i think this is a good idea, if.

1. we can see our own server ranking so we know if we should be worried
about delisting.
2. protection is provided to defend against griefers as voogru has spelt out
accuratly.

On Fri, Mar 13, 2009 at 10:28 PM, Andreas Grimm <[email protected]> wrote:

> "best game experience" is just a subjective opinion (if I want to play slow
> and boring games, i play CS:S or TF2 on a 24 slotter). fact is, that the
> max
> player slots are 32 and nothing else.
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of Ronny Schedel
> Sent: Friday, March 13, 2009 11:29 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] TF2 Blog Post: Server Scoring
>
>
> 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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> >> please visit:
> >>>> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>>>
> >>>
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> >>>
> >>
> >>
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> >>
> >
> >
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> >
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