Ocamper

SteamID64: 76561198314751962
SteamID32: [U:1:354486234]
SteamID: STEAM_0:0:177243117
CommunityURL: https://steamcommunity.com/id/87934453682/
ProfileURL: https://steamcommunity.com/profiles/76561198314751962

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Creation: 2016-06-26 17:38:55 (GMT)
Last Updated: 2023-04-01 07:23:06

VAC Banned: False
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Game Banned: False
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Ocamper2023-04-01 07:23:06 [Estimated]

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maddie-rep hasnt played apollo justice2024-02-09 14:34:42
OcamperValve have also added the ability for publishers to rent and sell digital movies via the service, with initially most being video game documentaries.[107] Following Warner Bros. Entertainment offering the Mad Max films alongside the September 2015 release of the game based on the series,[108] Lionsgate entered into agreement with Valve to rent over one hundred feature films from its catalog through Steam starting in April 2016, with more films following later.[109] In March 2017, Crunchyroll started offering various anime for purchase or rent through Steam.[110] However, by February 2019, Valve shuttered video from its storefront save for videos directly related to gaming content.[111] While available, users could also purchase Steam Machine related hardware.[112]2023-01-31 21:28:42
DhumiliateIn October 2012, Steam introduced non-gaming applications, which are sold through the service in the same manner as games.[103] Creativity and productivity applications can access the core functions of the Steamworks API, allowing them to use Steam's simplified installation and updating process, and incorporate features including cloud saving and Steam Workshop.[104] Steam also allows game soundtracks to be purchased to be played via Steam Music or integrated with the user's other media players.[105] Valve adjusted its approach to soundtracks in 2020, no longer requiring them to be offered as DLC, meaning that users can buy soundtracks to games they do not own, and publishers can offer soundtracks to games not on Steam.[106]2023-01-31 19:03:54
OcamperSteam Market, a feature introduced in beta in December 2012 that would allow users to sell virtual items to others via Steam Wallet funds, further extended the idea. Valve levies a transaction fee of 15% on such sales and game publishers that use Steam Market pay a transaction fee. For example, Team Fortress 2—the first game supported at the beta phase—incurred both fees. Full support for other games was expected to be available in early 2013.[101] In April 2013, Valve added subscription-based game support to Steam; the first game to use this service was Darkfall Unholy Wars.[102]2023-01-30 20:50:07
DhumiliateDuring mid-2011, Valve began to offer free-to-play games, such as Global Agenda, Spiral Knights and Champions Online; this offer was linked to the company's move to make Team Fortress 2 a free-to-play title.[97] Valve included support via Steamworks for microtransactions for in-game items in these games through Steam's purchasing channels, in a similar manner to the in-game store for Team Fortress 2. Later that year, Valve added the ability to trade in-game items and "unopened" game gifts between users.[98] Steam Coupons, which was introduced in December 2011, provides single-use coupons that provide a discount to the cost of items. Steam Coupons can be provided to users by developers and publishers; users can trade these coupons between friends in a similar fashion to gifts and in-game items.[99] In May 2015, GameStop began selling Steam Wallet cards.[100]2023-01-30 13:35:11
OcamperAlongside this, Valve announced that it would end business relations with any developer or publisher that they have found to be abusing the review system.[72] Separately, Valve has taken actions to minimize the effects of review bombs on Steam. In particular, Valve announced in March 2019 that it mark reviews they believe are "off-topic" as a result of a review bomb, and eliminate their contribution to summary review scores; the first such games they took action on with this was the Borderlands games after it was announced Borderlands 3 would be a timed-exclusive to the Epic Games Store.[73][74]2022-01-15 00:13:56
DhumiliateIn 2013, Steam began to accept player reviews of games. Other users can subsequently rate these reviews as helpful, humorous, or otherwise unhelpful, which are then used to highlight the most useful reviews on the game's Steam store page. Steam also aggregates these reviews and enables users to sort products based on this feedback while browsing the store.[69] In May 2016, Steam further broke out these aggregations between all reviews overall and those made more recently in the last 30 days, a change Valve acknowledges to how game updates, particularly those in Early Access, can alter the impression of a game to users.[70] To prevent observed abuse of the review system by developers or other third-party agents, Valve modified the review system in September 2016 to discount review scores for a game from users that activated the product through a product key rather than directly purchased by the Steam Store, though their reviews remain visible.[71]2022-01-13 18:07:15
