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TheSilencerPL

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Everything posted by TheSilencerPL

  1. Convincing results from pricing experiments on Steam say that just might be the case. Games may be too expensive. That is the message Valve Software President Gabe Newell gave the assembled developers at the annual DICE Summit on Wednesday. While the topic of his keynote was the game industry's transition from retail industry to service industry, he revealed sales data from Steam that suggests games are too expensive. The reason why few have arrived at this conclusion is because you cannot easily experiment with pricing at retail, says Newell. But you can with Steam, Valve's burgeoning digital distribution platform. On the PC-only Steam service, a wide range of prices are attached to games, and attractive weekend deals throw more pricing variability into the mix. Although Valve was initially afraid that volatility or variability in pricing would confuse or anger its customers--or even cannibalize retail sales--Newell says that was not all the case. In fact, it dramatically increased sales. Illustrating his point, Newell showed the results of a Left 4 Dead promotion Valve ran last weekend, which cut the price of the game in half to $25. The discount (and promise of new content for the game) rocketed sales of the game on Steam by 3,000 percent. "We sold more in revenue this last weekend than we did when we launched the product," says Newell. "We were driving a huge uptick in revenue and attracting new customers." And while people believe that we're "screwing" retail, Newell showed that brick-and-mortar sales were unaffected by the online discount. This phenomenon is not limited to Valve games. Over the holidays, Steam discounted third-party titles. Sales increased 300 percent and units-sold increased by 600 percent. Still skeptical? Newell said that a weekend sale of one third-party title drove that game's sales up by 18,000 percent and units-sold increased 36,000 percent. It energized the user base, says Newell. When the sale ended, baseline sales were double what they were prior to the weekend discount. Discounting games does not only increase unit sales--it increases actual revenues. During the 16-day sale window over the holidays, third-parties were given a choice as to how severely they would discount their games. Those that discounted their games by 10 percent saw a 35% uptick in sales--that's dollars, not units. A 25 percent discount meant a 245 percent increase in sales. Dropping the price by 50 percent meant a sales increase of 320 percent. And a 75 percent decrease in the price point generated a 1,470 percent increase in sales. The conclusion: The games industry is not pricing its products correctly. It's only through the experimentation that such services as Steam allows will the industry be able to find the golden ratio of price and sales. As Academy of Interactive Arts and Sciences President Joseph Olin concluded Wednesday night, this is going to generate a lot of controversy about pricing. source Click here to view the article
  2. Convincing results from pricing experiments on Steam say that just might be the case. Games may be too expensive. That is the message Valve Software President Gabe Newell gave the assembled developers at the annual DICE Summit on Wednesday. While the topic of his keynote was the game industry's transition from retail industry to service industry, he revealed sales data from Steam that suggests games are too expensive. The reason why few have arrived at this conclusion is because you cannot easily experiment with pricing at retail, says Newell. But you can with Steam, Valve's burgeoning digital distribution platform. On the PC-only Steam service, a wide range of prices are attached to games, and attractive weekend deals throw more pricing variability into the mix. Although Valve was initially afraid that volatility or variability in pricing would confuse or anger its customers--or even cannibalize retail sales--Newell says that was not all the case. In fact, it dramatically increased sales. Illustrating his point, Newell showed the results of a Left 4 Dead promotion Valve ran last weekend, which cut the price of the game in half to $25. The discount (and promise of new content for the game) rocketed sales of the game on Steam by 3,000 percent. "We sold more in revenue this last weekend than we did when we launched the product," says Newell. "We were driving a huge uptick in revenue and attracting new customers." And while people believe that we're "screwing" retail, Newell showed that brick-and-mortar sales were unaffected by the online discount. This phenomenon is not limited to Valve games. Over the holidays, Steam discounted third-party titles. Sales increased 300 percent and units-sold increased by 600 percent. Still skeptical? Newell said that a weekend sale of one third-party title drove that game's sales up by 18,000 percent and units-sold increased 36,000 percent. It energized the user base, says Newell. When the sale ended, baseline sales were double what they were prior to the weekend discount. Discounting games does not only increase unit sales--it increases actual revenues. During the 16-day sale window over the holidays, third-parties were given a choice as to how severely they would discount their games. Those that discounted their games by 10 percent saw a 35% uptick in sales--that's dollars, not units. A 25 percent discount meant a 245 percent increase in sales. Dropping the price by 50 percent meant a sales increase of 320 percent. And a 75 percent decrease in the price point generated a 1,470 percent increase in sales. The conclusion: The games industry is not pricing its products correctly. It's only through the experimentation that such services as Steam allows will the industry be able to find the golden ratio of price and sales. As Academy of Interactive Arts and Sciences President Joseph Olin concluded Wednesday night, this is going to generate a lot of controversy about pricing. source
