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, [email protected] <[email protected]
> 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 <[email protected]> wrote:
>
>> It doesn't have staying power? How so?
>>
>> On Fri, Feb 6, 2015 at 6:01 PM, [email protected] <
>> [email protected]> 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 <[email protected]> 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 <[email protected]>
>>>> 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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