nightwatch
aa
- Sep 7, 2012
- 638
- 501
[...]It all starts with a competitive matchmaking system, similar in some respects to the one implemented for Counter-Strike: Global Offensive.[...]
You mention mutliple times that you want to have a mode where matchmaking comes in that is like CSGO. No one wants that.
You cannot:
-Mute people
-Kick people (you need all other players to F1 this, also if you participate in "too many" votes you will be tempbanned)
-Leave a game that is insufferable, tempban
-If the steam servers have issues and VAC wont allow you to play the game, you get a tempban for this
This will force you into a situation where you have to stay in a game and be forced to play it, while others make it completely insufferable. Playing without a full team of friends is a gamble. Here's what usually happens otherwise:
-If someone is upset with the game, he cant leave
-He will at first asked to be kicked which you cant because you risk a tempban even for positive participation (voting f1)
-So now he will make the game completely insufferable to anyone else that cannot leave. He will start chat spamming, then tking, then voice spamming, giving away your positions, throw grenades at you, and so on. At this point you can't do anything and are forced to hold out the entirety of the game.
I know this isn't what you meant specifically. What I am saying is that one should be careful what they wish for.
The only way to work around people leaving would be to end the match immediately and ban the person who left. I play both CSGO and TF2 and I understand the shortcomings of the system.
What about Idlers?-Maybe add some sort of reward program that involves playtimes of people on maps
-Valve should compensate maintenance costs for sites like tf2maps, alliedmods, etc. and offer tech support towards those sites in some regards (AM has been under attack a few month ago for example).
They might not necessarily financially cost anything, but when someone recommends someone, it's based on the recommenders belief on if that person is worthy of their recognition. This comes from more than just seeing their work, but also any sort of relationship they have formed.-Give credit where deserved. Accomplishing one's achievements/their portfolio and therefore recommending them to future employers is something that does not cost anything but is incredibly valuable to the contributors.
Many other groups have their own ways to provide money for themselves. Competitive communities can support themselves with sponsorships and prize donation pools (like a compendium like item. We see this happening in DotA2). Plugin developers can do commissions far quicker than modelers or mappers. Commission/free-lance level design work is not even worth it some times for designer because of the time it takes to complete a project, it's not enough to live off of in most cases.Also, this is a delicate topic to some extend. Some groups that currently get less or nothing will (with more or less justification) think that this is somewhat of a luxury problem of mappers. That however does not mean that compensation is wrong. It just means that the problem is bigger than mapping-scene-related and that a more broad/low-level/generic solution would be the best way to solve both, the problems of individual scenes/groups and the whole community all-together.
What about Idlers?[...]
[...]Valve already allows some verified communities to gain a % of money from model sales, if the modeler allows it.[...]
[...]I don't think Valve, however, should go out of their way to compensate server costs for these communities out of their own pocket. That is the communities problem, not Valves.[...]
[...]They might not necessarily financially cost anything, but when someone recommends someone, it's based on the recommenders belief on if that person is worthy of their recognition. This comes from more than just seeing their work, but also any sort of relationship they have formed.[...]
[...]Many other groups have their own ways to provide money for themselves. Competitive communities can support themselves with sponsorships and prize donation pools (like a compendium like item. We see this happening in DotA2).[...]
[...]Plugin developers can do commissions far quicker than modelers or mappers.[...]
[...]Commission/free-lance level design work is not even worth it some times for designer because of the time it takes to complete a project, it's not enough to live off of in most cases.[...]
[...]As I would like to remind people, this thread is talking about compensation for MAPPERS. I'm perfectly fine with conversation about other communities getting compensation for their work, but this is NOT the thread to discuss it in as it can create confusion. If someone would like to discuss compensation methods for other communities, I welcome people to open up their own thread in the Off-Topic subforum, or in their respective communities (UGC, ETF2L, AM, etc). Thanks.
The CS:GO workshop community has generated a ton of custom made maps of increasingly high quality. We're currently in our fourth Operation, and so far Operations have featured a total of 21 unique community made maps. On average, each community map has earned over $23,000, per Operation it was featured in.
Corey Peters took me out for lunch, with the goal of picking my mind about how best to compensate us, the custom TF2 level design community.
- They want way more high-quality community maps to be included in updates for TF2.
- They want to compensate custom level designers more, to help bolster the community as it has in the custom weapon and item communities.
- They want the general TF2 community to be the ones who support the level designers, like they do with the custom weapon and item guys.
Hey guys,
You will have noticed that the map is not part of the update page. This is because it is not officially part of the shipped update. On Novemeber 13th, YM and I found out that the map was cut from the update. The reason given was that Valve felt it was 'too confusing and challenging for new players.' What that exactly means, we have no idea.
Imo you're all talking too much money there, the best compensation for a mapper is to see their map played and enjoyed, money is a good plus, but it should never be the first incentive when you make a map.
The easiest way for Valve to latch onto an idea, especially when it involves their servers, is to have an idea where Valve can make money off of it. If they don't make money off of it, it'll be very hard for them to take the idea. Talking about how mapper can get money is one way of creating a way for Valve to make money.