OcamperIt is possible for publishers to have Valve to track down where specific keys have been used and cancel them, removing the product from the user's libraries, leaving the user to seek any recourse with the third-party they purchased from.[66] Other legitimate storefronts, like Humble Bundle, have set a minimum price that must be spent to obtain Steam keys as to discourage mass purchases that would enter the grey market.[67] In June 2021, Valve began limiting how frequently Steam users could change their default region to prevent them from purchasing games from outside their home region for cheaper.[68]2022-01-08 16:33:09
DhumiliateThe Steam store also enables users to redeem store product keys to add software from their library. The keys are sold by third-party providers such as Humble Bundle (in which a portion of the sale is given back to the publisher or distributor), distributed as part of a physical release to redeem the game, or given to a user as part of promotions, often used to deliver Kickstarter and other crowd funding rewards. A grey market exists around Steam keys, where less reputable buyers purchase a large number of Steam keys for a game when it is offered for a low cost, and then resell these keys to users or other third-party sites at a higher price, generating profit for themselves.[63][64] This caused some of these third-party sites, such as ♥♥♥, to be embroiled in this grey market.[65]2022-01-07 12:05:47
OcamperUsers of Steam's storefront can also purchase games and other software as gifts to be given to another Steam user. Prior to May 2017, users could purchase these gifts to be held in their profile's inventory until they opted to gift them. However, this feature enabled a gray market around some games, where a user in a country where the price of a game was substantially lower than elsewhere could stockpile giftable copies of games to sell to others, particularly in regions with much higher prices.[59] In August 2016, Valve changed its gifting policy to require that games with VAC and Game Ban-enabled games be gifted immediately to another Steam user, which also served to combat players that worked around VAC and Game Bans,[60] while in May 2017, Valve expanded this policy to all games.[61] The changes also placed limitations on gifts between users of different countries if there is a large difference in pricing for the game between two different regions.[62]2021-12-29 14:09:31
DhumiliateFrom April 2016 until December 2017, Steam accepted payments in Bitcoin with transactions handled by BitPay before dropping support for it due to high fluctuation in value and costly service fees.[55][56] The Steam storefront validates the user's region; the purchase of games may be restricted to specific regions because of release dates, game classification, or agreements with publishers. Since 2010, the Steam Translation Server project offers Steam users to assist with the translation of the Steam client, storefront, and a selected library of Steam games for twenty-eight languages.[57] Steam also allows users to purchase downloadable content for games, and for some specific games such as Team Fortress 2, the ability to purchase in-game inventory items. In February 2015, Steam began to open similar options for in-game item purchases for third-party games.[58]2021-12-20 14:11:10
OcamperStorefront featuresThe Steam client includes a digital storefront called the Steam Store through which users can purchase computer games. Once the game is bought, a software license is permanently attached to the user's Steam account, allowing them to download the software on any compatible device. Game licenses can be given to other accounts under certain conditions. Content is delivered from an international network of servers using a proprietary file transfer protocol.[51] Steam sells its products in US and Canadian dollars, euros, pounds sterling, Brazilian reais, Russian rubles, Indonesian rupiah and Indian rupees[52] depending on the user's location.[53] In December 2010, the client began supporting the WebMoney payment system, which is popular in many European, Middle Eastern, and Asian countries.[54]2021-07-25 23:28:08
DhumiliateValve later changed its policy to be similar to that of Electronic Arts' Origin platform, in which blocked users can still access their games but are heavily restricted, limited to playing in offline mode and unable to participate in Steam Community features.[48] Customers also lose access to their games and Steam account if they refuse to accept changes to Steam's end user license agreements; this last occurred in August 2012.[49] In April 2015, Valve began allowing developers to set bans on players for their games, but enacted and enforced at the Steam level, which allowed them to police their own gaming communities in a customizable manner.[50]2021-06-12 15:14:31
OcamperIn accordance with its acceptable use policy, Valve retains the right to block customers' access to their games and Steam services when Valve's Anti-Cheat (VAC) software determines that the user is cheating in multiplayer games, selling accounts to others, or trading games to exploit regional price differences.[46] Blocking such users initially removed access to his or her other games, leading to some users with high-value accounts losing access because of minor infractions.2021-04-27 08:13:26
