I 1000% agree with you Neph, and to reiterate what Richard said. "It's
all about working with the system and not around it."

The bottom line is that the only people who are going to be affected
probably know who they are. Not Mr. "Server in my spare time and few
players who stay", not Mr. "32 players are better than 24", not Mr.
"24/7 pl_dustbowl_v2_noscouts_finaldestination ALL CRITS LOWGRAV LOL".

Not anyone but the people who know what they are doing that hurts
themselves in the end - fake clients.


On Fri, 2009-03-13 at 12:27 -0700, Nephyrin Zey wrote:
> PROTIP: This system is *only* used to find the bottom X percent of
> really bad servers. Hurr i kick a lot of people or hurr i only have 24
> slots doesn't mean you're suddenly the worst 1% online. They never
> said "We're publishing standings so higher score servers get somehow
> rewarded!" that would be stupid.
> 
> - Neph
> 
> On Fri, Mar 13, 2009 at 11:31 AM, Cc2iscooL <[email protected]> wrote:
> > Biased towards higher-slot servers.
> >
> > On Fri, Mar 13, 2009 at 12:47 PM, Greg Williams <[email protected]>wrote:
> >
> >> This is easy enough, as some have stated. Do not do negative scoring. High
> >> population servers get higher scores.. Oh, and this is already done..
> >>
> >> http://www.gametracker.com/search/tf2/
> >>
> >>
> >>
> >>
> >> ________________________________
> >> From: Mike Stiehm <[email protected]>
> >> To: Half-Life dedicated Win32 server mailing list <
> >> [email protected]>
> >> Sent: Friday, March 13, 2009 12:08:33 PM
> >> Subject: Re: [hlds] TF2 Blog Post: Server Scoring
> >>
> >> 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: [email protected]
> >> [mailto:[email protected]] 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 <[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.
> >> > >
> >>
> >>
> >>
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