Thank you for pointing out the obvious that old games lose players. If you
are going to argue that a heavily updated F2P game is supposed to be losing
a lot of players now, I kindly ask you not to derail this thread and start
a new one.

This is something that Valve is an obligation to deal with, if they really
care about their players, regardless of how many players are being lost
naturally.

On Fri, Feb 6, 2015 at 8:32 PM, spacebur...@gmail.com <spacebur...@gmail.com
> wrote:

> Nobody's saying it justifies anything. Just pointing out that, while the
> game has a lot of players for a 7 years old one, the trend only goes
> downward from here.
>
> Call of Duty is not a good example, since it does get an update every
> year, except you pay the full price for it.
>
> On 7 February 2015 at 05:22, Robert Paulson <thepauls...@gmail.com> wrote:
>
>> Up until (guess when?) last year, TF2 had more players than CS:GO, and it
>> was already 2 years old.
>>
>> The usual cycle of dying in a few years like Call of Duty does not and
>> should not apply to a game that is both free and heavily updated. A more
>> apt comparison would be with a game like League of Legends which shows no
>> signs of decline.
>>
>> The game is dying naturally is not a valid argument for screwing over
>> community servers either.
>>
>> On Fri, Feb 6, 2015 at 8:08 PM, spacebur...@gmail.com <
>> spacebur...@gmail.com> wrote:
>>
>>> Not as much as games like CS do, I mean. What has kept it alive thus far
>>> was mostly the steady stream of major updates, drawing new players and
>>> pulling the old ones back in. Lately, it seems to be slowing down.
>>>
>>> On 7 February 2015 at 04:56, Albert Davis <davis.alb...@gmail.com>
>>> wrote:
>>>
>>>> It doesn't have staying power? How so?
>>>>
>>>> On Fri, Feb 6, 2015 at 6:01 PM, spacebur...@gmail.com <
>>>> spacebur...@gmail.com> wrote:
>>>>
>>>>> A large part of the fact community is waning comes from the natural
>>>>> life cycle of a game. TF2 has been around for almost 7 years now, and 
>>>>> truth
>>>>> be told, it doesn't have the staying power that games like CS do. That is
>>>>> not to say Valve's mishandling of quickplay doesn't contribute to it,
>>>>> though.
>>>>>
>>>>> On 6 February 2015 at 23:10, E. Olsen <ceo.eol...@gmail.com> wrote:
>>>>>
>>>>>> I agree that going out of our way to abuse quickplay & break the
>>>>>> rules is pretty shortsighted and ill-conceived.
>>>>>>
>>>>>> Having said that, there are always people that say "it was not about
>>>>>> ads" or "they made the change because of THIS", but the truth is no one
>>>>>> really knows, because the TF2 team never TOLD US why they thought the
>>>>>> drastic change was necessarily. The most I heard from Fletcher Dunn at 
>>>>>> the
>>>>>> time was that it was "getting bad for the players". Of course, he said 
>>>>>> that
>>>>>> in the same sentence that he told us that the change was a temporary
>>>>>> solution (I'm paraphrasing here, as I don't have the direct quote saved).
>>>>>>
>>>>>> I have my theories, and I'm sure they conflict with those that love
>>>>>> the idea of pinion ads plastered all over their servers, but that's 
>>>>>> neither
>>>>>> here nor there.
>>>>>>
>>>>>> I like the idea of Valve charging for a server hosting license, I've
>>>>>> never thought of that before, but it would probably be a great way to 
>>>>>> keep
>>>>>> the more nefarious folks from throwing up those terrible anonymous "TF2
>>>>>> ad-farms" (the ones that used fake clients/bots to trick quickplay, etc.)
>>>>>> that plagued quickplay prior to the change.
>>>>>>
>>>>>> Even if they only charged $5 per year per server, it would probably
>>>>>> do the trick (the same way charging for TF2 kept more hackers out, etc.)
>>>>>>
>>>>>> The thing that gets rattles me most about quickplay is that TF2 was
>>>>>> flourishing before it came along, with the "good" community servers 
>>>>>> rising
>>>>>> to the top (traffic-wise) while the "premium" and low-quality servers
>>>>>> languished. It wasn't until the "easy" quickplay traffic came along that 
>>>>>> we
>>>>>> had the 100+ server "ad-farms" and "premium" operators launching server
>>>>>> after server in order to cash in on the easy traffic.
>>>>>>
>>>>>> I think they need to really step back and ask themselves if quickplay
>>>>>> has actually improved the game. There is a "culture" that TF2 brought 
>>>>>> with
>>>>>> it in its first few years of operation that the "random games with random
>>>>>> strangers" that quickplay encourages is destroying. The days of server
>>>>>> "regulars" are on the wane, and all the high-quality teamwork & 
>>>>>> camaraderie
>>>>>> that it created is going with it.
>>>>>>
>>>>>> New players never get to see how great TF2 can really be, and that's
>>>>>> the biggest casualty of the quickplay system. I wish there were some 
>>>>>> member
>>>>>> of the TF2 team that still understood that and would advocate for it, but
>>>>>> the lack of any kind of communication from the TF2 team outside of update
>>>>>> announcements make me doubt it.
>>>>>>
>>>>>> On Fri, Feb 6, 2015 at 4:47 PM, Robert Paulson <thepauls...@gmail.com
>>>>>> > wrote:
>>>>>>
>>>>>>> Abusing quickplay is the dumbest idea I ever heard. The entire point
>>>>>>> of these complaints is that almost no one is using community quickplay
>>>>>>> because the UI is so bad and skewed in favor of official servers.
>>>>>>>
>>>>>>> Since everyone else is putting forth their own solutions and
>>>>>>> theories, I will repeat mine. Default to community servers after 1 hour 
>>>>>>> of
>>>>>>> gameplay. After 1 hour new players should know how vanilla TF2 is and be
>>>>>>> able to find a proper community server.
>>>>>>>
>>>>>>> This is not about the complete distrust in community servers for all
>>>>>>> players because they would not have bothered to add a community servers
>>>>>>> option. \
>>>>>>>
>>>>>>> This is not about ads because they were already completely blocked
>>>>>>> from people joining through quickplay long before the official servers
>>>>>>> change.
>>>>>>>
>>>>>>> Short of removing community servers completely or charging for a
>>>>>>> hosting license, someone will always have something to complain about.
>>>>>>> Everything is a trade-off and having community servers is better than
>>>>>>> idiot-proofing the game for the whiners who can't even figure out how to
>>>>>>> use the server browser.
>>>>>>>
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>>>>>>>
>>>>>>>
>>>>>>
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>>>>>>
>>>>>>
>>>>>
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>>>>>
>>>>>
>>>>
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>>>
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