tearsintherain
Member
The guy who posted on reddit about only 2 people online on launch day (it was his little brother that bought it) did post later that they did manage to get a refund on the game, so at least some good news.
The guy who posted on reddit about only 2 people online on launch day (it was his little brother that bought it) did post later that they did manage to get a refund on the game, so at least some good news.
Anyone with this version, check the leaderboards and see how many players own the game. The curiosity is killing me.bless your beautiful soul
Dunno, seems unlikely for them to bother at all considering the W10 userbase of the game is literally non-existent.Do you guys think they will add crossplay with other PC platforms?
So #2 guy got refunded... that leaves Phil Spencer?
Do you guys think they will add crossplay with other PC platforms?
I said its a result of MS creating a platform within a platform that users are restricted to only finding other users within that platform, and that any "cross platform" interoperability would require additional time and effort to implement, which is not going to happen.
I said its a result of MS creating a platform within a platform that users are restricted to only finding other users within that platform, and that any "cross platform" interoperability would require additional time and effort to implement, which is not going to happen.
What makes you think that connecting matchmaking of a PS4 version and the PC version running Steamworks wouldn't take any additional effort? Because that would be the exact same thing.
It's actually due to Valve. You cannot use Steamworks and any other Steam* unless your game is sold on Steam and they get their 30% cut per sale.
It's actually due to Valve. You cannot use Steamworks and any other Steam* unless your game is sold on Steam and they get their 30% cut per sale.
5. No Exclusivity.
Neither this Agreement nor the disclosure or receipt of Information shall constitute or imply any promise to or intention to make any purchase of products or services by either party or its affiliated companies or any commitment by either party or its affiliated companies with respect to the present or future marketing of any product or service or any commitment to enter into any other business relationship. Except for the license and use restrictions expressly set forth herein, each party will be free (1) to pursue, negotiate, and enter into similar relationships with third parties and (2) to develop, market, and make available similar products and services. Neither party will be obligated to enter into any other agreement with the other party by virtue of this Agreement.
Do you have source or an example of this? Because games that I redeemed from retail keys (Valve got got 0% of the sale) have access to all of Steam's features.
My legalese is quite poor, but as far as I can tell, nowhere is it stated that you absolutely have to sell your game through Steam to use its features.
A lot of it is under NDA. You can't even start implementing Steamworks without talking to Valve first - there is no "just click this and download and implement Steamworks in your executable"
Valve gets money off retail keys, btw.
Also you aren't allow to generate infinite free keys, either. I've seen requests for keys being generated rejected - even for low triple digit amounts. There is no way Valve would ever let you just generate keys and keep all the money to yourself perpetually. They aren't giving away free hosting.
You can sell Steam games anywhere. However, you must still ultimately redeem the game on Steam and launch it via Steam. Ubisoft sells Steam games (and Origin games, go look, they're selling an exclusive BF1 bundle right now) right from their website, but you still need Steam and Origin to play them.
This is versus Gamespy, where a game could implement Gamespy's lobby and matchmaking system without ever needing someone to install the Gamespy metaclient itself.
And they will not let you sell a significant amount of keys for free before you have to start prepaying keys or just sending people straight to the Steam store page.
A lot of it is under NDA. You can't even start implementing Steamworks without talking to Valve first - there is no "just click this and download and implement Steamworks in your executable"
Valve gets money off retail keys, btw.
Also you aren't allow to generate infinite free keys, either. I've seen requests for keys being generated rejected - even for low triple digit amounts. There is no way Valve would ever let you just generate keys and keep all the money to yourself perpetually. They aren't giving away free hosting.
Hilariously, you seem to be incorrect in about everything you claim. No, Valve doesn't get a single cent from keys sold elsewhere. This is a fact.A lot of it is under NDA. You can't even start implementing Steamworks without talking to Valve first - there is no "just click this and download and implement Steamworks in your executable"
Valve gets money off retail keys, btw.
