Actually, if you'll look at the Steam stats, it's pretty obvious that
overall TF2 traffic has taken a downturn. Add to that all the additional
servers that went up after F2P went live, along with a pretty cluttered
release schedule of new PC games (BF3, etc.), and I think what most
operators are seeing is simply a symptom of less public players overall,
and too many servers - not a problem with quickplay. With only 40k or so
TF2 players to go around, if you haven't built up a relatively large group
of regulars, you're going to be struggling.

We've seen a downturn as well (although, not in our UK-based servers, only
in the US), but it's simply moving toward where traffic levels were prior
to F2P/quickplay. Personally, I think operators that have been relying
solely on quickplay to fill their servers are going to have a tough go at
keeping full servers from now on (unless, of course, Valve has another big
update up their sleeve to kick TF2 in the pants again). TF2 is a 4 year old
game - and without a large group of regulars already built up, I doubt I
would launch and TF2 servers today. Building consistent traffic takes a ton
of time and dedication - even when a game is new. Quickplay is a crutch,
and if your servers can't fill without it, you're already sunk.

On Fri, Nov 4, 2011 at 12:57 PM, Tyler Davies <[email protected]>wrote:

> I'm having the same ordeal with my servers. And I know that it's totally
> unrelated to the amount of time people have been playing in it because over
> 10 people (almost constantly) had been connected for more than one hour on
> the day of the most recent update. Everyone who connected to the three of
> my servers stayed in for an avg. of 45 minutes to an hour and a half. Yet
> the next day, not a single soul from quickplay to be found, only the
> regular players. This all started happening after the Halloween update.
> This is very bizarre because we're normally full and people stay on for an
> extended amount of time (I'd say about 45 min - 1 1/2 hours) give or take
> 65-70% of the time. Maybe this should be looked into? I don't know. But I
> will say that people play on the servers quite a bit and now quickplay is
> discriminating my servers. I've seen other servers that cannot hold a
> single person in for more than 45 minutes yet quickplay keeps them full all
> day and night. I don't like saying there is something wrong.... but I think
> there is something wrong.
>
> On Fri, Nov 4, 2011 at 1:12 AM, Team BOOM! <[email protected]> wrote:
>
>>
>> I'm seeing the same thing as msleeper. I have 7 TF2 servers and all of
>> them
>> were running totally full of players until the day after Halloween. In
>> fact
>> they've been running full for months. Now all but one or two usually sit
>> empty. It's like quickplay is not directing traffic to them anymore.
>> Something is weird here. I don't get it. Is anyone else seeing something
>> goofy like this.
>>
>> Mike
>>
>> -----Original Message-----
>> From: [email protected]
>> [mailto:[email protected]] On Behalf Of msleeper
>> Sent: Thursday, November 03, 2011 3:09 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] TF2 Quickplay Server Capacity Penalty
>>
>> So I'm not sure if this is related to quickplay or not, but I've
>> noticed the past 2 days that my (pure vanilla, no SM or anything)
>> quickplay servers have gotten next to no traffic. Which is very
>> strange considering at least 1 of them usually is full of players, and
>> since the start of the Halloween event they've been full nearly 20
>> hours a day. Am I just drawing the short stick getting quickplay
>> players, or are people just bored with the Halloween stuff already? Or
>> was there a change in the backend that I might be affected by?
>>
>> On Thu, Nov 3, 2011 at 6:03 PM, Fletcher Dunn
>> <[email protected]> wrote:
>> > Quickplay operates based upon the same data used by the server browser.
>> So
>> > whatever the max player count is as reported to the server player.
>> >
>> >
>> >
>> > Of course, the current player count is also relevant! :)
>> >
>> >
>> >
>> > - Fletch
>> >
>> >
>> >
>> > From: [email protected]
>> > [mailto:[email protected]] On Behalf Of Terry
>> Robinson
>> > Sent: Thursday, November 03, 2011 1:43 PM
>> > To: [email protected]
>> > Subject: [hlds] TF2 Quickplay Server Capacity Penalty
>> >
>> >
>> >
>> > Does the quickplay penalty apply to servers with maxplayer set above 24,
>> to
>> > servers with sv_maxvisibleplayers above 24, or to servers whose current
>> > player count is above 24?
>> >
>> > _______________________________________________
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>> >
>> >
>>
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>
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