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Business Analyst
 TruckersMP Profile
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About Jeroen

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    The Netherlands
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    Biomedical and Innovation Sciences, and Consultancy
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    Dutch, English

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  1. It's a new year, and that means we all look forward to what this year has in store. Today, however, we're taking a moment to look back and reflect on 2023 and examine how the year unfolded in terms of a few statistics and insights! Summary User Activity Earlier this year, we achieved the milestone of 5 million registrations! To give you an idea, that's nearly as many people as the combined population of the world cities Berlin (Germany) and Barcelona (Spain)! The number of registered users increased by an average of 32K new players per month throughout the year. On average, 36K unique users played per day and 229K per month. Together, they played for a total of 24 million hours on the servers. On average, users played for 109 minutes (~2 hours) per session and 523 minutes (~9 hours) per month. The busiest day on our servers this year was on October 29th during the Halloween event, with 59K unique players and a collective playtime of 114K hours. December turned out to be the busiest month on average, with an average of 44K unique players per day and 80K hours of playtime per day. Furthermore, the community gathered almost 2 million achievements and 6750 awards across the year, and started a whopping 4.4 million jobs in just November and December (of which roughly half were completed while on the servers)! The community also engaged in delivery events as part of the Fruity Freight Fiesta and Halloween events, respectively completing 270K jobs in June and 81K in October. Enforcing Driving Safety Managing such a large number of players also comes with the responsibility for our team to maintain order on the servers and let users play in harmony with each other. Players who misbehave or spoil the fun for others can be reported. Throughout the year, we received a total of 1.4 million reports, with approximately 1.2 million in-game reports and 213K web reports. Together, these resulted in 222K bans (including 5144 permanent bans), with 104K issued retrospectively via web reports and 118K directly in the game. In response to these bans, we received a total of 71K appeals (meaning roughly 1 appeal for every 3 bans), of which 6% led to a modification of the ban duration or a complete lifting of the ban. Technical Support Our Support Team stood ready to assist players in need throughout the year. They provided assistance in over 53K support tickets. Thanks to our international and flexible team, we can offer this help in multiple languages, allowing players who may not be proficient in English to participate in the community as well. Out of the 53K support tickets, most (35%) were handled in English, followed by Turkish (22%), Russian (12%), German (9%), and Polish (7%); the remaining 15% involved other languages. Previously, we managed support-related matters through the help section on the forum, which is used to a lesser extent today but where our team still stands ready; in 2023, it involved 524 support topics. Additionally, community members can assist each other and interact with our support team through the support channel on our Discord server; this year, over 191K messages were exchanged in our support section on Discord. Furthermore, the team processed 3742 ModMail tickets via Discord this year (some of which are also related to Discord moderation). Virtual Trucking Companies By the end of 2023, over 162K users were members of one of the 50K Virtual Trucking Companies (VTCs). About 40% of all VTCs are 'lone wolves', where the owner is the only member. At the end of the year, 668 VTCs had more than 20 members, with 306 VTCs having more than 50 members; 94 VTCs held the Validated status, and 58 had the Verified status. Three VTCs surpassed the magical threshold of 1000 members: China ACC Team, China RPG Team, and Viva Trucking. Congratulations on that impressive achievement! The majority of VTC members were part of small- (2-4 members) to medium-sized (5-19 members) VTCs: 39% and 15% of all members, respectively. Over 14% of all members were part of a VTC with an accredited status (Validated or Verified). The top 1.3% largest VTCs possessed 33% of all VTC members! Events Users frequently come together in various ways. Some do so by exploring busy areas, while others attend or organise events. Throughout the year, a total of 3441 events were organised, with 76% hosted by VTCs. That averages out to 9 events per day! For these events, a collective 280K sign-ups were made by individual players and 42K