Nobody's saying it justifies anything. Just pointing out that, while the
game has a lot of players for a 7 years old one, the trend only goes
downward from here.

Call of Duty is not a good example, since it does get an update every year,
except you pay the full price for it.

On 7 February 2015 at 05:22, Robert Paulson <[email protected]> wrote:

> 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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