Oh hi you fellas.

Welcome to the Party of Disgruntled Server OPs.



On Mon, May 16, 2011 at 2:36 AM, Saul Rennison <[email protected]>wrote:

> You've got it all wrong. On the PC platform, you NEED communities that
> are setup with servers/clans so then you can have regular servers,
> play with other regulars and get to know new people. With matchmaking,
> you get none of this.
>
> Hence, why although to Valve's best efforts, L4D wasn't as successful
> as it could have been.
>
> Ofcourse Valve could run all their own servers but I could guarantee
> you the number of players would drop immediately. Without a doubt.
>
> On Monday, 16 May 2011, [email protected] <[email protected]> wrote:
> > Not to defend Valve, but they are in the business of making money.
> >
> > Why do they let the community test patches instead of testing it out
> > themselves? Because they would have to hire testers which would
> > increase their costs.
> >
> http://techcrunch.com/2011/02/15/valve-makes-more-money-per-employee-than-google-or-apple/
> >
> > Another point of view. Consider that they have mentioned many times
> > that they are experimenting with TF2. Does anyone really think that
> > letting people run servers is now in Valve's best interest? If they
> > knew how profitable the Mann Co store would be, my guess is that they
> > would've locked down the servers when TF2 was made. They would then be
> > able to sell reserved slots, custom names, etc... all without having
> > to worry about people hacking Valve hats for free like they do now.
> >
> > Going by steam stats http://store.steampowered.com/stats/ at 20,000
> > simultaneous players max, it would cost Valve less than 20,000 / 24 *
> > 15 = 12.5k per month to run all the TF2 servers now, and that is just
> > being conservative. This is a drop in the bucket compared to $585,000+
> > that Valve earned in the first 2 weeks.
> > http://forums.steampowered.com/forums/showthread.php?t=1526851
> >
> > Server owners are inconsequential to the Valve business plan.
> >
> > On Sun, May 15, 2011 at 3:40 PM, Luki <[email protected]> wrote:
> >> Two questions: where are guys which have to test game/updates before
> >> release? And the beta... why you are adding to the game a thing, that is
> >> broken even in the beta?
> >> 16-05-2011 00:35 użytkownik "Vince Batchelor" <[email protected]>
> >> napisał:
> >>> Would you rather they left the server crash in all weekend then? That
> >>> would have probably gotten complaints as well. This is a damned if
> >>> they do, damned if they don't situation.
> >>>
> >>> On Sun, May 15, 2011 at 3:27 PM, Saul Rennison <
> [email protected]>
> >> wrote:
> >>>> Why Valve aren't listening to you is unreal.
> >>>>
> >>>> If I were you, I would forward this to Gabe immediately, because you
> >>>> bring up extremely valid points that, although I'm sure Valve are
> >>>> aware of, aren't being acted on.
> >>>>
> >>>> Sending this straight to the top, presuming Gabe reads this, will make
> >>>> sure strings are pulled and hopefully people fall into line because
> >>>> frankly, it's their job to test updates, not the customers. Also as
> >>>> you rightly said, bigger communities mean more revenue (see CSS for
> >>>> example), but with less servers, there's a smaller community.
> >>>>
> >>>> On Sunday, 15 May 2011, Kyle Sanderson <[email protected]> wrote:
> >>>>> Friday updates are just stupid. They work for no one, and when things
> >>>>> go wrong (ie 20% of the time for actual updates), they're not fixed
> >>>>> until Monday. They work on the West Coast in the States, it isn't an
> >>>>> acceptable time for anyone in North America.
> >>>>>
> >>>>> Apparently competitive TF2 is cared about by Valve, and they're
> >>>>> supposedly doing everything they can to preserve it. However with
> >>>>> these unthoughtful, ill-thought out update dates, they're just
> killing
> >>>>> communities. No one has an infinite amount of money to continue
> >>>>> supporting servers for these games while the system requirements to
> >>>>> run them continue to increase. As an Example, Sandy Bridge should
> >>>>> bring CSS back to what we were at with Episode 1. This is a year
> later
> >>>>> after the 'new' engine came out. Sure, you get the fanboys that say
> >>>>> "It's not like you're forced to run servers", you're right, we're
> not.
> >>>>> We do it for fun, because we enjoy the games, because we have friends
> >>>>> who enjoy the games. Eventually the money train and patience is going
> >>>>> to run out, then we're going to be where we are for L4D (Mind you it
> >>>>> was setup for failure). On a side note, my client is still completely
> >>>>> buggered from the April 14th update. I cannot seem to play for more
> >>>>> then 20minutes without crashing out with an invalid pointer. While
> >>>>> some may find this acceptable, for match play, it simply isn't.
> >>>>>
> >>>>> Dedicate some time for SRCDS. While focusing on clients brings in
> >>>>> revenue, without servers, you're just as hooped. Better server
> >>>>> software makes it easier for Communities to expand, and host larger
> >>>>> servers which is what players enjoy. It's a push and pull system,
> >>>>> without servers you wont get clients. If it's cheap to throw up
> >>>>> servers, more clients will buy your game.
> >>>>> Kyle.
> >>>>>
> >>>>> Tor / Sufjan Stevens - Star of Wonder / None Shall Pass (f. Aesop
> Rock)
> >> (remix) <http://www.youtube.com/watch?v=MKXp17Udsjk&hd=1>
> >>>>>
> >>>>> On Sun, May 15, 2011 at 12:14 PM, Black V . <[email protected]>
> >> wrote:
> >>>>>> Oh we'll get the tf2 team to mail you directly next time to see if
> it's
> >> a convenient time in your busy schedule for them to release a patch
> >>>>>>
> >>>>>> -----Original Message-----
> >>>>>> From:
>
> --
>
> Thanks,
> - Saul
>
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