L4D2 has 75% of the players of TF2. That would still be $438,750+ in
the first 2 weeks of the Mann Co Store.

On Sun, May 15, 2011 at 11:26 PM, 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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