@moonkillerfps I did not say that, my tweet above proves it, I just told you I don’t dislike you.
I did not dislike you then either lol.
It wasn’t about leaving, you basically told me that my contribution to helping you upgrade your internet wasn’t meaningful because you had a community.
@moonkillerfps Not the point, you did pay the money but when I mentioned randomly that I had helped you stream again you kind of acted like I didn’t help you at all, again you paid but you left in a weird way saying that.
I bring this up because you said everyone who dislikes you is bad.
@moonkillerfps I don’t like how I sponsored your internet and you never acknowledged that, when I brought it up you acted like I didn’t do anything, it was hurtful.
@Ali_hassanein@MenaceBTW@qmx4kr3jnl To be honest, the players set the market conditions and how much players cost unfortunately, it’s not the other way around.
Correct, fans ARE willing to play but the publishers don't let orgs sell what their fans would buy.
It's why you see so many smaller orgs with revenue in Fortnite instead of Valorant, because when fans of the team (and it's talent) spend money, creator codes give them a cut
@JoshuaWalfall@ClutX_ It’s also funny as no one really calls the players out for joining “these orgs”, it’s ironic your favourite player can’t do no wrong but the player still joined the org
@JoshuaWalfall@ClutX_ Nah, you’re so right, I understand peoples problems, but what do people expect when they don’t actually support there orgs enough, if they cared so much, where were they, lots of orgs have done a lot of creative stuff, also a lot of orgs get slammed no matter hard they try
T1 just hit profitability last year and they are quite literally the biggest org in South Korea. To pretend this is just a "skill issue" is ridiculous.
There are so many structural problems in this scene that prevent Esports teams from monetizing like traditional sports clubs:
1. Publisher Ownership. A football team can sell limited edition soccer balls, a Valorant team can't do the same without the special blessing of Riot games. These same publishers create significant restrictions on third party events, the sponsors organizations can take, and what teams can sell.
2. Broadcast System. Since teams don't own their streams due to point 1, this is another area where organizations lose a lot of potential revenue. The worst part is that even if they did, viewers have been conditioned to expect free 4k broadcasts since day 1.
Now I don't necessarily think that Esports should move to PPV (pay-per-view) like traditional sports, but this system makes it even harder for organizations to monetize their viewership
3. Top Heavy Structure. In any entertainment industry, things are always going to be skewed towards the top but Esports takes it to another level. There are no salary caps or any restrictions on poaching, killing the prospects of any rising team without notable backing from holding onto solid talent.
All of the investment into talent development that traditional sports does is all but absent in Esports. Making the amateur and semi-professional scenes inhospitable to new talent and teams.
There are teams that have managed to, in spite of these obstacles, make a profit. @KarmineCorp is a big positive example with their strong French fanbase. However, until we see wider change to the landscape, orgs are going to keep taking sponsors you don't like 🤷♂️