Matthias seems to be confusing two separate issues, deliberately so I
suspect. It is, in my view, the height of intellectual dishonesty to
confuse the creation of custom content with the existence of privately-run
servers; it is possible to have a strong custom-content community without
the need for privately-run servers and I suspect Valve has been posturing
Team Fortress 2 toward such a reality for some time. For example: Workshop
map integration inside the server. If I was a betting person I would
preempt that the true reason for Valve implementing this feature is to
allow their soon-to-be-implemented lobby system to assign a lobby to an
official server, with a stock map or a custom map selected from the
workshop. Such would completely negate the need for custom map servers run
by private operators.


As for custom game-modes, which presently do require privately-run servers,
last time I checked private operators with servers featuring custom
game-modes, who put effort into social networking and publicity etc. are
doing quite well irrespective of the existence of Quickplay.


The servers struggling the most as a result of Quickplay are privately run
servers which are directly competing with official servers whilst only
holding half the cards. Ergo: Stock-map servers, which miss out on things
that official servers get. Even if the default option was addressed, those
servers would still be holding half the cards. Hence a lesson of history
relevant to privately run stock servers: Steve Jobs was smart enough to
realise that if Apple was in a zero sum game with Microsoft, Apple would
lose. He was also smart enough to realise that he didn’t need to play that
game – That Apple could do something that Microsoft wasn’t doing. Perhaps
stock server operators could come to that same enlightenment in terms of
private servers and Valve.


Finally, I would note that the misunderstanding of Matthias’es use of the
term “community” was deliberate as a means of pointing out the
inappropriateness of the term. I personally dislike the term “community
servers” and much prefer the more accurate term “private servers” and
“private server operators”… and I would again express my awe at the fact
that some elements of this mailing list would seem to think that they could
represent other private server operators – Despite the diverse range of
views and gross amount of hyperbole that infests every debate like a bad
stench (Case and point: Just bring up Pinion or Motdgd) I can only imagine
that such representation would be a lot like herding cats. Whilst cats can
make a lot of noise, getting them to go in one direction is impossible… and
it’s not the first time that someone had attempted to establish a coalition
of Team Fortress 2 servers …just look at the failed TF2 Alliance.



On Fri, Dec 18, 2015 at 2:56 PM, Rowedahelicon <
[email protected]> wrote:

> There's no need for negativity, just because server owners now are a small
> minority doesn't mean we can't grab people's attention. A lot of the TF2
> community simply may not understand what all is at stake.
>
> On Thu, Dec 17, 2015 at 11:18 PM, Matthias "InstantMuffin" Kollek <
> [email protected]> wrote:
>
>> Congrats, you managed to exceed the level of pragmatism and transform it
>> into a rant. I don't see any reasons for this. If you have doubts about
>> Valve caring about community servers, I do too. The situation is quite
>> obvious. However I'm not presenting a solution, but a way to make our
>> voices count for the last chance we apparently have.
>> You also misunderstood my reply entirely.  I never said we would be
>> speaking for the entirety of the players. I also don't see a reason why
>> Valve would not at least a bit care about community servers (that tiny tiny
>> bit), given that they respect minorities like the competitive groups
>> (compared to other games like csgo and dota). I also don't see any
>> re-playability of small event minigames, some gamemodes that start in a
>> pre-alpha state and barely ever get finished (and create situations that
>> require weapon balancing for the next 20 years), few maps of the same
>> gamemodes and some contracts compared to what a decent community can
>> provide for itself.
>> You're completely oblivious to the weight communities and their gameplay
>> mods have on Valve's products. Please realize that almost all Valve
>> products started out as mods.
>> Killing future products and the talent behind it in its tracks by
>> limiting the platform seems like a very dumb strategy for a company that
>> basically ships ideas created by its own community.
>>
>
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