Valve Pays Out to Item Creators

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tyler

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Sep 11, 2013
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Holy shit, I'd buy a snowflake. Why would I buy a snowflake? Why do I want that so bad?

Something is wrong with me.
 

JoshuaC

L420: High Member
Sep 2, 2008
444
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Then why weren't any of the other community items added to the store? Why are the Polycount ones featured so prominently there? Why was such a big deal made by Valve about the connection between the Mann-Conomy and the Polycount Packs?

I say the contest victory has everything to do with their items being sold.

They stated initially that the polycount items were to be sold first so they could work out the process of paying the makers.
http://www.teamfortress.com/mannconomy/FAQ/

Q: I'm a community member who contributed an item that's been put in the game. Why isn't it in the Mann Co. Store?
A: Initially, we will only be selling the Polycount Pack community items, as this will let us work out the kinks with a small number of contributors. Once we've mastered contributor payments, we'll be expanding the store to include all the community contributions. We plan to do this as soon as possible.
 

lana

Currently On: ?????
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Sep 28, 2009
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Resident TF2 communist, Fatony, sums up the thread in a post.

I think it's dumb how you guys are reacting. Since when was mapping all about the money? I mean, it's great that we do get income if we get a map into the game, but this is ridiculous. It's the opposite of the argument that started after Coldfront went official when so many modelers starting saying "Well we get our models in the game in every update and Valve never gives us thousands of dollars."
 

Chilly

L6: Sharp Member
May 3, 2008
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$5500 is nearly twice what they got. Coldfront was bought for $3000, Hoodoo for $2500. No map has sold for more than $3000.

Hoodoo was $2500. Artpass is $3000. Hence Youme gets $5500. I believe my statement was accurate.
 

FaTony

Banned
Mar 25, 2008
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items wont prolong the life of the game. its new game modes and maps.

Epic fail. If you don't trust me, read what John Hopson, games researcher at Microsoft Game Studios said:
How to make players play hard.
Translated into the language we've been using, how do we make players maintain a high, consistent rate of activity? Looking at our four basic schedules, the answer is a variable ratio schedule, one where each response has a chance of producing a reward. Activity level is a function of how soon the participant expects a reward to occur. The more certain they are that something good or interesting will happen soon, the harder they'll play. When the player knows the reward is a long way off, such as when the player has just leveled and needs thousands of points before they can do it again, motivation is low and so is player activity.

How to make players play forever.
The short answer is to make sure that there is always, always a reason for the player to be playing. The variable schedules I discussed produce a constant probability of reward, and thus the player always has a reason to do the next thing. What a game designer also wants from players is a lot of "behavioral momentum," a tendency to keep doing what they're doing even during the parts where there isn't an immediate reward. One schedule that produces a lot of momentum is the avoidance schedule, where the players work to prevent bad things from happening. Even when there's nothing going on, the player can achieve something positive by postponing a negative consequence.

Full article.

The random drop system fits perfectly in.
 

J4CK8

L11: Posh Member
Mar 4, 2009
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Just a thought, but does anyone else think that the other contributors will barely get any money when their items are in store? I think most people will have the older weapons by now and I think many of the people only bought the polycount set/hats for the extra stats.
 

PL-7764

L6: Sharp Member
Aug 4, 2009
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Just a thought, but does anyone else think that the other contributors will barely get any money when their items are in store? I think most people will have the older weapons by now and I think many of the people only bought the polycount set/hats for the extra stats.

I think that would make sense. Plus I still say that the contest-winning element is possibly somewhat relevant here, even though I see now that it's not actually the basis for this - Valve could be giving such a huge portion of the profits to these people as a result of having won the contest. Future items sold in the store could go down to the 10% drpepper mentioned, or just about any other number.

Or they could stay where they are now, and we'll remain confused as to what Valve's approach is... D:
 

Nineaxis

Quack Doctor
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May 19, 2008
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Just a thought, but does anyone else think that the other contributors will barely get any money when their items are in store? I think most people will have the older weapons by now and I think many of the people only bought the polycount set/hats for the extra stats.

I'd agree, we're probably never going to see $47,000 2-week payouts ever again, but I think there's still a huge incentive for content creators and definitely still a point to the mann-conomy existing.
 

lana

Currently On: ?????
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Sep 28, 2009
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I'd agree, we're probably never going to see $47,000 2-week payouts ever again, but I think there's still a huge incentive for content creators and definitely still a point to the mann-conomy existing.

