Then don't kick players. Players that get kicked for no apparent
reason will have a bad experience and thus reducing score because of
reserved slots is not a problem, it's a feature. This system is not
made for you, it’s made for the players.

But there is an easy solution. Make your server use 26 slots or 32 or
whatever is needed, hide those extra slots and then use them for
reserved players. No one gets kicked and players with reserved slots
will join their extra reserved slots. It's already built into
SourceMod.

On Fri, Mar 13, 2009 at 1:47 AM, SmOoThEm <[email protected]> wrote:
> What about reserve slots? Everyone uses those to provide their special
> people with access without admin intervention.
>
> A user must connect to a server before he is then kicked to clear the slot.
> Ive been watching my Badwater server for the past 20 mins and ive seen over
> 20+ people get kicked for joining the 32nd slot.
>
> Delisting servers is not a good idea at all, but awarding popular servers
> is! A simple server list sorting ability for the new "server ranks" would be
> the best way to go.
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of
> [email protected]
> Sent: Thursday, March 12, 2009 5:33 PM
> To: 'Half-Life dedicated Win32 server mailing list'
> Subject: Re: [hlds] TF2 Blog Post: Server Scoring
>
> I'd agree that now that this is out in the open, its usefulness for
> blacklisting is over, but I'd argue that up until now, the only servers that
> matched the pattern of consistent connections followed by immediate
> disconnections would be fakeclients servers, so, assuming the stats can't be
> manipulated, I don't have a problem with delisting.
>
> I'd also argue that, up until now, the secrecy has ensured no manipulation
> and, from now on, the situation is reversed.
>
>> -----Original Message-----
>> From: [email protected] [mailto:hlds-
>> [email protected]] On Behalf Of SmOoThEm
>> Sent: 13 March 2009 00:27
>> To: 'Half-Life dedicated Win32 server mailing list'
>> Subject: Re: [hlds] TF2 Blog Post: Server Scoring
>>
>> You guys are missing the point here, and it's going to be a big
>> problem.
>>
>> Let's say I get 15 people to join a server and then leave just because
>> I
>> don’t like the owners etc.
>> There goes 225 points from the server for no reason at all. I can see
>> people
>> like mygot getting servers delisted even if it only counts each player
>> once
>> per month. Also when a player joins a server and gets kicked for a
>> reserve
>> slot or cause of the steambans plugin this will really trash a server
>> score
>> because the player is actually connected before getting kicked.
>>
>> Taking away points is a horrible idea, but giving points based upon
>> play
>> time really has potential. I can see where this idea is going but
>> removing
>> servers that people pay for from the list just because it isn't popular
>> is
>> bullshit. Everyone has to start somewhere and it takes a lot of work to
>> get
>> a new server full of regular returning players. Before valve does
>> anything
>> like this they need to consult the community! I don’t think valve
>> really
>> understands how much money is spent each year from organizations to
>> provide
>> servers for the games they create. Personally we spend thousands. If
>> they
>> would do something like this to benefit the server owners and the
>> players at
>> the same time it would prevail a success and actually give merit to
>> established servers.
>> A better idea would be allowing servers in the list to be sorted by
>> their
>> score and not just by names, pings, players, etc. This way no one is
>> de-listed and the same effect is obtained for the players.
>>
>> TALK TO US VALVE, DON’T JUST LEAVE US OUT TO DRY!!!!!!
>>
>>
>>
>> -----Original Message-----
>> From: [email protected]
>> [mailto:[email protected]] On Behalf Of Donnie
>> Newlove
>> Sent: Thursday, March 12, 2009 4:47 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] TF2 Blog Post: Server Scoring
>>
>> If if is a global problem and not only a server problem then it would
>> not matter because every server would be penalised for it and since a
>> rank will only mean anything when compared to other servers it should
>> not matter.
>>
>> On Fri, Mar 13, 2009 at 12:36 AM, 1nsane <[email protected]> wrote:
>> > Hmm connection time... So clients dropped by steam/vac connection
>> issues
>> > will give negative points too? :D
>> >
>> > On Thu, Mar 12, 2009 at 7:21 PM, Octo <[email protected]>
>> wrote:
>> >
>> >> Oh this is great news =)
>> >>
>> >> As long as theres not a way to game this to force the delist of a
>> competing
>> >> community.  I'll assume they only count a steamid's vote once for a
>> server
>> >> in a large time frame, so that flapping clients wont cause a huge
>> point
>> >> hit.
>> >>
>> >> Now if only you gave a vanilla server bonus....
>> >>
>> >> On Fri, Mar 13, 2009 at 10:14:24AM +1100, Andrew Armstrong wrote:
>> >> > Check out http://teamfortress.com/
>> >> >
>> >> >
>> >> >
>> >> > "One of the things we've been thinking about for a while now is
>> how to
>> >> > improve the player experience around finding a server to play on"
>> >> >
>> >> >
>> >> >
>> >> > .
>> >> >
>> >> >
>> >> >
>> >> > "After kicking around some proposals, we came up with a simple
>> system
>> >> built
>> >> > around the theory that player time on a server is a useful metric
>> for
>> how
>> >> > happy the player is with that server."
>> >> >
>> >> >
>> >> >
>> >> > "The very worst servers attract a large number of connections,
>> mostly
>> >> > because they're lying in ways that make them look like a very
>> attractive
>> >> > server at all times."
>> >> >
>> >> >
>> >> >
>> >> > "Our first step in improving this part of the player experience
>> has
>> been
>> >> to
>> >> > delist all the really bad servers. The master server will simply
>> stop
>> >> giving
>> >> > these to you when you fire up the serverbrowser. After that, we're
>> going
>> >> to
>> >> > keep improving our ability to measure this kind of problem."
>> >> >
>> >> >
>> >> >
>> >> > This sounds very cool, and I look forward to see what Valve can
>> come up
>> >> with
>> >> > in using these stats.
>> >> >
>> >> >
>> >> >
>> >> > -          Andrew
>> >> >
>> >> > _______________________________________________
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>> >>
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