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
>
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