  3. Yes, gaoesa is right, it's the player character. I didn't think of that.
  4. This is a nice idea. I would also propose to add some special treatment to women at all in the mod There are not so many of them playing the game. So whenever some lady is on the server (she would specify that through the client config cvar) some additional things would happen, like greetings, some courteous statements, greetings maybe. Don't know yet in particular what special things but it could be a nice addition to the mod so that women would get some special treatment. What do you say?
  5. Yes, indeed they differ a bit for thompson and mp40 - after the second look at it EDIT: I had to watch it without sound.
  6. Thanks, I can only see the difference in FG42 In thompson and mp40 fast reload is the same or almost the same, but the differences are so small that I can't notice them. I will watch it again few times, maybe then I will notice something important.
  7. What do you mean by "finish in th middle"? You can PM me to describe it better in polish
  8. When they are taken in 16:9 ratio and game is in fullscreen?
  9. Huh, 90's - love this song. My high school times
  10. The game itself was created for 4:3 aspect ratio. When it comes to other aspect ratios, like in the modern monitors (16:9 for instance), there are distortions in the HUD elements (the most significant: compass). Besides when some things are drawn in fullscreen things get stretched and also don't look nice (for example: loading panel). This is briefly what it is about
  11. Adding a new weapon is not so straightforward as you think. You have to change the source code to do that, I don't think it's possible to achieve this with some scripts.
  12. Audacity -> open the file -> cut what you want -> save the file in the format you want. There is nothing simpler.
  13. Sure Myślę, że nie zrozumiałeś dokładnie, tego co powiedziałem/napisałem. Możesz zachować stary shrubbot.cfg, ale musisz z niego usunąć sekcje "admin". Możesz dodać starych adminów do bazy danych, nawet tych, którzy jeszcze nie grali na serwerze, używając osobnego pliku admins.cfg. Ten plik ma tylko sekcje "admin", te które były wcześniej w shrubbot.cfg. Komenda "readmins" przeczyta ten plik i doda/zmieni adminów w bazie danych w oparciu o zdefiniowane w pliku admins.cfg bloki/sekcje "admin". PL: Ah, zapomniałem jeszcze o EDIT:) EN: Ah, I've forgotten about the EDIT Mamy również narzędzie konwersji, które skonwertuje zachowane ETPUb XP to bazy naszego silEnT moda. Ale to musi być wykonane jako pierwsza rzecz, ponieważ ten tool tylko tworzy bazę danych. Potem można wywołać !readadmins (tak jak wyżej) i będziesz miał całą bazę skonwertowaną do silEnT.
  14. wajdzik, witam kolegę z Polski PL: można wiedzieć jaki serwer chcesz przenieść na silEnT? EN: Can you share with us the server name/address you want to convert to silEnT? sorry for polish guys
  15. LOL, @gao, you read my mind. I was thinking about the minus too when I was answering earlier Minus is the best and it's easily linked with the fact that something is not accessible or it's not relevant.
  16. Come on http://lmgtfy.com/?q=convert+mp3+to+wav
  17. The star might also create confusion, don't you think? As for me, star or no ping - no ping is better imo.
  18. If someone ever had problems with minimizing ET on linux, here is how to do this: open console in game by pressing "~" press ALT+ENTER combination now you should have the window in windowed (not fullscreen) mode, the window manager decoration should be visible, you should be able to move the mouse cursor outside the game window (it doesn't posses it anymore) press the window minimize button That's it. The key in these steps is the first one, the opened console. Without this, even after ALT+ENTER is pressed, you won't be able to move the mouse outside of the game window to minimize it.
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