From my point of view the game is more populated now than back then.
If you think the game is more populated now than at launch, why does Anet not give us more concrete player population numbers like the peak concurrent user figures they included in their “the first year” blog post? It’s definitely not because there are more people playing the game.
Anet has never given those numbers, so concluding there is a correlation between them releasing those numbers and the health of the game is bad.
The blog post I linked do include those numbers. At the peak of the games popularity, during the first year, there were 460k concurrent users. Anet haven’t released concrete player population numbers like that since.
I’m not bashing the game, I like the game. Still do. I preordered hot and got my money’s worth, but to deny the changes they’ve made over the years like introducing megaservers (just a fancy word for server merging), wvw server merging, and the game going f2p (it’s not a coincidence they announced f2p after ncsofts most recent quarterly earnings report at the time had gw2 revenue at it’s lowest since launch), being a direct result of player population issues.
Only Anet knows how much the player population has dropped off, but it should be obvious to most that it has happened.
ESO launched with a mega server. Maybe the mega server was due to the fact that they expected to fail. The Anet megaserver game onboard after ESO announced theirs.
It solved a problem with population imbalance on certain servers. For example, I was on TC and never ever had a population problem anywhere at any time, because everyone was guesting to TC to get stuff done. In fact, there were complaint threads on these forums by people in TC who couldn’t get into their own server. The megaserver solved those problems.
Saying it was down to population loss is an assumption. And again since ESO launched with a mega server and advertised it, what evidence is there that the sole reason or even main reason for the mega-server was population reduction.
The real reason is more likely that running servers that had less people on them wasn’t as cost effective as making servers as you needed them. Businesses do make changes to save on cost.
The WvW problem started soon after launch because of the free server transfers. So many people wanted to be on blackgate.
Three months after launch there were already a bunch of dead WvW worlds. Merging those worlds with other servers is three years overdue.
Anyone can look at the quarterly statement, see the profits and know the game is healthy. That’s far more factual than making assumptions about why certain decisions were made.
One thing is just guessing. The other is factual.