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.
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.
Making purely cosmetic item and get it official = 40 000$
Make a map and get it official = What, maybe 1000$?
It is not fair
$5500 is nearly twice what they got. Coldfront was bought for $3000, Hoodoo for $2500. No map has sold for more than $3000.
$5500 is nearly twice what they got. Coldfront was bought for $3000, Hoodoo for $2500. No map has sold for more than $3000.
items wont prolong the life of the game. its new game modes and maps.
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.
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.
The random drop system fits perfectly in.
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.
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".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.
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.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!