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 servers are not outdated."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. >>>> >>> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds >> >> > > > -- > *Matthew (Rowedahelicon) Robinson* > Web Designer / Artist / Writer > Website - http://www.rowedahelicon.com/ > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > > -- Tee hee hee hee
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