As ics stated (and i did in the past) all my regular servers died, all
regulars are gone. I only have non standard game servers that are still
running fine since people search for that (saxton, modded, jump, mge, etc)
the rest is simply dead. Regulars have tried and tried to get something up
and running but nobody came, even with 6 to 10 players for an hour it still
doesn't fill up anymore and therefor dies.

If i join a valve server, its the typical "pub bash" and then a old regular
joins me and tells me how he misses the old servers where the skill level
was much higher too. The problem with regulars is that you just *CANNOT*
find a valve server with a higher skilled set of people. There is always a
big bunch of pool of people that just are f2p or dont know what they are
doing, hence people leave too.

2015-02-06 6:48 GMT+01:00 dan <[email protected]>:

> On 06/02/2015 00:07, Gordon Reynolds wrote:
>
>> I'd hate to see this thread de-railed from it's original topic of
>> Quickplay
>> and how it relates to Community Servers. While the change to trading is a
>> big one, it was more of a change to bring TF2 in line with all other Steam
>> trading-supported games.
>>
>
> I think they're linked.
>
> Trading, F2P, the introduction of "scratch card" like gambling games and
> all these "economy" things
> changed TF2 from a team-based, objective based FPS to what it is now.
>
> This has changed the player base too.
>
> Simply put, the people who used to play on your servers are not throwing
> money at Valve for a conga taunt or for a key to open a box.
>
> Valve does what their customers will pay for. Their customers for TF2
> are the people scamming each other, buying keys and items and so on.
>
> TF2 is probably the greatest game never played. As I said recently,
> TF2 is like playing chess against people who stick the pieces in their
> ears,
> strip down to their underpants and run around the room shouting
> "GAAAAAAAAAABBBBEEEEEEEEEE"
> who would say "It's only a game, I play for fun" if anyone questioned this
> behaviour.
>
> If you bought the game in 2007 and have played 7000 hours without spending
> another dime Valve aren't that interested in you. Even if you play comp
> Walker has said that's boring. Watching 20 people conga that's like
> the super bowl or the Tour de France right? Well, it is if you watch the
> screen Robin does
> that shows the money rolling in. That gets his boss excited and
> smiling.
>
> They want people who will buy taunts and dance around the maps - or
> buy a gun that tells them what their killstreak is - you did that for free?
> Ah, suckers.
>
> You charged for some of these ideas? Well they took your idea and changed
> it so instead of you getting the money, they did. See how much better
> that is now? No? Let's try it one more time, you have a feature and
> people pay you. Now they have the same feature and people pay Valve.
> See the improvement yet? Maybe you've gotta be working at Valve. They
> saw it straight away when someone put the idea to them.
>
> "So, we'd get the money?...hmm, yeah...let's do that"
>
> They want to introduce young kids to the joys of gambling too.
> So thanks for that Valve.
>
> Steam's trading cards and levelling changed Steam from a service that was
> a bit flaky
> but nevertheless a warm and cuddly idea that sold popular multiplayer
> games and
> updated them over and over into a service designed to attracts buffoons
> who want to
> collect badges and increase their level in a web store.
>
> If you're a gamer, valve don't care. There are probably 100 idiots out
> there throwing
> money at valve for every gamer they have.
>
> The level of programming skill and effort valve need to do to
> get at their money is something a bright school kid could manage. Look at
> the
> features steam has added recently. That music player? The guy that wrote
> that
> must be a hell of a trombonist. Can you imagine his interview
>
> "I mostly play the trombone"
> "Do you think you could write code?"
> "Sure...I could add a music player"
> "What features would it have?"
> "Well, I've used a lot of music players and using my vast knowledge of
> existing players I wouldn't have any"
> "How long do you think it will take you to create a music player without
> any features?"
> "About a year. Most of that could be a 'beta' though. In case some of the
> features
> it doesn't have don't work"
>
> In many cases they can just bundle indie or old publisher titles on steam,
> say "75% off"
> every so often and watch as thousands of people buy them just to get a
> bigger number
> of "games owned" or a few trading cards - and when gamers kick up a fuss
> they just change the steam interface to make it look like it's
> still something to do with buying and playing games.
>
> There are even people who collect and pay hundreds of dollars for
> games that were on steam but have been removed and then
> if you have enough of these removed games you can join a group.
> Can you believe that?
>
> Given these people exist what would you do? Spend millions
> on improving mental health care, or change Steam to
> accommodate them and free them from the burden of owning money?
> For Valve the answer was easy and you can't really blame them for chasing
> some easy money.
>
> Compare that with the 9 years TF2 took to create and the amount
> of money and talent you'd need to create a game which the guy
> who buys it, plays it for five or ten years without giving you another
> penny.
>
> Which one are you going to pick?
> If you're into playing games then you're going to have a bad time
> with Steam.
>
> --
> Dan
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

Reply via email to