Also you aren't allow to generate infinite free keys, either. I've seen requests for keys being generated rejected - even for low triple digit amounts. There is no way Valve would ever let you just generate keys and keep all the money to yourself perpetually. They aren't giving away free hosting.
You can sell Steam games anywhere. However, you must still ultimately redeem the game on Steam and launch it via Steam. Ubisoft sells Steam games (and Origin games, go look, they're selling an exclusive BF1 bundle right now) right from their website, but you still need Steam and Origin to play them.
This is versus Gamespy, where a game could implement Gamespy's lobby and matchmaking system without ever needing someone to install the Gamespy metaclient itself.
And they will not let you sell a significant amount of keys for free before you have to start prepaying keys or just sending people straight to the Steam store page.
You can begin implementing steamworks the second you've paid the greenlight fee.
Valve take no payment from retail key sales.
Valve will generate keys for you for any reason - this is how so many indie bundles exist.
You are either lying or are woefully misinformed about Steamworks.
They literally ARE giving away free hosting because attracting customers into the ecosystem is worth that expense.
Hilariously, you seem to be incorrect in about everything you claim. No, Valve doesn't get a single cent from keys sold elsewhere. This is a fact.
You can implement Steamworks if you've registered as a Steam dev. This is as simple as simply being on Greenlight.
It must be US-only, because I can't see shit, so I'll take your word for it.
I also bought the Windows 10 version, and right now the leaderboards are "Coming Soon" to hide any player count.
Infinite Warfare MP does have a small amount of activity. There were six players already ranked in the high 30s in the only lobby I was able to get into.
Modern Warfare is completely dead though, every time I tried to look for a game there was 0 people online.
I do think creating crossplay between PS4 and PC takes additional effort.
Why would you think I don't?
Do you guys think they will add crossplay with other PC platforms?
Someone on Reddit Gaming posted 5 hours ago only 2 people were in game searching for a match in the Win 10 store version:
2 people on the day of release.
2 people.
Entering your game into the Greenlight process also mucks you up a lot if a publisher likes your game and wants to pick it up - Valve will block a game from leaving the Greenlight process and being published instead.
It’s free. There is no per-copy activation charge or bandwidth fee.
I have at least one game I worked on on Steam, the lead on that game asked Valve for more keys to give away copies of the game and they said "nope", probably because it hasn't sold much on Steam.
No, they are not. Steam is barely free anymore. You'd be surprised how utterly nerfed a new account is these days without spending real money dollars on games or client MTs.
Either way, I've made it clear my opinion on Steam before, but Valve is just as much a first party/publisher as MS or Sony with how they deal with their store, and act as such in a lot of ways. I've just found it funny that they're portrayed as this benevolent giant when we had much more open and intracompatible PC gaming pre-Steam. For me to buy the marketing, I'd have to see Valve's Steamworks as an open source library with the ability to spin up your own homemade instances that the library can talk to without ever having to put pen to paper (or digisign)
Because you criticize UWP, when other platforms would require the same kind of effort to tie together. The game could be available on Desura or even standalone on PC (no client) as other buying options and we would have the exact same situation: More effort required, because none of these versions could utilize Steamworks without running through Steam (which they don't).
What is the key difference here that makes it reasonable to criticize Microsoft instead of Activision?
Humble Bundle gives regular Steam keys like anyone else. You keep being wrong about almost everything you post.Entering your game into the Greenlight process also mucks you up a lot if a publisher likes your game and wants to pick it up - Valve will block a game from leaving the Greenlight process and being published instead.
lol
This all depends on who you are and the popular ones like Humble Bundle switched to a non-key method long ago to stop resellers. It seems like it's easy, but HB only does games they feel worth carrying, which in turns means the games are known or at least semi-popular, which means Valve is more likely to allow keys/whatever for those games to be generated. It's cyclical.
I have at least one game I worked on on Steam, the lead on that game asked Valve for more keys to give away copies of the game and they said "nope", probably because it hasn't sold much on Steam.
