So, tft keys still the best option to add funds to wallet?
With the current lukewarm prices on marketplace.tf, my usual place, I got 2.7 dollars extra by selling 30 keys. Everywhere I looked USD e-gift cards cost more due to seller's margin, and some places I even had to add VAT, which inflated the price further.
Why are you guys doing the tf2 keys thingy? If i need money for the wallet i buy a giftcard. US 50$ for 46.19 Eur, i think this is fair (and instant & no hassle).
yeah yeah just ignore me, how dare i asked a question, i mean wtf? f off.
So yeah 15th November hit and some games got removed on steam from the german steam store.
If you are on the german steam store and some games show up as empty spaces without a name in your wishlist you can be sure that those got removed.
Also this seems to have happened:
Quote:
Valve used a tool which automatically added the "Restricted countries: Germany" attribute to the approx. 20.000 still affected games. But Valve being Valve, the tool overshot and also flagged games that already had an age rating by the german USK, flagged Demos, Soundtracks, Tools, Software, unreleased Games, DLCs, Free to Play-games, MODS, and so on.
It seems that Valve noticed it and approx. 10 hours after the changes, initiated some kind of rollback that slowly but surely removes the "Restricted countries: Germany" attribute from apps again, which should have not been flagged in the first place.
But, although the flag is removed, some store pages are still hidden or the possibility to buy a game is gone if your account's store region is set to Germany. For example, Halo:TMCC is not buyable and the popular streaming software OBS is still gone.
The chaos still goes on and I guess it will still take another few hours or days until it all will work as intended.
I dont blame valve btw.
Here is a steam group who tries to make a comprehensive list of everyone game that got removed and they try to contact the devs to make them rate the game:
2K is shutting down its launcher for its entire lineup of PC games on Epic and Steam.
BioShock, Civilization, Mafia, and more can now be played without having to go through 2K's launcher.
PC players are also understandably celebrating the launcher's death, hoping that other publisher like EA and Ubisoft follow suit. We can dream.
Skipped a bit through the video, whole lot of bla bla without substance, basically this is it:
https://partner.steamgames.com/doc/store/seasonpass
"If you aren't ready to clearly communicate about the content included in each DLC AND when each DLC will be ready for launch, you shouldn't offer a Season Pass on Steam."
Which is more or less mandatory with "new" EU directives that went in effect in 2022. Valve probably had enough of the complaints.
Steam's end-of-year review of what we play and how we play makes for some interesting reading.
The Steam end-of-year review always throws up some interesting numbers, and with 2024's stats now out, it prompts some interesting reflections on how we game, both individually and en masse. On a personal level, it turns out I've played about 50% fewer games on Steam than last year (I blame Game Pass, emulation, and my overpriced but utterly captivating Nintendo 3DS XL), while turn-based, stealth, and detective games made up a big part of my 2024 jam.
But the really interesting stuff is on the macro scale, as it shows that Steam users spent just 15% of their total playing time in games that launched in 2024. 47% of the total playing time on Steam was spent on games released in the last one to seven years, while a sizeable 37% of time was spent in games that have been out for eight years or more.
So what do we make of all this? Are people just not buying new games any more? No, that's probably not the case. In fact, that 15% is a significant increase over the 9% of playtime spent in 2023 on new games released that year (though it's down on the 17% of time folks spent in new games in 2022). So 2024 has actually seen a bit of a bounceback from last year, possibly driven by the popularity of new online games like Helldivers 2, Delta Force, and, uhhh, the free-to-play super-sensation that is Banana. On the singleplayer front, simian action-adventure Black Myth: Wukong has led the charge with some eye-watering concurrent player numbers on Steamcharts.
The current state of live service games may play its part in why the 'time spent in new games' numbers aren't higher. Service games make up the vast majority of Steam's Most Played charts, with long-established titles like Counter-Strike, Dota 2, and PUBG ruling the roost for years. Meanwhile, as Ubisoft can attest with its Skull and Bones struggles and alarmingly abrupt closure of XDefiant, it's becoming increasingly challenging and risky for a new live service game to break through into the market. While there have been some breakouts like Marvel Rivals and Path of Exile 2, for the most part players stick religiously to the ongoing games that they've already invested tons of time and money into.
Another factor is that Steam has over 200,000 titles as of today, dating back decades, which dwarfs the 18,000 or so released in 2024 (as per SteamDB). Playing games on Steam is effectively playing games on PC, which covers everyone from old-timers revisiting their favourite cRPGs from the 90s, to the hundreds of holdouts who maintain that Civilization 4 is the best one. With all that in mind, that 15% of playing time on games released in 2024 sounds about right, even pretty impressive!
No dying tripleAYYYYYYY industry just yet, though
boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
ps. Remember not to re-use your passwords. You can get Bitwarden for free and use unique password for each service. Steam Guard / MFA can help a lot but you should still avoid password reusage.
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