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Latest Comments by kuhpunkt
Valve has launched "Steam Labs", a place where Valve will show off new experiments
12 Jul 2019 at 8:49 am UTC Likes: 3

Quoting: TheSHEEEP
Quoting: kuhpunkt
Quoting: apocalyptechGive me a call when they try the "use humans to curate the store so it's not brimming with garbage constantly" experiment, that's the one that I'm still really pining for.
Which is completely unrealistic. It won't happen, because it won't help.
Well, there has to be some kind of middle ground between Valve's "every crap is welcome" and GOG's "we arbitrarily reject most good games that our users would actually like".
I actually think that the people at Valve already do a good job. Scam gets deleted, trash isn't promoted. I've never been recommended actual crap. I'd actually have to go out of my way to search for this stuff. I think most people just overreact here.

Valve has launched "Steam Labs", a place where Valve will show off new experiments
12 Jul 2019 at 7:07 am UTC Likes: 2

Quoting: BrisseA problem with the recommendations presented by the ML feature "Interactive Recommender" is that some of my best gaming experiences have been from short and focused interactive experiences which didn't take as much time to go through as some of my top games by hours played. Seems these games are not treated fairly by this algorithm. The recommendations makes sense in comparison to my most played games, but most hours played does not always mean most compelling game, and some of those most played games I'm actually done with and I'm burned out on those genres.

I think a partial solution could be to look at the average playtime for the entire user-base for a game, and then see how my time compares to that of the average user. If I spent more time than average, then I probably found it compelling. Some games are intentionally short, others can be huge time sinks. By looking at a ratio compared to an average instead of absolute playtime we can ensure the former category isn't treated as unfairly as it currently seems to be.
The blog post:

"Why it works for short games
The recommender knows that there are great short-form games you can finish in an hour, and those you'll play for thousands. Your playtime data is normalized to reflect the distribution of playtime in each game, ensuring that all games are on an equal footing."

Valve has launched "Steam Labs", a place where Valve will show off new experiments
12 Jul 2019 at 7:04 am UTC Likes: 3

Quoting: apocalyptechGive me a call when they try the "use humans to curate the store so it's not brimming with garbage constantly" experiment, that's the one that I'm still really pining for.
Which is completely unrealistic. It won't happen, because it won't help.

Valve may be working on a new version of the Steam Controller
4 Jul 2019 at 8:11 pm UTC

Hopefully the thumbstick works on this one... not like on the Index Controller :huh:

The former Paradox Interactive CEO thinks "platform holders" 30% cut is "outrageous"
3 Jul 2019 at 6:53 am UTC Likes: 1

Quoting: monnef
Quoting: Purple Library Guy
Quoting: Beamboom
Quoting: monnefWhy indie games should be paying more, in relative numbers, than big publishers?
If you talk about the fee on publishing the game, I dare say that $100 shouldn't be much for anyone. If you're semi-serious about putting your game out there on a an as massive market as Steam, I'd say it's pretty much nothing.

I think that particular part is a good idea, to keep the absolute worst out of the store.
Probably monnef meant the recent policy shift where games (or maybe developers) that sell a little pay 30% while games that sell quite a bit pay 25% and games that sell big league numbers pay 20%.
Yes, that was what I meant. 30% cut if you are a small indie, but only 20% if you are a big publisher. Why? If there is any imbalance, shouldn't it be reversed - helping small indies to survive, not AAA games with predatory mtx?
It depends on the revenue made, not on the size of the studio. Small indies with a hit can reach those goals, too.

The former Paradox Interactive CEO thinks "platform holders" 30% cut is "outrageous"
2 Jul 2019 at 2:47 pm UTC

Quoting: gradyvuckovic
Quoting: liamdawe
Quoting: gradyvuckovic
Quoting: kuhpunkt
Although, they did tweak this for higher earning games in December last year so for games that earn $10 million it's reduced to 25% and 20% at $50 million.
That's per publisher/developer, not per game.
For real?!

Holy crap I've been quoting that wrong then, I thought that was per game?!

If that's per publisher, then practically all of the major publishers are already at 20%?! What on earth is Paradox even complaining about?
Wrong. It is per-game, not per developer.

From Valve's post on it:
Starting from October 1, 2018 (i.e. revenues prior to that date are not included), when a game makes over $10 million on Steam
*emphasis mine
Ahh thankyou, I was questioning myself there, whew.
I'd wait for confirmation either way.

NVIDIA have announced their new "GeForce RTX SUPER Series" lineup
2 Jul 2019 at 2:46 pm UTC Likes: 1

Quoting: gradyvuckovicWhat about GPU memory? Any change there?
The old RTX 2600 only had 6GB, the new one has 8GB.

I was interested in the old RTX 2070, but the 2060 Super is cheaper and just as fast now.

The former Paradox Interactive CEO thinks "platform holders" 30% cut is "outrageous"
2 Jul 2019 at 2:39 pm UTC Likes: 1

Quoting: liamdawe
Quoting: gradyvuckovic
Quoting: kuhpunkt
Although, they did tweak this for higher earning games in December last year so for games that earn $10 million it's reduced to 25% and 20% at $50 million.
That's per publisher/developer, not per game.
For real?!

Holy crap I've been quoting that wrong then, I thought that was per game?!

If that's per publisher, then practically all of the major publishers are already at 20%?! What on earth is Paradox even complaining about?
Wrong. It is per-game, not per developer.

From Valve's post on it:
Starting from October 1, 2018 (i.e. revenues prior to that date are not included), when a game makes over $10 million on Steam
*emphasis mine
That's what I thought as well, but I listened to a podcast (The Pod, one of Germany's biggest gaming podcasts) where they talked about Epic vs. Steam and they explained that. They talked to several developers who told them that this is wrong and that it's just per developer/publisher and not per game. Valve didn't communicate this properly.

I tried to confirm this by asking on the Steam reddit and people like Jim Sterling and Tyler McVicker, but I didn't get a single response.

If you could ask more developers with your connections, that might help.

The former Paradox Interactive CEO thinks "platform holders" 30% cut is "outrageous"
2 Jul 2019 at 12:08 pm UTC

Although, they did tweak this for higher earning games in December last year so for games that earn $10 million it's reduced to 25% and 20% at $50 million.
That's per publisher/developer, not per game.

Steam's top releases of May show why Steam Play is needed for Linux
28 Jun 2019 at 7:40 pm UTC Likes: 3

Quoting: Guest
Quoting: TermyI really think proton is a good thing to help get more people on Linux.

What i don't know is if it is a good idea to buy games that don't support Linux but run with Proton - i'll happily play them if they are in a bundle, but until now i'm refraining from buying them...
See above discussion about how buying a thing economically incentivizes more of that thing. If you buy a Windows game, that will teach devs that you want more Windows games. If they see you doing it from Linux, they'll just celebrate that they can sell a Windows game to a Linux gamer and not have to give them any support in return. If you buy Linux games, you're indicating you want Linux games. The greater the demand for Linux games and the more that are sold, the better for Linux gaming and the better for you when you get normal game support like everyone should always get.
That's just one interpretation. That doesn't make it true.