If there really is no interest in testing work before pushing into
production. The pushes could at least be done on a Tuesday, or Monday
even if nothing is realized on the weekend. It also wouldn't be too
difficult to throw up a 'closed' beta program with Steam anyways. Have
a fixed set of testers to test for you, work through the game and find
regressions. If/When 3/4 sign off saying everything is fine, push away
to production. It just takes the least bit of effort to set this up.
This is obviously just a suggestion for what could be done. Ideally
the game should be tested in house, but we all know that this will not
happen.

Communities/Mods are what keeps the game(s) alive. If Valve really
insists on continuing to turn their back on the community, the games
will not last. Take a nice long look at L4D today. TF2 is dead to
everyone who I know, it's just idling/trading now. CS1.6 and CS:S are
still the most played games on Steam. It's no wonder why this is...
Kyle.

On Sun, May 15, 2011 at 4:04 PM, bottige...@gmail.com
<bottige...@gmail.com> wrote:
> Not to defend Valve, but they are in the business of making money.
>
> Why do they let the community test patches instead of testing it out
> themselves? Because they would have to hire testers which would
> increase their costs.
> http://techcrunch.com/2011/02/15/valve-makes-more-money-per-employee-than-google-or-apple/
>
> Another point of view. Consider that they have mentioned many times
> that they are experimenting with TF2. Does anyone really think that
> letting people run servers is now in Valve's best interest? If they
> knew how profitable the Mann Co store would be, my guess is that they
> would've locked down the servers when TF2 was made. They would then be
> able to sell reserved slots, custom names, etc... all without having
> to worry about people hacking Valve hats for free like they do now.
>
> Going by steam stats http://store.steampowered.com/stats/ at 20,000
> simultaneous players max, it would cost Valve less than 20,000 / 24 *
> 15 = 12.5k per month to run all the TF2 servers now, and that is just
> being conservative. This is a drop in the bucket compared to $585,000+
> that Valve earned in the first 2 weeks.
> http://forums.steampowered.com/forums/showthread.php?t=1526851
>
> Server owners are inconsequential to the Valve business plan.
>
> On Sun, May 15, 2011 at 3:40 PM, Luki <l...@luki.net.pl> wrote:
>> Two questions: where are guys which have to test game/updates before
>> release? And the beta... why you are adding to the game a thing, that is
>> broken even in the beta?
>> 16-05-2011 00:35 użytkownik "Vince Batchelor" <dogmo...@metasheep.com>
>> napisał:
>>> Would you rather they left the server crash in all weekend then? That
>>> would have probably gotten complaints as well. This is a damned if
>>> they do, damned if they don't situation.
>>>
>>> On Sun, May 15, 2011 at 3:27 PM, Saul Rennison <saul.renni...@gmail.com>
>> wrote:
>>>> Why Valve aren't listening to you is unreal.
>>>>
>>>> If I were you, I would forward this to Gabe immediately, because you
>>>> bring up extremely valid points that, although I'm sure Valve are
>>>> aware of, aren't being acted on.
>>>>
>>>> Sending this straight to the top, presuming Gabe reads this, will make
>>>> sure strings are pulled and hopefully people fall into line because
>>>> frankly, it's their job to test updates, not the customers. Also as
>>>> you rightly said, bigger communities mean more revenue (see CSS for
>>>> example), but with less servers, there's a smaller community.
>>>>
>>>> On Sunday, 15 May 2011, Kyle Sanderson <kyle.l...@gmail.com> wrote:
>>>>> Friday updates are just stupid. They work for no one, and when things
>>>>> go wrong (ie 20% of the time for actual updates), they're not fixed
>>>>> until Monday. They work on the West Coast in the States, it isn't an
>>>>> acceptable time for anyone in North America.
>>>>>
>>>>> Apparently competitive TF2 is cared about by Valve, and they're
>>>>> supposedly doing everything they can to preserve it. However with
>>>>> these unthoughtful, ill-thought out update dates, they're just killing
>>>>> communities. No one has an infinite amount of money to continue
>>>>> supporting servers for these games while the system requirements to
>>>>> run them continue to increase. As an Example, Sandy Bridge should
>>>>> bring CSS back to what we were at with Episode 1. This is a year later
>>>>> after the 'new' engine came out. Sure, you get the fanboys that say
>>>>> "It's not like you're forced to run servers", you're right, we're not.
>>>>> We do it for fun, because we enjoy the games, because we have friends
>>>>> who enjoy the games. Eventually the money train and patience is going
>>>>> to run out, then we're going to be where we are for L4D (Mind you it
>>>>> was setup for failure). On a side note, my client is still completely
>>>>> buggered from the April 14th update. I cannot seem to play for more
>>>>> then 20minutes without crashing out with an invalid pointer. While
>>>>> some may find this acceptable, for match play, it simply isn't.
>>>>>
>>>>> Dedicate some time for SRCDS. While focusing on clients brings in
>>>>> revenue, without servers, you're just as hooped. Better server
>>>>> software makes it easier for Communities to expand, and host larger
>>>>> servers which is what players enjoy. It's a push and pull system,
>>>>> without servers you wont get clients. If it's cheap to throw up
>>>>> servers, more clients will buy your game.
>>>>> Kyle.
>>>>>
>>>>> Tor / Sufjan Stevens - Star of Wonder / None Shall Pass (f. Aesop Rock)
>> (remix) <http://www.youtube.com/watch?v=MKXp17Udsjk&hd=1>
>>>>>
>>>>> On Sun, May 15, 2011 at 12:14 PM, Black V . <bla...@paradise.net.nz>
>> wrote:
>>>>>> Oh we'll get the tf2 team to mail you directly next time to see if it's
>> a convenient time in your busy schedule for them to release a patch
>>>>>>
>>>>>> -----Original Message-----
>>>>>> From: alon.gub...@gmail.com
>>>>>> Sent: Sunday, 15 May 2011 10:54
>>>>>> To: Half-Life dedicated Linux server mailing list
>>>>>> Subject: Re: [hlds_linux] Team Fortress 2 Update Released
>>>>>>
>>>>>> +1.
>>>>>>
>>>>>> On Sat, May 14, 2011 at 4:46 AM, Ross Bemrose <rbemr...@vgmusic.com>
>> wrote:
>>>>>>
>>>>>>> If by "in time" you meant "during" I'd agree.
>>>>>>>
>>>>>>>
>>>>>>> On 5/13/2011 9:43 PM, Eli Witt wrote:
>>>>>>>
>>>>>>>> Right in time for our weekly community event!
>>>>>>>>
>>>>>>>> Thanks guys ;)
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> On Fri, May 13, 2011 at 9:18 PM, Jason Ruymen<
>> jas...@valvesoftware.com
>>>>>>>> >wrote:
>>>>>>>>
>>>>>>>>  A required update for Team Fortress 2 is now available.  The
>> specific
>>>>>>>>> changes include:
>>>>>>>>>
>>>>>>>>> - Fixed a server crash caused by a mismatched items schema
>>>>>>>>>
>>>>>>>>> Jason
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> _______________________________________________
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>> archives,
>>>>>>>>> please visit:
>>>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>>>>>>>
>>>>>>>>>  _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>> archives,
>>>>>>>> please visit:
>>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
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>>>>>>> please visit:
>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> _______________________________________________
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>> please visit:
>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>>>>
>>>>>
>>>>> _______________________________________________
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>> please visit:
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>>>>>
>>>>
>>>> --
>>>>
>>>> Thanks,
>>>> - Saul
>>>>
>>>> _______________________________________________
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>> please visit:
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>>>>
>>>
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>
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