For hi_leute_gll
hi_leute_gll wrote:Teeworlds is already one of the games which last the longest.
I should've mentioned activity and growth. It's past its peak.
deen wrote:hi_leute_gll wrote:Even though it is hard to compare a small open source game with WoW, Minecraft and all such "legendary" games, Teeworlds exists since about a decade and had in the most of its time an increasing number of players.
How do you measure that the number of players is increasing? I haven't noticed that in the last 5 years or so.
I would like to know as well.
hi_leute_gll wrote:But like the whole Vanilla gameplay was and still is, they got bored pretty fast. (Same happened after the Steam release.)
Or people are getting older and have to start working. Also, vanilla only became stagnant because of the devs of teeworlds.com; there were no new contents or updates developed for vanilla. Here in DDNet, there's constantly new content and updates (you can look at update history of Teeworlds, where updates happened at a year-rate, whereas for DDNet, it's in months). There's a small flow of economy; funding the servers and the tournaments. What about tw.com? There is no-show by the devs, leaving bugs, suggestions/demands of the community behind.
hi_leute_gll wrote:1. DDNet. DDNet has such a big role in Teeworlds that it makes it almost impossible to bring up a new server with a new modification.
DDNet has
saved Teeworlds that it makes it
possible to bring up new servers with new modifications.
hi_leute_gll wrote:2. Our society. Young people think that these things are natural and happen without them doing anything for this.
Baseless claim--perhaps it's true, perhaps it's not, but I look at a recent example, Super Smash Brothers Melee in the United States. It died one year. Now, it's become bigger than ever, with biggest amount of prize pools reaching 10,000s US$.
hi_leute_gll, I find your arguments weak and you somehow find subjective, pessimistic views instead of an objective one to form your claims. I see nothing but positiveness in DDNet compared to Teeworlds. Just look at the activity on Aoe's YouTube channel.
For deen
deen wrote:I think I've heard the argument a few times that I single-handedly destroyed Teeworlds. I feel honored to see that people still remember it.
Well deen, I don't think you destroyed Teeworlds. I think you single-handedly saved Teeworlds and DDNet has become the gateway to Teeworlds. Hats off to you.
For Index
Index wrote:Monetization and massive player-growth might be worst ideas in this thread.
These aspects should never be our goal.
Maybe I'll cite something later about how monetization snowballs into benefits and further growth, but "massive player growth" is pretty much the topic of this thread and looking at the history of posts in teeworlds.com, there are so many posts regarding this topic. I'm sure you know this. The community demands this. This thread is a clear evidence.
Index wrote:But for me, teeworlds ist mostly about this small-ish game atmosphere where everyone knows each other. It's just a nice and friendly feeling when you finish maps or do epic movements together.
People will find clans and their own small communities and gaming partners and friends if they want. If they don't, they won't. Maybe you're privileged with nice and friendly feelings during your experience in DDNet, but you know that Teeworlds is not an exception in the gaming world. You can find these things in no matter what game you're playing.
Index, you don't want to continue with this discussion because you disagree with what the majority of the community (again, which you said in your post) demands and have demanded for such a long time. You don't have to. Just know that we appreciate your contributions.
I would like to mention again:
DDNet has single-handedly saved Teeworlds and DDNet has become the gateway to Teeworlds. Teeworlds alone does not has a future, but DDNet does, thus Teeworlds. Teeworlds' fate is not shared with DDNet. You can tell by clicking on "active posts" in both forums, Aoe's active YouTube channel, public funding/donations for the servers, participation in prized and non-prized tournaments, daily changing (therefore new) content in the DDNet frontpage, map releases, etc.