Doesnt matter if quickplay players are part of the community or not. They are a percentage that fills up the rest of the server slots or part of them. So having a community helps but having a quickplay players will help even more. Every single server that does not participate in quickplay has died off (well, unless you are located in US or Germany).

dan kirjoitti:
On 24/01/2014 02:34, Chris Oryschak wrote:
Dan,

That's only ~1/2 my player slots filled when it's normally near full
capacity thanks to quickplay filling in the gaps. I'm a community that has been around for a long time and couldn't imagine anyone starting out to try
to build themselves now.
The way I see it, your glass is half full and you're complaining it's half empty.

Quickplay players are not really part of your community.
If you have 235 people connecting to you, that's 10 full servers more or less.
How many full servers do you need?

I note that any particular time there are 20-50000 people
playing TF2, give or take.

If they are on a server happily playing TF2 why should Valve do anything so you can all fight over
these players? There's no logic to that is there? What purpose does it
serve to the people playing the game to give you tools that let you fight over the same set of players.

There's no economic competition. You can't undercut anybody.
There's no technical advantage you can gain.

One missing thing from TF2 right now is some incentive for the pub
community to complete objectives and play the game. All of the incentives
are now randomly given - and it's great to see Valve congratulating themselves in slides at the Dev days over how much money they make doing this but it's come at the expense of the actual game Team fortress 2 that was once about capping intel and points.

The new weapons that count kill streaks encourage people
to play defensively and build a streak rather than pushing to cap or to
complete an objective. The game rewards a kill streak but has no reward for winning. Ironic really given that to get the kill streak you do have to win the MvM mode.

Why add all the incentives to win MvM and none for the multiplayer and, worse,
make those MvM prizes hurt the multiplayer objectives even more?

So, that's something pub communities could perhaps address to get an edge, but they don't.

If the complaint was "Servers are empty because people have stopped playing TF2 because of your change Valve" - there'd be a point. But you cannot argue "People are happily playing
TF2 on other people's servers and that's not fair"

Unless you're going to say "without our servers there wouldn't be enough servers"
But, then your servers are bound to have players on them, aren't they?
If your servers are so key to Valve's and TF2's success that Valve will miss them if you take them away
how can those servers be empty?

If QP is 50% of the player base - it doesn't really matter what the percentage is,
it follows that 50% of the player base don't care about communities.

And I doubt many that connect via the server browser do either. I think they look for nearly full servers with a low ping running a particular map, pretty much
regardless of what game they are running too.

Unless you have a game that gives you some kind of persistent presence on a server, like minecraft, and presumably newer games like Rust, there's no great reason to fret about going back. So in some ways you picked the wrong game if you want people to care about revisiting your server.

There's no state left behind after someone leaves a TF2 server - and the
communities that have attempted to add this via things like 'credits' and stats and
ideas like this are not very imaginative.



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