What's funny is that L4D servers already can be tied to a steam group, and it actually surprises me that the same thing hadn't been done with TF2 yet.
I love the general idea of tying servers to a group! It would make it easier to have loyal (but lazy ;) ) group members try out new servers. On Mon, Jul 11, 2011 at 9:28 AM, Mart-Jan Reeuwijk <[email protected]>wrote: > Suggested long ago (years) on spuf to have a "groups" tab in game server > browser, with the servers of the steam groups one is member off. Server > owners simply can then add their servers to their group page on steam and > the players in the groups get the servers they are member off. Maybe even > make a switch that they can use the "connect" command directly to connect > for having a slot. That would end all need for custom gui's for connecting > to servers etc. > > Sure, there are players who collect groups like cookies, , but a bit handy > player can keep all the servers in that tab that he needs. > > I'd even suggest to make a "opt-in" and/or "enable all/none" of it, so that > players can choose to see the servers of the group (or opt-out.... but I > dont recommend that for exactly those lonely ppl who have over 100 groups > etc). A simple dropdown menu option in the FL would do. > > Will only work if players can disable the "announcement" spam tho. Cos I > for one keep my group list short, and any spamming announcements is out (any > higher freq then once a month). Altho groups could create a secondary group > which would be "silent" with the announcements. No idea why some find it so > interesting to do 10 announcements on a evening. > > Tbh, I think that would be better then implementing dns solutions or w/e, > and it would also take care of inheritence of a group owner etc, cos if > bound to a specific steam ID, I see some (small?) downsides if the owner of > that account is no longer associated with the servers group/clan/hoster w/e > structure its in. I know at least one community that is changing ownership > in a couple weeks... > > Small side idea: a right click option in server browser to join the group > of the server, and get as reward the complete server list there. (can be the > group id string on server, ppl would not want to put the wrong one in there > cos that would defeat their server, as long as the list comes from the > group, and not from the servers) > > Another given is then that clients with a re-install, or w/e reason doesn't > lose their server list, its arranged by the groups already then, which is > not client sided stored, but dependend on the membership of the groups. Cant > count how many times I lost my favorite servers cos steam was acting up and > decided it was time again to clean out all but steam.exe and the steamapps > folder. (and yes, forgot to save the list, and for others who don't even > know where to find it) > > patent pending (c) 2009 (or thereabouts) > > that reminds me > /me backups his favorite servers. > > ------------------------------ > *From:* Fletcher Dunn <[email protected]> > *To:* "[email protected]" < > [email protected]>; "[email protected]" < > [email protected]> > *Sent:* Sunday, 10 July 2011, 23:35 > *Subject:* Re: [hlds] [hlds_linux] TF2 servers staying empty > > 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 > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > >
_______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds

