I always get assigned more IPs than I will ever need. So surely some others
do too? De-listed? new ip! Meh

And Valve can't blacklist an IP for long... it would put game server hosts
out of business rather quickly.

On Thu, Mar 12, 2009 at 8:49 PM, Octo <[email protected]> wrote:

> Although people might game the system, I assume that there will be one or
> more
> sanity checks, and that bans might not be 100% automatic.  If anything this
> system gives Valve a smaller list of servers to look at/look into to see if
> their behavior warrants a delist.  One of the problems with trying to
> police
> such a large and ever changing population is narrowing down your search.
>
> Its unreasonable to think that valve has the time and man power to check
> every server out to see if something sketchy is going on. If they took the
> worst 1% (or even the worst .1%) and evaluated them they could remove a
> great
> deal of the problem servers with a much smaller amount of time invested.
>
> Since they did not specify what the grounds for actual blacklisting would
> be
> I think its entirely possible that you'd need to have multiple negative
> days
> before any sort of action was taken, as long as this sort of information is
> a secret I think that gaming it by either side (rogue admin trying to stay
> under the cap, or determined group of players trying to delist someone)
> would be too costly (as far as time required) for it to be worth doing.
>
> I think the most important point raised by all of this is that there will
> be blacklisting, and that in itself decreases the desire for people to try
> to do things such as run fakeclients.  Sure some people will still try to
> 'cheat' and gain an advantage, but as long as there arent false positives
> I'd rather have less of those people listed than do nothing about it.
>
>
>
> On Fri, Mar 13, 2009 at 12:32:42AM -0000, [email protected] wrote:
> > 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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