The "model" of running community based servers has changed since i started nearly 10 years ago. Back then, there were no Valve servers in any of their games. It was up for the communities to run a server, have a good environment for players to play on, on a decent hardware with a decent connection, without cheaters. This also led to more and more people buying the game since their friends played the game also and Valve earned more money by this act.

Now Valve has overwatch, tightened VAC ban time when it kicks in sooner and such, so non-administrated servers aren't that much of an issue nor the cheaters who play on them and ruin others experience. There is also more money involved in post marketing of the sold game - crates, skins, item contributions, etc. None of this would be even possible if they wouldn't had invested time and money to run their own servers. Post marketing is what is most important, that alone brings in more money these days than game sales. With TF2, it's even more apparent. This old game, so many players, so much people spending money in different things.

Valve has been running servers since release of Left 4 Dead and noticed that it is more profitable for them to have a unified experience for their playerbase, rather than get the players frustrated and driven away by bad experiences. Let's face it, there's a lot of really crap servers out there filled with 10, 20 or even more plugins with different garbage that doesn't add into the game at all.

It's really hard for any community based server to compete with any of the servers they run in the eyes of regular Joe, who just starts up the game when he has time and wants to play. If that average Joe and thousands of his friends were having a bad experience in quickplay due to advertisements, donation whining, garbage plugins, instant respawns and other settings, it's understandable that Valve did something that improved the situation.

Let's be clear, there is less and less need for community servers these days. Only thing we seem to be good for are offering different player experience. There still will be those bad apples among us that will not follow rules and Valve folks also noticed this. Instead of fighting against a windmill, they put us in our own little pool to play on. We never get out of it and have things like they used to be.

2 years have now passed since the change and the little change they did (hide valve servers from browser) wasn't done out of their good graces alone, but to prevent players from going to empty valve server and earn/farm the contract faster. But a lot of people again had bad experience and they thought having someone farming the contract is lesser bad than someone not finding a Valve server to play on.

We are just expendable assets. I've been wondering what to do since i'm gotten a bit of tired of all this in 10 years and i'm not sure what i am going to do after the summer is over. So far i've been throwing money at the servers but i'm not quite sure if i should use it to something more important instead.

-ics

Saint K. kirjoitti:

We are a donation driven community that’s always been able to purchase their own hardware for colocation.

Up until the time that advertisement in the MOTD and QP came around there was nothing seriously wrong.

Properly ran community servers received donations and could sustain themselves.

I for one never understood why the situation was handled like this. Allowing the advertisements and introducing QP has simply killed off a lot of community servers and the community building it involved.

Maybe I am too much stuck in the past, hosting VALVe games since 1999, but this is just my view on things.

Saint K.

*From:*[email protected] [mailto:[email protected]] *On Behalf Of *E. Olsen
*Sent:* Sunday, July 05, 2015 7:07 PM
*To:* Just a random guy; Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] hlds Digest, Vol 51, Issue 47

    Trying to run donation-driven servers is getting harder and harder
    every day, and unless you have a very large community(~400
    concurrent players at all times or more) - you're simply not going
    to afford the hardware you need to run said servers._//_

Perhaps if you try to throw up dozens of servers without a supporting community behind it, but if you grow your community "organically" (i.e. starting with a single server and expanding as your community grows), then the costs involved are minimal. A couple dozen like-minded folks are all it takes to get the first server off the ground.

On Sun, Jul 5, 2015 at 12:40 PM, Just a random guy <[email protected] <mailto:[email protected]>> wrote:

    I'd like to step in and make a a point, even though none of you
    know me, nor have I participated in this discussion.
    My servers(currently six 32-slotters with all custom
    gamemodes/maps) run MOTDgd advertisements, and my entire
    playerbase is happy and contempt with them, except the three
    occasional non-regulars that come on once a week and */_bitch
    _/* about the ads. And it's not even the annoyance of the ads,
    their toasters simply cannot run anything past a staic page in the
    MOTD.
    My point is - your ads have to be unobtrusive(or, at least, not
    annoying) and you still *_have_* to provide a high quality
    gameplay/experience to anyone that joins.
    Trying to run donation-driven servers is getting harder and harder
    every day, and unless you have a very large community(~400
    concurrent players at all times or more) - you're simply not going
    to afford the hardware you need to run said servers._//_


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