Well I not so sure this is all setup to stop fake-clients... Seems like you
just need to provide a good experience for the end user.. If you pass off a
server as full when there is no one in the server this will kill your server
over time (redirect servers also).  If you use fake clients to add maybe a
few players to your player count and have a system to turn off your fake
clients when your server has a low population. So people are not so much
thinking that they are joining a 'full' server you should still be ok from
what it looks like.

-----Original Message-----
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AnAkIn .
Sent: Friday, March 13, 2009 6:26 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Blog Post: Server Scoring

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

2009/3/13 Ronny Schedel <i...@ronny-schedel.de>

>
> 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.
> >



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