defintly too many problems

i think that there should be a server option to be able to rate the server
after 1 minute after you joined

2009/3/13 Saint K. <[email protected]>

> Another intresting question is how will it deal with people who get dropped
> for slot reservation?
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of Alex
> Sent: Friday, March 13, 2009 9:34 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] TF2 Blog Post: Server Scoring
>
> there should be something about server configuration
>
> it is posible to have a very good server even vanilla and to have 0 players
>
> 2009/3/13 Ronny Schedel <[email protected]>
>
> >
> > 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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> > >>>
> > >>
> > >> _________________________________________________________________
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> > >>
> > >>
> > >
> > >
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> > >
> >
> >
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