>
>  so they can kill each other in the way they most enjoy.

This made me think:
If I recall correctly, if someone plays on a server for a while, they get
asked if they want to add the server to their favorites.
Now, if they hit yes, and they have no idea what the server browser is,
what's the point?
Does quickplay favor favorite servers? If not, I strongly feel that it
should, so people who don't use the server browser still gain something from
hitting "yes" to the add to favorites prompt.
-----------------------
Jonah Hirsch



On Mon, Jul 11, 2011 at 9:24 AM, Fletcher Dunn
<[email protected]>wrote:

>  Just a few more answers to commonly-asked quickplay questions:
>
>  All of the quickplay deal-breakers are tested on the client at the moment
> of quickplay searching.  You can flip them on and off and start/stop
> receiving quickplay traffic.
>
>  The reputation system is an input to the quickplay scoring system, not
> the other way around.  Doing quickplay-illegal things does not affect your
> reputation.  If you have a thriving community playing custom maps, you are
> building your reputation.  If you suddenly turned the server into a
> quickplay-eligible one, you would be just as good of a quickplay server as a
> server who had been vanilla the whole time.
>
>  But to repeat: the reputation system still needs some tuning, and is only
> a small part of the total quickplay score.  It's mainly designed to help
> avoid sending traffic to really terrible servers.
>
>  Quickplay, with its minimal set of options, is currently targeted at
> totally new players.  However, we know that some experienced players use it
> and have had fun playing maps they haven't played in a while.  (Or just
> beating the heck out of noobs.)  Sometimes it's just fun to spin the wheel.
>  We have considered a "medium" search mode, somewhat of a cross between the
> raw server browser and the one-click-no-options quickplay.  No timeline or
> promises, of course.
>
>  We get *huge* value out of good server operators.  While we do want to
> control new players first impressions of the game, the goal is to have new
> players find all the diversity out there and get into a community so they
> can kill each other in the way they most enjoy.  Having a set of servers
> with known characteristics is good, to ensure that if you want to play you
> can always find a server with a good ping, etc.  But keeping all the traffic
> on generic servers that we have to maintain and host is not really a huge
> win for us.
>
>  I would post these answers to the FAQ and just send a link, but the
> details are of course subject to change without notice. :)
>
>  Hopefully most of the big quickplay questions are answered.  I'm working
> on a lot of game server related stuff, so I'll probably be on these lists
> again.
>
>  Cheers,
> Fletch
>
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