Yeah, the best of us have all been there. 3v3 Dustbowl in a 32 man
server for weeks. Eventually you find enough like-minded people and add
enough people to your friends list and spam the hell out of the best
feature that has ever been created, Invite To Game, that you hit a
critical mass and can stand up on your own.


On Sat, 2009-03-14 at 02:25 +0000, steve grout wrote:
> quote |
> 
> But at the same time, I can see why others would do it. They are simply doing 
> one thing - trying to attract players in this extremely difficult market. 
> |/quote
> 
> yes they are trying to attract people but in a dishonest and VERY lazy way.. 
> it shoes that they are not prepared to put the work in to populate the 
> servers... i know for one that i have sat alone many an hour on a server to 
> get people in. Fake slot = lazy imho
> 
> 
> Karl Weckstrom wrote:
> > I've been meaning to post about the whole subject of Server Scoring, but I 
> > wanted to read everything you guys posted, let it sink in and all that.
> >
> > I'm glad you've been putting some thought into this - but I hope you take a 
> > step back and look at the bigger picture. I hope you'll read this and also 
> > let it soak in, even if it's just one man's opinion.
> >
> > Now - I own and partially run the Trashedgamers.com community. We're quite 
> > new, only around about 6 months. But in the golden days of old, I ran 
> > another gaming community called "Railbait" (www.railbait.com, now defunct).
> >
> > 10 years ago, things were a lot different. Running a gameserver means you 
> > were actually spent some money on bandwidth and hardware as opposed to 
> > today. If you ran a server and it was fairly decently policed, you were 
> > pretty much guaranteed it would be popular. At the height of Railbait's 
> > times, we had nearly 200 player slots filled 24x7 and it was nearly 
> > effortless to accomplish. We never had to work to fill servers, people 
> > would voluntarily pug some people and do it themselves. People were just 
> > HAPPY that they had a new place to play!
> >
> > Times are much different now. Bandwidth is cheap, and anyone with mommy or 
> > daddy's cable connection can potentially run a server, or they can pay a 
> > few bucks a month and rent one. Webhosting costs next to nothing. Symmetric 
> > fiber lines are $70/mo for 20/20 in certain areas, etc.
> >
> > So it's time you realized something, Valve - and take this to heart: 
> > There's such a huge surplus of servers out there now, it practically takes 
> > an act of God to actually make any given one popular. Players now have SO 
> > many choices (dare I say, TOO many choices) that they have become extremely 
> > jaded. A tight-knit community is so incredibly hard to form today, many 
> > server owners simply don't bother with the extra work that comes along with 
> > community building.
> >
> > The problem (and solution) you discuss on the Teamfortress blog is an 
> > interesting read and is absolutely a step in the right direction. However I 
> > think what you're seeing with these "Bad" servers is a SYMPTOM of the real 
> > problem - NOT the problem itself.
> >
> > Now, don't get me wrong - if I were to join a server advertising 30/32 
> > players only to find it was empty or close to it, I would be annoyed 
> > personally - and we certainly don't use this particular tactic at 
> > TrashedGamers. But at the same time, I can see why others would do it. They 
> > are simply doing one thing - trying to attract players in this extremely 
> > difficult market. They WANT people to play there because they have put 
> > forth the time and effort to put up these servers, websites and what not in 
> > an attempt to run a successful, thriving community. While I might disagree 
> > with the method, I don't find any malice in its intent. I'm not trying to 
> > justify their actions, I'm simply good at playing Devil's Advocate.
> >
> > Now - you might argue that you made this SteamCommunity.com infrastructure 
> > to help build communities, but this is also flawed in a sense. I assume 
> > that you built this infrastructure so members who frequent certain servers, 
> > have similar interests (like cookies) and what not will have a common 
> > meeting place. Personally, we use it as a userbase for filling our servers.
> >
> > Toss up an event, and the server will be full in under 5 minutes, and for 
> > us - stay that way sometimes for several days. But this too has a dark side 
> > as I'm SURE you're aware. Man, we invite everybody. Since everyone's 
> > community ID is out there in the open for anyone to grab, inviting massive 
> > amounts of people in a fairly short time is trivial. We do it. That 
> > Kifferstupidwhatever group does it. I would argue that ALL the top 10-20 
> > groups have done it or are still actively doing it. But is the 
> > SteamCommunity site really serving its intended purpose? I doubt it :)
> >
> > So - before you consider a mass delisting of servers that are using 
> > whatever trickery to keep them active, consider the actual root of the 
> > problem - NOT just the symptoms. Before doing anything crass, please 
> > consider that we server operators and community owners need the proper 
> > tools to make both your titles and our communities popular.
> >
> > In order for any solution to work, you must ensure that one thing remains 
> > paramount - the symbiotic relationship between Valve and the people who 
> > host your servers.
> >
> > I've said my piece, I won't say anything else about it :)
> >
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> >
> >   
> 
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