Let's say you have two teams in a n 8v8 (since that is what pubs seem to be at least) of 1500 hive skill. Tremulous does have a 'concede' function without any server enhancements but it is rarely used because there simply isn't a need for it most of the time due to "sudden death" function and just the way the game functions overall.Ī) It is very hard to turn the tables once your team is losing, especially if your team has poor co-ordination and/or skill. When compared to Tremulous, it seems as though Tremulous did pretty much everything better in this subject. "Concede Simulator" - Players don't like the feeling of losing. Apparently the "draft" feature of this forum doesn't workġ. I doubt that more than 10 more people than the usual rate even bought the game in the next 7 days after that free weekend.īelow are two major subjects that I have pointed out, but I may add some later. It's not about the sudden player increase, it's more about the players gained after the free weekend. Looking at these graphs I realised that the free weekend was pretty much a disappointing failure.
The way Tremulous was distributed was often, and usually, through either through LAN parties starting from a USB transfer (since the game was only 90 MB with pure vanilla assets), or ModDB's "game/mod of the year" attention.
Heck, even NS2 got TV ads in my country, and I was not even expecting that to happen.
But the thing is Tremulous didn't get as much publicity as Natural Selection 2 did, and NS1 despite seemingly having a larger current playerbase than NS2: Combat and NS1 and AusNS2 combined. Yes I know that it isn't a "good comparison" because Tremulous has been out for so long and is a free and open sourced shooter. Middle: NS2 average players per day in a month. TOP: Tremulous player per-day moving average count since statistic gathering started after 1.1's standalone release.