No, they are not. Steam is barely free anymore. You'd be surprised how utterly nerfed a new account is these days without spending real money dollars on games or client MTs.
Either way, I've made it clear my opinion on Steam before, but Valve is just as much a first party/publisher as MS or Sony with how they deal with their store, and act as such in a lot of ways. I've just found it funny that they're portrayed as this benevolent giant when we had much more open and intracompatible PC gaming pre-Steam. For me to buy the marketing, I'd have to see Valve's Steamworks as an open source library with the ability to spin up your own homemade instances that the library can talk to without ever having to put pen to paper (or digisign)
Greenlight is openly being left to die, I wouldn't use it anymore.
Humble Bundle gives regular Steam keys like anyone else. You keep being wrong about almost everything you post.
You've been literally wrong in basically almost everything you claim so I guess you might just not understood whatever the lead told you. No, Valve doesn't get money from keys sold elsewhere, they won't stop you from generating keys for giveaways(there's literally hundreds of games that barely sold at all on Steam that managed to make giveaways with dozens of thousands of keys), it barely takes anything to implement Steamworks, hosting of your game is indeed free, among others.So your responses are someone I've known for almost 20 years now is a liar and "who cares", glad to be of help pointing out why this industry isn't all cherries and rainbows
So your responses are someone I've known for almost 20 years now is a liar and "who cares", glad to be of help pointing out why this industry isn't all cherries and rainbows
You've been literally wrong in basically almost everything you claim so I guess you might just not understood whatever the lead told you.
No, Valve doesn't get money from keys sold elsewhere
it barely takes anything to implement Steamworks
It's particularly amusing you're complaining about Valves key generation policies in a topic about the fucking W10 appstore whose key generation policies are outstandingly shitty
k, go sign up and request 20,000 keys. I'll sit here and wait while valve lets you make 200,000$ off their backend and not want a cut of it. Note that officially, Valve does not discuss payment agreements publically. Some devs can get more keys than others. Not all of them have to give Valve the same cut and have a lower cut they pay to Valve. Just how the industry works in general..
I honestly don't know what point you're trying to make, you're just throwing whataboutisms around.
You think Activision were going to release COD as a standalone .exe on Desura? LMFAO.
All these would face the same problem we have right here, yet you pick out UWP and act like it was part of the problem and I fail to see why.
Even assuming for a second this is true - that you have to pay Valve in some form for keys, and they explicitly restrict key generation in return for payments; how does any of the following work?
- devs selling their own keys directly from their own webpages (such as recent complaints about G2A by devs who were being hit with fraudulent purchases)
- third party retailers that sell CD keys; if valve take a cut, and the retailer takes a cut, where are the profit margins coming from? How are they undercutting steam itself?
- Pay what you want indie bundles; if there is a cost involved to key generation, how can you buy multiple games from multiple developers for 1 penny? If key generation is restricted, how can these bundles exist when they cannot anticipate demand in advance?
- F2P games; if there is a per-copy cost associated with putting a game on steam, how do the logisitics of a F2P game work? The more people playing the more money it costs the developer?
You are allowed to do this. The amount of keys you'll likely sell via your own site will be really small (because your actual Steam Page must always be visible, most will discover it via that), or if you're a big publisher, you've cut a check for a batch amount.
If we're talking about stores like Target and so on: Publisher prints off a bunch of boxes, cuts Valve a check for that fixed amount of boxes. Retailer then buys that stock and tries to sell it. Usually if it's under full price later on they've taken a loss or are running break even..
Valve makes their cut off every in-game purchase. You are not allowed to sell DLC on a Steamworks game without making it purchased via Steam, so you can't launch a F2P game on Steam but then push all the MTs through your own backend and keep Valve's cut to yourself.
And what about actual free games on Steam?
Vlambeer are paying Valve money for every user of Super Crate Box, without even any possibility to pay money towards it?
