I took the time today to research and document everything I could find on Pinion. I don't want to spur the whole is it okay to run ads or not debate, but I wanted to make it exceedingly clear to people that Valve had a huge part to play in Pinion getting where it is. It should come as a surprise that every game Pinion supports is a source game, and only PC games.
http://forums.steampowered.com/forums/showthread.php?t=3303593 On Sat, Jun 18, 2016 at 1:28 PM, Sergey Dobretsov <henson...@gmail.com> wrote: > We keep 20 tf2 servers for fun 5 years. > http://download.altfs.ru/tf/motd-2016/?lang=en > Indeed, right now for the influx of players need to make Herculean efforts. > For this is no time and desire. > > Valve made sense. > 1. Valve had to send new players to oficial servers with weak players. To > new players were interested and they do not shut down the game. > 2. Then new players by increasing the qualification had to move to a > stronger community server. Only Community Servers this time have died. > 3. Valve had to kill the bad community servers. Instead of controlling bad > community servers, Valve decided to send all players to the official > servers. Thus died community servers with good servers. > > We can talk a long time that is good or bad. > But playing in TF2 no longer has fun in the actions of Valve and > obsolescence of the game. > > PS: It is time to introduce a new type of community servers: Valve > approved. With the same official servers rights. > > PPS: I am not advocating Valve, but they are logical steps to a certain > extent. However, they forgot about the community, about people who believed > in them... > > Sorry for my bad english. > > > ---------- Forwarded message ---------- > Message: 1 > Date: Fri, 17 Jun 2016 23:56:06 +0300 > From: ics <i...@ics-base.net> > To: Half-Life dedicated Win32 server mailing list > <hlds@list.valvesoftware.com> > Subject: Re: [hlds] Where VALVe (and other developers) went wrong - an > analysis on Quickplay-alike systems > Message-ID: <576463e6.50...@ics-base.net> > Content-Type: text/plain; charset=ISO-8859-1; format=flowed > > I'll just chime in and promise this is worth a read too. Long, but here > we are. > > Like i've previously said to those who have been on this list for years, > quickplay change emptied all our servers slowly in a period of over a > year from all players. Regulars including and even if we try to start up > games with regulars, like having some event or simply just going there, > one server stays populated about 2-3 hours and then empties out. Even if > there are regular players playing, they eventually leave. Nobody likes > to play alone or on a near empty server. > > While someone now says "then it wasn't very good", thing is that > quickplay is a driving force that community servers do not have in the > same scale as valve servers do. Quickplay has thousands of players > coming and going, while only randomly one of those might get assigned to > community servers. There are always players who want to play and it > assings those players to servers. New player might use server browser if > we are lucky and join community server. > > Our servers, used to create value to this game too. They were part of > the games success in long term. My only crime to get this punishment, > was only to run a community server itself with custom maps alongside the > regular official maps. I did not run crap plugins or give players extra > hats and other effects. No extra speed, no instant spawn, no gimmicks > that the bad servers did. > > I just ran servers where people could play and have more challenge due > to more seasoned players playing. Teamwork. Something that Valve servers > you don't get and get a chance to enjoy. This is my usual experience > from Valve servers and needless to say, i won't stay long. > > http://images.akamai.steamusercontent.com/ugc/442856965057082199/DCD762E97768FC18C3EE28624D3D262962F707CE/ > > > Even if the money flow (revenue from passes and sold keys) is steady > from TF2 to Valve, they dont' see that the more seasoned players are not > playing the game much anymore and when those people who play Valve > servers now get bored and more experienced, they don't find the > community server where they could have had fun with friends playing the > game once they have passed the initial stage to more better players. > There is no community feeling. People like to be part of something, to > get higher and have more depth in gaming. They find new ways to play but > it's always more fun if you have friends you know. > > The community servers also tied players to play the game in long term. > You had friends playing the game, you played the game too. Right now > several of my friends online are playing overwatch together. They all > used to play TF2 together. But nobody likes empty servers. I suspect > that once their initial "enthusiasm" for overwatch has passed, they > propably go play it alone, and eventually stop because they have > achieved their goals and had their fun. This is where the community > servers usually would come up that would prolong their interests. This > is something that TF2 also no longer have in the scale it might have it. > > Our community servers have also spawned real life meetings. First > between admins, then with admins and players, and these days it's a > meetup every year or sometimes even twice. More and more people each > year. I know atleast one couple who met on our servers, and they are > seriously been dating for atleast over a year now. They lived different > parts of the country but met on our server. There are also others i know > that have met. Connecting people like this is something that the Valve > servers won't do. > > Trade servers are ever popular, because players find fellow traders and > people who like to show off their stuff for others. You might want to > show off your new unusual hat on a community server to your friends, > surprise them and make them jealous. You find other people who > regularely play on the community servers (like svdl on ours) and have > made items to the game. You would have to ask him but would he have ever > gotten into item making for TF2 without community servers if there would > have been Valve servers since the start? > > While he plays on ours and people see him, people go wow and that might > encourage some and get the "hey i could do those too!". You might ask > "what is this map" and someone say "it's that guy on the other team who > did this" and they go "really, how did you do this" and think they could > do that too. I certainly would never had gotten into mapping for TF2, if > i wouldn't have started doing it before on CS Source. > > The reason that i got into mapmaking, was that i wanted to make > something for players to play on and enjoy. It was step forward for me, > because i got the basic game handled and i wanted something more. First > it was running servers, then making maps. I never would have stayed in > the path i'm now without community servers. All these experiences are in > danger to get left off now. Granted, there will still be communities, > but not in the scale like they used to be and there will always be > people who make maps but who runs their maps that they do? Certainly, > not Valve servers. It's the community servers again that do this. Valve > ones, maybe later if they are lucky. > > It's the people who make the game, who make the gamers play it and > community to keep players playing it. This all works together and while > you now have servers full of players and game is free and new players > join, the older and players who have gotten past the fist phaze, are > decaying. > > Maybe it's time to take a step back, look how long this game (TF2) has > lived and how many years of those the community servers where the only > servers that existed and prolonged the game's lifecycle. I mean come on, > we are all here still willing to work on this matter. I won't quote > trump but make this game great again by actually putting some effort > into community servers. > > -ics > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > > -- *Matthew (Rowedahelicon) Robinson* Web Designer / Artist / Writer Website - http://www.rowedahelicon.com/
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