by VTCs; that's an average of 81 individual and 12 VTC sign-ups per event! The most sign-ups in 2023 were for our official event Real Operations V15 (2549 individual and 176 VTC sign-ups). The two most popular events organised by the community were Trucky 6 Year Anniversary (876 individual and 57 VTC sign-ups) and RCCG Real Operations V1 (607 individual and 121 VTC sign-ups). For 34% of the events, a request was submitted to organise them on one of our dedicated event servers. These are private servers specifically tailored to managing large and important events, providing event organisers the opportunity to run events under special rules and conditions. This year, we were able to facilitate 72% of these requests, free of charge. Community Platforms TruckersMP community members seeking interaction outside the game primarily gather on our forum or our official Discord server. To date, over 292K users have accounts on the forum. Collectively, they were responsible for 3405 new forum topics and 42 thousand posts in 2023. Additionally, a total of 43 thousand status updates were shared, and you all responded massively with 124K reactions (with LIKE at 31% and AWESOME at 21% being the most used reactions). The top 3 community members who received the most reactions to their forum content this year were Killua (4651 rep), L-DR@GO (3165 rep), and 3749771 (3122 rep). In December, we hit the magical milestone of 200K users on Discord! Thanks to you, our server is and has remained among the top 1% largest Discord Communities in the world (both globally and within the Gaming category) — thank you! Additionally, 23K Discord servers are subscribed to and stay updated with our announcements in their own servers. Together, you exchanged more than 2.8 million messages and spent almost half a million minutes in voice channels on Discord! TruckersMP Team Our team has been quite active this year, growing significantly to continue delivering all the services you expect from us. Throughout the year, our team expanded from 208 to 271 members, a net growth of 30%! This growth is spread across all teams. To give some examples: the Game Moderation Team went from 104 to 132 members, the Add-On Team from 4 to 10, the Translator Team from 21 to 29, the Event Team from 31 to 44, and our Media Team doubled from 7 to 14. New team members joined through one of the eight recruitments held this year, through which we received a total of 2306 applications, of which 134 (6%) were successfulin the end. The most popular department, based on the number of applications, was our Game Moderation department, with 1388 applications (60% of the total). Interested in joining as well? Keep an eye on our recruitment page and socials! Fun Facts Time!* * based on Data from November and December Lights on, folks! Players got the boot 178K times for forgetting to turn on their lights. Yep, even Twitch streamer LIRIK got caught twice on December 22 (you can check the VOD here). We would love to see you back on our servers in the future – just remember to flick those switches, Kappa! Naptime kicks! A total of 2.1 million kicks happened due to players catching some Zs. Don't snooze too long, or you might lose your spot! Overambitious drivers alert! 2118 automated kicks were issued because players tried to tackle the Kirkenes quarry adventure with double trailers. Come on, guys, that road isn't made for such long trailers. Let's keep it sensible! Fix it, fix it real good! The most used command? /fix with a whopping 2.9 million times. And oh dear, 11 thousand of you forgot the slash and just typed fix. Whoops! Over 4.4 million jobs were started on the servers, of which 52% was completed! 10% were cancelled, while the remaining 38% was lost in the void (which includes ending the job after disconnecting from the TruckersMP servers, ending it in singleplayer or in Convoy mode, or never ending the job). What about the chat? "Sorry" and its variations hit the chat 304K times in just two months, and ended up being the most used term. And guess what's right behind it? Over 173K mentions of "rec," with 12K of them being the infamous "rec ban," which some players tend to say when they have recorded an incident on the roads. Coincidence? We think not! Wave it like you mean it! Players sent 83K waves to each other. Keep those friendly waves coming, o/ Hello, Hallo, Salut, Ahoj, Privyet! From all non-English greetings, Turkish greetings (commonly abbreviated 'sa' and 'as') clocked in at 74K times. Salam alaikum, kankas! Our German pals followed with 'moin', which amounted to 9K times. Guten Tag, liebe Freunde! We noticed that various German VTCs were quite active recruiting in-game, but Husky Logistik stole the show with over 6K messages in just two months. Talk about active recruiting! Shoutout to our German Huskies! That's another year wrapped up! Here's to another year of adventures and exciting developments in the TruckersMP community. Thank you for being a crucial part of our journey! Keep those wheels turning, and we look forward to seeing you on the roads in 2024. Safe travels! --> View post on homepage
