Re: [hlds] Where VALVe (and other developers) went wrong - an analysis on Quickplay-alike systems

2016-06-17 Thread Rowedahelicon
Very happy with the replies here, it's usually been such the opposite. I'll chime in though! I'm the same way with my community as many of you guys have. My community has brought together friends, relationships, irl meetings. A real sense of community and inclusion, I've had countless people tell

Re: [hlds] Where VALVe (and other developers) went wrong - an analysis on Quickplay-alike systems

2016-06-17 Thread E. Olsen
I think one of the biggest things lost in all this was simply all the diversity the game used to offer. When I first started playing TF2, I quickly got bored with the "Vanilla" game, and started perusing the server browser (which most new players don't even know exists and/or how to use it)

Re: [hlds] Where VALVe (and other developers) went wrong - an analysis on Quickplay-alike systems

2016-06-17 Thread ics
I'll just chime in and promise this is worth a read too. Long, but here we are. Like i've previously said to those who have been on this list for years, quickplay change emptied all our servers slowly in a period of over a year from all players. Regulars including and even if we try to start

Re: [hlds] Where VALVe (and other developers) went wrong - an analysis on Quickplay-alike systems

2016-06-17 Thread Rowedahelicon
This is great, I'm so happy someone finally did something like that. Excellent work <3 On Fri, Jun 17, 2016 at 11:28 AM, pilger wrote: > We had a very lengthy debate over that with my community last week. I > agree with pretty much everything. Nicely done, Mr.

Re: [hlds] Where VALVe (and other developers) went wrong - an analysis on Quickplay-alike systems

2016-06-17 Thread pilger
We had a very lengthy debate over that with my community last week. I agree with pretty much everything. Nicely done, Mr. *Scatterbrain*. _pilger On 17 June 2016 at 11:45, wrote: > I very much agreed with what you said in the video, in how community > servers have sadly

Re: [hlds] Where VALVe (and other developers) went wrong - an analysis on Quickplay-alike systems

2016-06-17 Thread tohruadachi
I very much agreed with what you said in the video, in how community servers have sadly suffered. I think Valve is trying to start to patch up the wounds it's left on community servers since they announced the new GSLT system for TF2, giving trusted servers "extra features", which I think might

Re: [hlds] Where VALVe (and other developers) went wrong - an analysis on Quickplay-alike systems

2016-06-17 Thread hl2mukkel
Those are some very interesting points! Just realized, tf2 in the past felt so different and this explains why.. Really good job at pointing this out. I've also made a video on "past maps" which were buried together with community servers: TF2 - Forgotten Maps

Re: [hlds] Where VALVe (and other developers) went wrong - an analysis on Quickplay-alike systems

2016-06-17 Thread John Irwin
Very reasonable video, Heartily agree with a lot of it. Favorited it (which incidentally means 4.5K people on twitter may see it too). Tempted to check out SpA this weekend too. GHLF Agro On 17 June 2016 at 14:11, Saint K. wrote: > Hi all, > > I'd just like to point

Re: [hlds] Heads Up: Minimum Requirements Changing for Linux TF2 and SDK2013 Dedicated Server

2016-06-17 Thread AnAkkk
Is this still planned? 2016-03-15 21:30 GMT+01:00 John Schoenick : > Hi everyone, > > The current Linux TF2/SDK2013 dedicated server is a bit odd, shipping a > dedicated-only build of the source engine that targets a very old toolchain > for maximal compatibility. This

[hlds] Where VALVe (and other developers) went wrong - an analysis on Quickplay-alike systems

2016-06-17 Thread Saint K.
Hi all, I'd just like to point you to an (what I think) is an excellent analysis of the Quickplay problems, the mistakes that have been made and how this has hurt communities and community building. Machine vs. Man - The mistakes of quickplay and the value of community servers