DhumiliateIn September 2013, Steam introduced the ability to share most games with family members and close friends by authorizing machines to access one's library. Authorized players can install the game locally and play it separately from the owning account. Users can access their saved games and achievements providing the main owner is not playing. When the main player initiates a game while a shared account is using it, the shared account user is allowed a few minutes to either save their progress and close the game or purchase the game for his or her own account.[44] Within Family View, introduced in January 2014, parents can adjust settings for their children's tied accounts, limiting the functionality and accessibility to the Steam client and purchased games.[45]2021-04-24 21:21:07
OcamperProduct keys sold through third-party retailers can also be redeemed on Steam.[41] For games that incorporate Steamworks, users can buy redemption codes from other vendors and redeem these in the Steam client to add the title to their libraries. Steam also offers a framework for selling and distributing downloadable content (DLC) for games.[42][43]2021-04-14 11:44:32
DhumiliateIn September 2008, Valve added support for Steam Cloud, a service that can automatically store saved game and related custom files on Valve's servers; users can access this data from any machine running the Steam client.[38] Games must use the appropriate features of Steamworks for Steam Cloud to work. Users can disable this feature on a per-game and per-account basis.[39] In May 2012, the service added the ability for users to manage their game libraries from remote clients, including computers and mobile devices; users can instruct Steam to download and install games they own through this service if their Steam client is currently active and running.(Part 1)2021-04-14 11:11:03
OcamperNormally this is done while connected to the Internet following the user's credential validation, but once they have logged into Steam once, a user can instruct Steam to launch in a special offline mode to be able to play their games without a network connection.[34][35] Developers are not limited to Steam's CEG and may include other forms of DRM (or none at all) and other authentication services than Steam; for example, some games from publisher Ubisoft require the use of their UPlay gaming service,[36] and prior to its shutdown in 2014, some other games required Games for Windows – Live, though many of these games have since transitioned to using the Steamworks CEG approach.[37]2021-04-14 10:57:36
DhumiliatePrior to 2009, most games released on Steam had traditional anti-piracy measures, including the assignment and distribution of product keys and support for digital rights management software tools such as SecuROM or non-malicious rootkits. With an update to the Steamworks SDK in March 2009, Valve added its "Custom Executable Generation" (CEG) approach into the Steamworks SDK that removed the need for these other measures. The CEG technology creates a unique, encrypted copy of the game's executable files for the given user, which allows them to install it multiple times and on multiple devices, and make backup copies of their software.[33] Once the software is downloaded and installed, the user must then authenticate through Steam to de-encrypt the executable files to play the game. (Part 1)2021-04-14 10:54:09
OcamperSoftware delivery and maintenanceSteam's primary service is to allow its users to download games and other software that they have in their virtual software libraries to their local computers as game cache files (GCFs).[31] Initially, Valve was required to be the publisher for these games since they had sole access to the Steam's database and engine, but with the introduction of the Steamworks software development kit (SDK) in May 2008, anyone could potentially become a publisher to Steam, outside of Valve's involvement to curate games on the service.[32]2021-04-14 10:47:23
DhumiliateBeginning in 2005, Valve began negotiating contracts with several third-party publishers to release their products, such as Rag Doll Kung Fu and Darwinia, on Steam.[21] Valve announced that Steam had become profitable because of some highly successful Valve games.[22] Although digital distribution could not yet match retail volume, profit margins for Valve and developers were far larger on Steam.[23] Larger publishers, such as id Software,[24] Eidos Interactive,[25] and Capcom,[26] began distributing their games on Steam in 2007. By May of that year, 13 million accounts had been created on the service, and 150 games were for sale on the platform.[27][28] By 2014, total annual game sales on Steam were estimated at around $1.5 billion.[29] By 2018, the service had over 90 million monthly active users.[30]2021-04-14 10:46:08
OcamperHalf-Life 2 was the first game to require installation of the Steam client to play, even for retail copies. This decision was met with concerns about software ownership, software requirements, and issues with overloaded servers demonstrated previously by the Counter-Strike rollout.[18] During this time users faced multiple issues attempting to play the game.[7][19][20]2021-04-14 10:44:44