  2. A little disclaimer before I go further: we, TMP, are not working on this, so please do not get your hopes up; I'm just trying to discuss this within the community and do this on a personal note. I agree that the default game economy, as well as the in-game progression system, is quite lackluster does not really satisfy MMO players (in my opinion). TruckersMP has allowed players from all over the world to connect and play together, e.g. in VTCs. Though, users still play in the game's economy on a personal level only, and most if not all content is essentially limited to just driving about. Over the years, some great third parties have been developed by the community: TrucksBook, VTC.World, VTC Analytics, Trucky, to name a few; some VTCs have also built their own trackers, networks, and dashboards that serve a similar purpose. But it's all segregated, running on their own servers, and most do not actually simulate an online economy but rather simply track job details within said VTC or (sub-)community. Do any of you have experience with those or similar third parties, and if so, what is your opinion on what they added to your gameplay experience? I'm just thinking out loud here, but I think it would be great if we could bring things to life on the online servers. Like, fully simulated career and economy systems with realistic prices, fees, and fines, to induce the roleplaying potential within the community and bring things to life. Where indeed, you have your own personal budget, but you can also invest and build your own VTC and members contribute to the VTC's progression and financials - and compete against other VTCs. By leveling up your server profile, you'd unlock new types of jobs and higher rewards, and so on. There's a lot of details that would have to be balanced and playtested, but you get the overall idea. If there would be an accident between players, it would be cool if they could resolve it on their own or via an 'insurance agency', which would more or less transfer currency from one player to the other for the damages; rather than that it would immediately result in disciplinary action like kicks or bans from the game. Players that would not engage in genuine RP could be removed or blocked from the server, though, similar to how NoPixel manages their VIP server through so-called RP rules. It gives players something to do, provides a sense of progression (which in my opinion is an essential element of any MMO that takes itself serious), and provides the gameplay experience that (in my opinion) SCS has lacked to bring to the table.
  3. Let's talk about the game economies of ETS2/ATS. What do you think of the current game economies (e.g., the amount of money you earn from completing tasks, the height of penalties, banking system, etc.)? Do you feel they are scaled well? Do you use, or have you ever used, an economy mod? What, if anything, would you change to enhance your experience?
  4. Jeroen


    One of our teams intends to open the doors in Q1 2024. Recruitment forms are always posted on the website, though they will also be announced on the forum, our Discord, and on our socials. If you don't wish to check regularly, joining our Discord server and subscribing to announcements (via Channels & Roles) is your best bet to stay informed. Good luck if you decide to apply!
  5. Just wanted to let you know that it has been raised internally and that the team is looking into it
  6. I'm not going to share all the questions here as that has no relevance. It may or may not have gotten lost in translation if you completed the survey through one of the translated versions; the question I quoted comes directly from the original (English) survey. Anyway, this topic was temporarily reopened to gather feedback since I noticed a few users indicated the questions were too generic; after that, the topic will be archived again. Certainly can. It's also a typical CSAT (satisfaction) question. In addition, another (CES) question was included to gauge feedback on how easy or difficult it is to use that system. Furthermore, users were asked what they would change or improve. Besides, there are plenty of means through which user feedback is acquired. Hence, all in all, it is certainly possible to interpret the findings and draw conclusions. If something majorly stands out, there is always an opportunity to follow up on it, as we have done in the recent past. Generally, one also wants to avoid paralysis by analysis, which favours generalising where applicable rather than overanalysing things. If there is a desire to get into the nitty gritty of the report systems we utilise, it would be better to host a targeted survey rather than utilising the Community Survey for that.