And it's not like money is a bad thing in any amount.
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
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In the small amounts it's not much to the purchaser but to the guys on the other end it's raising concerns. Otherwise YM would never have emailed Valve; and Valve would have never responded with what they did respond with. Concerns.

The fact that it is raising concerns is problematic and it's unfortunate that that likes of YM, JoshuaC, Fishbus and Skdr etc, are finding themselves in this position. Where models are making tens of thousands of pounds/dollars profit, whilst their maps only made $2,500/$3,000. Particularly when comparing the efforts involved in either. Months of work versus days; the difference being up to 150% on first hand data, which is likely to increase in the coming weeks. Assuming X map took 3 months to produce and X item took 3 days, we're looking at 1500% difference in profits, minus future data (which can only increase).
 
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Pocket

Half a Lambert is better than one.
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Nov 14, 2009
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You are all missing the point. Well, maybe not all of you, but I had to start skimming.

For maps, there is one purchaser: Valve. For these items, there are thousand upon thousands of purchasers.

Modelers aren't getting more money because anyone thinks they deserve more money or because anyone thinks what they do is harder. Modelers are getting more money because you can directly buy their handiwork!

If maps were put into the game and you could only play them if you crafted them or found them, or unlocked in an achievement, then I am sure a ton of people would buy your maps in the store. But they aren't, because that's stupid. I think it was YM that said he'd prefer new maps to new weapons because new maps keep the game going. That's true! You think Valve could pull this shit with maps? Hell no.
This. And, frankly, the most shocking thing about this to me is how many people it means bought these items instead of waiting for them to drop or trading for them. When the update first came out, I was like "Ha ha, people would have to be pretty dumb to pay for that stuff, but if they are, Valve might as well make a buttload of money off them." I guess I can change that to "Valve and the Polycount creators".

The real issue I have is that Valve is putting maps farther back in update pages and sometime removing them entirely.

All and all I could care less about money, I just want customs to have the recognition they deserve!
Off-topic, but also this. It's especially annoying because the maps themselves seem to just keep getting better (except maybe Harvest which, let's face it, was only added because they wanted to rush out a Halloween map). At least this time around they can't avoid giving them their due.
 

Acumen

Annoyer
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Jun 11, 2009
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Jeez another 6 pages leading to nowhere. Don't you think everything was being said now.
People whine because they feel their work is not cherished enough. People mention valve thinks about changing this - which is great, isn't it. They could just argue as logical as drpepper already did and there's nothing we could do. Because in the end (with all emotions and hard feelings aside) it's nothing but logical - period.

Like someone said, as soon as money (and even more) comes in, people get mad. I think it's kinda sad to see certain comments in this thread, where basically it's all about jealousy and greed. I bet the other community item creators already shit themselves to death, for not having the same opportunity and make lots of moneys but contributed for free.
These winners had an amazing opportunity by valve and lots of people in the community felt it was a good thing to support them. That's great. Community members support community members support community members support community members. What a great idea !
Now Valve obviously thinks about how to give mapmakers more credit (AND MONEEEYS) in the future. Another great idea, don't you think.

They tested, they succeeded. Now many people may have a possible chance of making some money in the future out of this.
I feel kinda "ashamed" that this is such a big deal in this community right here. The friendly atmosphere has kinda gone down the drain with the latest updates and it's so much about the fame and fortune ;)
We could have said "Oh bummer, not really fair to the great map makers - but valve will figure out a solution" but NO, some of us go all crazy bananas and turn on competition and sadpanda-mode. And I wonder how certain people would argue if their polycount entry were chosen :p

Polycount forums has nothing but thankfulness for giving the creators the chance to succeed big time. I wish we could get back to that kinda attitude as well in the future. Feel proud and supportive when a community member gets official without feeling the desire to ask "HOW MUCH DID YOU MAKE OUT OF THIS".
I'm totally stoked to see what Valve will come up with for the map and prop makers in the future ;)
 

Nineaxis

Quack Doctor
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May 19, 2008
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Acumen has said what needs to be said, I'm locking this because you guys obviously aren't going to get back on topic.
 
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