That's what I do. Really no reason to have people join into reserved slots.
Just hide them.
This might actually force other server admins to re-evaluate their reserved
slot system... But what about banning? Sourcebans and the like?

On Thu, Mar 12, 2009 at 8:58 PM, Donnie Newlove <[email protected]>wrote:

> 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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> >> >> please visit:
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> >> >>
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> >> >>
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> >> >
> >>
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> >>
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