If you want to know if matchmaking is working or not, looking at your own 
server will tell you very little.  You have to play the game.  Our current 
goals for quickplay are pretty limited: to match players (especially new 
players, who we expect to be the ones using this feature) to the best server 
for them.  In other words, we define success solely from the client's 
perspective.  We don't have any criteria that attempts to optimize results from 
servers' perspective, with the exception of reducing unwanted traffic (in the 
form of query pings or quickplay player traffic in general).

Last weekend (July 2) all of the Valve servers went down.  This undoubtedly 
sent a lot of quickplay traffic your way.  Then, on Monday, they came back up.  
This almost certainly resulted in less quickplay traffic coming your way.  Our 
overall player counts are reduced since the initial surge, but we still have a 
pretty large number of Valve servers up.  I'd guess that ratio of Valve servers 
versus players using quickplay is the single largest factor in determining how 
much quickplay traffic comes your way.

On the other hand, last week's update reduced the scoring advantage that Valve 
servers get.  We are still tweaking this.  We may make the scoring advantage a 
function of player experience, to get totally new players on Valve servers, but 
over time transition them into the general population.

Payload is the default game mode choice.  You might get more quickplay traffic 
on payload maps.

We are experimenting with certain rules changes being score penalties rather 
than deal-breakers.  (nocrits is the first test.)  But right now, there are so 
many good Valve servers available, unless your server is vanilla with a good 
ping and 15-20 players in it, most clients will score the Valve server higher 
anyway, so pretty much any scoring penalty can effectively rule you out.  This 
is just a function of the number of players and the number of (Valve) servers.

The fix for the replay off-by-one player count bug should be in the next 
update.  We have received some helpful reports about zombie players and 
hopefully will have that fixed, too.  We also read the suggestions for how our 
codebase could be improved and features implemented more simply.  Rest assured 
that those suggestions are being given all the attention they deserve.

The reputation scoring system will take some time to tune.  Currently it can be 
dwarfed by the other factors.  We are not certain it is the best long term 
solution, perhaps creating a more persistent server identity at the Steam level 
is better.  For example, so you can change your IP and not lose all of your 
loyal players who added your server to their favorites list.  We have heard you 
loud and clear on this point and it is something I personally am very 
interested in working on.  Having a less anonymous system will benefit good 
servers and players and is a good thing all around.

Your humble servant.

- Fletch
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