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/
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

Reply via email to