How doe that work?
How are Vlambeer so rich that they can afford to do that? Why would they do that?
How am I 'picking out' UWP? You're seeing what you want to.
MS wanted a separate platform.
It doesn't connect to a more popular platform without extra work. That's a side effect of MS getting exactly what they wanted.
People are mad at Activision for not putting in extra work to connect the two platforms, and its not Activisions job to do that.
As I've said all along, W10 appstore COD is a fully functional game, with full parity of features with every other platform edition.
The problem is that UWA is extremely unpopular, so the platform userbase is tiny.
Unpopularity of a platform is the owner of that platforms responsibility.
e:
I still don't know what point you're trying to make by bringing up PSN or Desura.
What does Microsoft have to do with this?
...
If you're offering the game someplace else, it isn't too much to ask for to give players the ability to at least play with all other PC players. And of course it's Activision job to do that, who else is supposed to do it?
But no extra work would have been required if MS hadn't built that wall for their own reasons.
MS do not allow steamworks games on W10 store.See, and that is questionable, which is why I'm asking for proof. You are talking about a 'wall', but does it even exist (in this case)? Or is it just the fact that whatever other platform you choose can't implement Steamworks and therefore would obviously require extra work to connect with the Steam version?
If yes, then this 'wall' is pretty natural and not inherent to the Windows Store. You could also make the argument that if they knew they were going to release on multiple platforms on PC, picking Steamworks was a really lazy choice if they didn't bother to connect the two.
MS do not allow steamworks games on W10 store.
Furthermore, this was clearly a last minute acquisition, so suggesting that Activision just rework their network infrastructure completely shortly before launch doesn't make any sense.
Doesn't seem reasonable at all. Uplay manages to sell steamworks games just fine.Steamworks requires Steam if I'm not mistaken. So it's 'MS do not allow Steam games on their store', which is kind of reasonable if you ask me.
Also if we assume that their matchmaking actually works, they must have reworked something.
Steamworks requires Steam if I'm not mistaken. So it's 'MS do not allow Steam games on their store', which is kind of reasonable if you ask me.
Doesn't seem reasonable at all. Uplay manages to sell steamworks games just fine.
Doesn't seem reasonable at all. Uplay manages to sell steamworks games just fine.
So its still Microsofts problem to solve that customers want Steamworks and Developers utilise Steamworks, not Activisions.
e: to your edit
On PSN, Sony provide APIs that handle achievements, user profile, networking and matchmaking, patching, DRM, DLC and CDN.
On X1, MS provide APIs that handle achievements, user profile, networking and matchmaking, patching, DRM, DLC and CDN.
On Steam, Valve provide APIs that handle achievements, user profile, networking and matchmaking, patching, DRM, DLC and CDN.
On W10 Appstore, MS provide APIs that handle some of those things.
To make cross platform play, developers require additional work to make these different APIs talk to each other.
Its not Activisions problem that the product they sell that expects mature APIs and a large enough userbase to make multiplayer worthwhile, and UWA can't handle that by itself, nor is it their 'fault' that they didn't go an extra mile to connect the W10 appstore to Steam, whereUWA version would benefit, and where the UWA version is always going to sell a pittance.
look at it this way;
If Activision released a WiiU port of the latest COD, and there aren't enough players on the WiiU for multiplayer to work well - is it Activisions fault they don't add crossplay with Steam to hide the shortcomings of that platform?
Steam games. They use Steam afaik, not just Steamworks. It's not about 'managing', but allowing it. I think allowing 3rd party DRM clients was one of the worst things Valve has ever done with their store, but it's only natural that other stores like Origin, uplay or whatever want a piece of the cake so they won't say no. Obviously Microsoft want a piece of that cake too, but I think in this case they've made the right decision. Of course that means 'no Steamworks', but I wouldn't want to buy a game in one store, only to have to use a second client from a second store to actually play the damn thing (looking at you, GTA).