The community was the worst thing to happen to the community of TF2.

On Thu, Dec 17, 2015 at 11:33 PM, Rowedahelicon <
theoneando...@rowedahelicon.com> wrote:

> "Community servers are not "relics of the past". It is simply a business
> decision and Valve has decided to choose the path of greed, laziness, and
> betrayal. One only needs to look at Minecraft as proof that community
> servers are not outdated."
>
> I want to point out this article along side that :
> http://www.pcgamer.com/gabe-newell-pc-gaming-communities-are-keeping-games-alive/
>
> On Fri, Dec 18, 2015 at 1:43 AM, Cats From Above <spotsfromab...@gmail.com
> > wrote:
>
>> 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 <
>> theoneando...@rowedahelicon.com> 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 <
>>> proph...@sticed.org> 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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>>
>
>
> --
> *Matthew (Rowedahelicon) Robinson*
> Web Designer / Artist / Writer
> Website - http://www.rowedahelicon.com/
>
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