DhumiliateBetween 80,000 and 300,000 players participated in the beta test before Steam's official release on September 12, 2003.[12][14][7][15] The client and website choked under the strain of thousands of users simultaneously attempting to play the game.[16] At the time, Steam's primary function was streamlining the patch process common in online computer games, and was an optional component for all other games. In 2004, the World Opponent Network was shut down and replaced by Steam, with any online features of games that required it ceasing to work unless they converted over to Steam.[17]2021-04-14 10:43:17
OcamperPrior to the announcement of Steam, Valve found that Sierra had been distributing their games in PC cafes which they claimed was against the terms of the contract, and took Sierra and their owners, Vivendi Games, to court. Sierra countersued, asserting that with the announcement of Steam, Valve had been working to undermine the contract to offer a digital storefront for their games, directly competing with Sierra. The case was initially ruled in Valve's favor, allowing them to leave the contract due to the breach and seek other publishing partners for retail copies of its games while continuing their work on Steam.[4] One such company had been Microsoft, but Ed Fries stated that they turned down the offer due to Valve's intent to continue to sell their games over Steam.[13]2021-04-14 10:42:49
DhumiliateSteam's development began in 2002, with working names for the platform being "Grid" and "Gazelle".[7][8] It was publicly announced at the Game Developers Conference event on March 22, 2002, and released for beta testing the same day.[9][10] To demonstrate the ease of integrating Steam with a game, Relic Entertainment created a special version of Impossible Creatures.[11] Valve partnered with several companies, including AT&T, Acer, and GameSpy. The first mod released on the system was Day of Defeat.[12] In 2002, the president of Valve, Gabe Newell, said he was offering mod teams a game engine license and distribution over Steam for US$995.[12]2021-04-14 10:41:52
OcamperAround this time, Valve had problems updating the published games. They could provide downloadable patches, but for multiplayer games, new patches would result in most of the online user base disconnecting for several days until everyone had implemented the patch. Valve decided to create a platform that would update games automatically and implement stronger anti-piracy and anti-cheat measures. Through user polls at the time of its announcement in 2002, Valve also recognized that at least 75% of their users had access to high-speed Internet connections, which would continue to grow with planned broadband expansion in the following years, and recognized that they could deliver game content faster to players than through retail channels.[5] Valve approached several companies, including Microsoft, Yahoo!, and RealNetworks to build a client with these features, but were declined.[6]2021-04-14 10:41:30
DhumiliateValve had entered into a publishing contract with Sierra Studios in 1997 ahead of the 1998 release of Half-Life. The contract had given some intellectual property (IP) rights to Sierra in addition to publishing control. Valve published additional games through Sierra, including expansions for Half-Life and Counter-Strike. Around 1999, as Valve started work on Half-Life 2 and the new Source engine, they became concerned about their contract with Sierra related to the IP rights, and the two companies renegotiated a new contract by 2001. The new contract eliminated Sierra's IP rights and gave Valve rights to digital distribution of its games.[4]2021-04-14 10:40:59
OcamperThe Steam platform is the largest digital distribution platform for PC gaming, holding around 75% of the market space in 2013.[2] By 2017, users purchasing games through Steam totaled roughly US$4.3 billion, representing at least 18% of global PC game sales.[3] By 2019, the service had over 34,000 games with over 95 million monthly active users. The success of Steam has led to the development of a line of Steam Machine microconsoles, which include the SteamOS operating system and Steam Controllers.2021-04-14 10:40:06
DhumiliateThe software provides a freely available application programming interface (API) called Steamworks, which developers can use to integrate many of Steam's functions into their products, including in-game achievements, microtransactions, and support for user-created content through Steam Workshop. Though initially developed for use on Microsoft Windows operating systems, versions for macOS and Linux were later released. Mobile apps were also released for iOS, Android, and Windows Phone in the 2010s. The platform also offers a small selection of other content, including design software, hardware, game soundtracks, anime, and films.2021-04-14 10:28:23
OcamperSteam is a video game digital distribution service by Valve. It was launched as a standalone software client in September 2003 as a way for Valve to provide automatic updates for their games, and expanded to include games from third-party publishers. Steam has also expanded into an online web-based and mobile digital storefront. Steam offers digital rights management (DRM), server hosting, video streaming, and social networking services. It also provides the user with installation and automatic updating of games, and community features such as friends lists and groups, cloud storage, and in-game voice and chat functionality.2021-04-04 21:26:52
DavidGN40+rep Very cool person.2021-03-09 23:45:02

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