If this system is as well thought-out as the current Achievement/Stats
system then attacking servers should not be so hard. Not sure what effect it
would have though.

On Thu, Mar 12, 2009 at 8:35 PM, Donnie Newlove <donnie.newl...@gmail.com>wrote:

> That would only make the big servers even bigger and even be
> beneficial to servers running fake clients and lying just to lure in
> players. But at the same time, attacking servers to manipulate their
> rank could be a very real problem.
>
> On Fri, Mar 13, 2009 at 1:26 AM, SmOoThEm <ad...@righttorule.com> wrote:
> > 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: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] 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 <1nsane...@gmail.com> 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 <octodhd_h...@monkeyrings.com>
> > 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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