  7. So to come back to your idea of "gathering demographic and psychographic data, and assesses various user experience metrics". I would then simplify the question to: "Do you agree with the concept of reporting offenses?". And eventually have a second one saying "Do you agree with the concept of bans?". Your question is asking people if they like the current reporting system, which, as I said, can be interpreted in many different ways. Thanks. I'd like to point out that the question was "How would you rate our web report system?", which is not the same as agreeing or liking, but you are correct that it is not completely unambiguous. For instance, one may rate is based on their experience with the reporting form, whereas others may rate it by how reports are handled by our team. While it may not be ideal to exactly pinpoint specific issues, it does provide an overall indication as to how that system is perceived by users, which is in line with the aim of the survey. A (very) long list of questions is to be avoided as survey research shows that for every additional question that is added to the list, the participation rate drops. Thanks, good questions indeed. I'll take note of them!
  8. Yes, all five winners were contacted and have received their prizes in the meantime!
  9. The Community Survey is designed to gather demographic and psychographic data, and assesses various user experience metrics. In short, it allows for the review of the community health and aids in the identification of any leads to guide future decision-making. Note that the Community Survey 2022 was aimed to gauge overall sentiments within the community, whereas yhe threefold (mini-)surveys in February followed up on the results from the Community Survey and were targeted at specific topics. I am interested to hear what questions you would suggest asking in future editions, as well as how you would utilise the results and for what purpose. If you have concrete ideas, feel free to share them. Keep in mind that the number of questions is limited to avoid survey fatigue and that the intended results must be actionable.
  10. Earlier this year, a new server (Simulation 2) was introduced to cater to the apparent widespread needs of users to not be limited by a speed limit (see this blog). In addition, for all ATS-based servers and ETS2-based servers (except Simulation 1), the speed limits were increased to 150 kmh (93 mph), which is virtually limitless. Was this update this not known to you guys, is 150 kmh/93 mph not sufficiently high for you, or are you asking for the 110 kmh limit that applies to Simulation 1 to be increased c.q. removed because that is by far the most popular server? Setting local speed limits was considered earlier this year, but appeared difficult to achieve. Currently, road speed limits take priority over 'zone' speed limits (e.g., a city counts as a zone), however, the roads are not always properly defined in the game (by SCS) and so it is possible that you can be hit by a city speed limit on a road that it technically shouldn't apply to. There is a workaround for it, but that quickly becomes a 'maintenance nightmare' for our development team – which could halt progress elsewhere. Fortunately, those zone speed limit issues are usually quite short of duration, so all in all it shouldn't cause that much of an inconvenience. Although it is very understandable that it is not an ideal situation.
  11. We have increased the slots for Simulation 1 to 4,000 players now, in accordance with the demand we have measured over the past 3 weeks.
  12. We have increased the slots for Simulation 1 to 4,000 players now, in accordance with the demand we have measured over the past 3 weeks.
  13. We have increased the slots for Simulation 1 to 4,000 players now, in accordance with the demand we have measured over the past 3 weeks.
  14. That is absolutely fine I fear this discussion has derailed a bit. I tried to provide the background information that you were seemingly looking for, albeit it is progressively shifting to an off-topic discussion. Some raised a hypothesis earlier in response to the project update, which I then tested based on actual data and statistical models that I had readily available. Generally, though, if you make a claim, the burden of proof is on your end; it is not up to me (or anyone else for that matter) to disprove it. The graph that is being dissected right now was made 1.5 years ago and merely provided a visual representation of the daily influx of reports per day in the aforementioned period, and the inversion you highlighted has nothing to do with this project update nor was it investigated to look for an explanation as it was (and still is) irrelevant for the topics at hand.
  15. The burden of proof is always on the side of the party making a claim. Could be. I do not have data at my disposal with which we could determine such maturity levels through time. Like I said, there were a few comments arguing against the change on the basis of what the community was like before Road to Simulation was initiated. Interesting one indeed. I cannot explain that inversion, nor have I (or anyone else) tried to look for an explanation anyway. Could also be an anomaly in the data for all we know. It's all speculation unless we would have more information available.
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