You don't get a penalty for removing players, the penalty is for each 
connection.

A score filter would honor 32 player servers again, because they earn more 
points. It would be better to have a normalized score depending on the max 
player count. So a 24 player server which is full all the day has the same 
score like a 32 player server which is full all the day.


>I think the overall idea of this is good, but there are problems that
> absolutely must be fixed.
>
> 1. Players connecting and reconnecting to the same server over and over to
> 'attack' a server.
>
> 2. The server changing maps, technically all players disconnect from the
> server, so when the map changes on a 32 player server, you get 32
> disconnects, and then 32 connections. 32 x 15 = -480 points for simply
> changing the map.
>
> If any of the players have been on for fewer than 15 minutes, you'll get
> even more of a penalty.
>
> 3. Players getting kicked - I should not be punished for removing players
> from my server. If a player is cheating or griefing, I'd like to be able 
> to
> kick him without taking a penalty.
>
> 4. Server scores should be visible to the server administrator, delists 
> must
> not be permanent if there is a delist mechanic in, negative server scores
> must heal over time, mainly so you don't get a situation with a server 
> being
> permanently delisted. A bad server should stay delisted, but if a bad 
> server
> stops being bad it should not remain delisted.
>
> 5. Crash exploits? There's always a new crash exploit, now exploiters even
> have more incentive to crash servers, because now servers will be 
> penalized
> if you connect and don't remain on for at least 15 minutes.
>
> 6. Players getting removed from the server for reasons beyond their 
> control.
> - connection lost
> - steam down (yes it happens)
> - kicked by administrator
> - vote kicked by players
> - and whatever other reason.
>
> The easiest way to prevent players from gaming the system against servers?
> No negative scores.
>
> Good servers will have very high positive scores, bad servers will have 
> low
> scores. The -15 connection penalty is not needed. You can figure out how
> popular a server is solely by the amount of hours played on that server 
> per
> player.
>
> Then simply allow players to sort the servers by score (and make sure this
> 'score' value does not come from the server, but from the master server).
>
> Rather than delisting, allow players to filter the servers by score. I.e.,
> "Don't show servers with less than x score".
>
> - voogru.
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of Bengt 
> Rosenberger
> Sent: Thursday, March 12, 2009 11:55 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] TF2 Blog Post: Server Scoring
>
> They will, trust me, they do atm. Each day.
> Many, many players join servers by ping, player count and map and give a
> damn about the server name and tags.
> If they join my server, which they already do, they realize the mods and
> leave. And if I switch from a stock to a custom map, I'll lose points
> too because those who joined late, will now leave.
>
> This WILL affect me.
>
> Blood Letter schrieb:
>> Those players go elsewhere, your players will still go to your server.
>> I highly doubt you'd be on the de-listed end of the spectrum.
>>
>> I hope server score/rank is never made visible in any way.
>> We do NOT need another e-peen measurement tool.
>>
>>
>>> Date: Fri, 13 Mar 2009 04:40:03 +0100
>>> From: [email protected]
>>> To: [email protected]
>>> Subject: Re: [hlds] TF2 Blog Post: Server Scoring
>>>
>>> This is utterly shit (sorry for the language).
>>>
>>> - Mods: I'm running a few heavily modded TF2 server with many custom
>>> MM:S plugins. Although its all listed in server-name AND tags, I see
>>> people join, realize the mods, rant in chat and leave. This is going to
>>> hurt me and my community
>>>
>>> - Custom maps: This will put an end to custom maps completely. Not only
>>> the majority of players avoid custom maps, many people connect, wait for
>>> the download bar 1-2 seconds and disconnect again. Also, when a custom
>>> map is played, many players disconnect at mapchange. If they connected
>>> on the previous map, I get minus score for that. How nice...
>>>
>>> - Exploiting: Some of my servers are empty at night. So a player now can
>>> join it, disconnect and leave again just to hurt me?
>>>
>>> We KNEW for a long time valve is getting up the fight against mods again
>>> after they reverted the sv_tags delist shit.
>>> It seems this is what they thought out this time to fight custom 
>>> servers.
>>>
>>> I'm paying ******* money from my own pocket each month to provide
>>> servers for THEIR game. I help them to earn money while I spend my 
>>> money.
>>> LET MY FU***** server alone goddamn.
>>>
>>> (And again, sorry for the language. I'm in wrath).
>>>
>>> _______________________________________________
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> please visit:
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>>>
>>
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>>
>
>
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