Oh and only upside would be "line system" for servers but i doubt it has
it. So if server is full, players are waiting to enter inline, instead
of doing wild connect and getting in before others who have waited for
longer.
-ics
ics kirjoitti:
I can see only downsides, these weird errors that come up whenever
Steam, it's servers or matchmaking goes down. Since community servers
are part of matchmaking search, i guess it applies to them as Steam
compares the data it has from the server to matchmaking stats, it
doesn't query every server every single time i think. So in theory,
it's faster.
Same thing for workshop maps, it's quite handy way to keep maps
updated but in more danger to errors at Steam end. Slow speeds,
connection errors, etc.
-ics
Absurd Minds kirjoitti:
Is there a reason for the extra step on community servers? I
understand it on the valve servers, but it seems to cause only
problems in community servers. Is there a benefit I'm not seeing?
On Jan 30, 2014 10:34 AM, "ics" <[email protected]
<mailto:[email protected]>> wrote:
Thats because CSGO is the only game so far that uses this "lobby
system". Other servers accept direct connection but CSGO server
rejects them if it thinks that the lobby is full, even though
there is free slot, 2 or even more free on the server itself.
So like in TF2 -> connect to a server, you get in.
CSGO style -> connect to a server, wait ok from steam. Result:
enter or error.
-ics
Absurd Minds kirjoitti:
I was severely annoyed by this yesterday. Does anybody know
why steam going down would drop your connection to a community
server in the first place. It does this on exactly zero other
valve games with dedicated servers. A fix for this is very
greatly needed.
On Jan 30, 2014 9:27 AM, "Jonathan Baldwin" <[email protected]
<mailto:[email protected]> <mailto:[email protected]
<mailto:[email protected]>>> wrote:
I know this issue has been brought up several times
before, but
its a huge annoyance in running multiple servers that
needs to be
addressed. Whenever a Steam outage occurs, clients
receive an
invalid session error or session is no longer available
when a
trying to connect. The only resolution seems so far is to
restart
server. There has to be some kind of way to create a new
lobby or
re-establish via console. If not, Valve can you confirm
if this
issue is going to be addressed in a future update?
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