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 > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux

