you just have to find the pieces you want and put them together, then make them work for your specific task. In my case, I wanted a script that would do the following things:

Simple, yeah? Not so much. So many headaches. Took me a solid 3 days of tweaking code and tweaking my Sheets document to get things working. Google Sheets is weird about filters and zeroes, so I had to get creative with Google's query language to get the data in a format that would give a user-friendly graph.

A 50ish-line Python script which does everything in steps 1 and 2 above, an AWS virtual host which handles running the script every 15 minutes (and hosts everything since my computer is not always online), and a Google Sheets document with... just a few lines of data.

TL;DR: Reports of Homecoming's death are greatly exaggerated. That being said, there is extreme stratification in the server populations. Excelsior tends to have a population greater than the other four servers combined and Indomitable and Reunion really are mostly empty. I suspect there is nothing that can be done about this, but player population and proportional share of server population has remained relatively stable so I suspect we're simply sitting at a baseline. In other words, the people who are still playing the game four years after it came back into the public eye are here to stay, and any large population changes (down or up) aren't going to happen.

Nice! I like posts with hard data. It has certainly felt to me that for the last two years there's been a constant stream of new globals showing up and a similar stream of older globals no longer showing up, as players come and go. But it has never felt like one was greater than the other, excepting events.

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