Nice to see that VALVe finally did something about fake client servers. I
hope it'll work.

2009/3/13 Ronny Schedel <[email protected]>

>
> TF2 is designed to have the best game experience with 24 players. So, the
> game experience changes with more or less players.
>
>
> > The maximum number of players in TF2 is 32 and it's the server admin's
> > choice, how many slots he wants to have.
> > If an admin starts his server with 24 slots, 20 slots, 10 slots or 2
> slots
> > instead of 32, he accepts, that less players can score the server up. On
> > the
> > other side on 32 slot servers there are more connections which give minus
> > points.
> >
> > The score is not a result of the server settings, it's a result of active
> > connected players and when a server can make more people happy (in having
> > the max slots available), it should get a better score than low slotted
> > servers.
> >
> > I don't want to see 2 slot (or 24) TF2 servers which have the same score
> > than my 32 slot server.
> >
> > -----Original Message-----
> > From: [email protected]
> > [mailto:[email protected]] On Behalf Of Ronny Schedel
> > Sent: Friday, March 13, 2009 9:15 AM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] TF2 Blog Post: Server Scoring
> >
> >
> > 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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> >
> >
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> >
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