I can't fathom why people who are happy and willing to so obviously
abuse the system should be given any sort of accommodation.

On Thu, Dec 8, 2011 at 5:28 PM, Chad Hedstrom <[email protected]> wrote:
> Heck, go one step further to the obvious solution
>
>>include check box/settings in the quickplay interface that allowed a player 
>>to set what kind of servers they would be willing to be placed in, For 
>>example:
>
> [X] Stock and Modified
> [  ] Stock Only
> [  ] Modified Only
> [X] Obviously False and Misleading server population, mostly full of bots
>
> You might think I'm joking but TF2 is the epitome of modify, observe,
> fix, repeat. If you're going to classify the servers and send the
> operators threatening letters, you might as well make them an opt-in
> (as opposed to opt-out!) search filter. I'll be honest, I don't play
> as much TF2 as I used to, and one of the main reasons is it's a crap
> shoot as to whether you'll get in a real server or one full of bots.
>
> I'm not a big fan of heavy handed big brother type stuff, but this is
> the one bare exception I think 99% of your user base would appreciate
> seen culled from the master server list. Having an opt-in check box
> for these servers should be enough to pacify the remaining 1%.
>
> Valve has come up with some really solid, well rounded solutions to
> some really difficult problems. The fact that four years later you are
> just now tackling it makes me think that this is a deeper problem than
> we're led to believe. I'd be interested to hear what kinds of debates
> you've had on the topic. It would make for a great blog post!
>
> On Thu, Dec 8, 2011 at 3:38 PM, E. Olsen <[email protected]> wrote:
>> I wonder if perhaps an easier solution (and one which would give the
>> player's mroe input/control) would be to include check box/settings in the
>> quickplay interface that allowed a player to set what kind of servers they
>> would be willing to be placed in, For example:
>>
>> [X] Stock and Modified
>>
>> [  ] Stock Only
>>
>> [  ] Modified Only
>>
>> Have those settings stay persistent until changed by the player. As someone
>> who both operates servers AND has in excess of 2000 hours in the game, I
>> personally think the default setting should be "Stock & Modified", so as to
>> allow players to be exposed to as many game types/variations as possible. As
>> traffic to TF2 continues to slide, it gets hard and harder to fill servers
>> consistently (even servers that have built a ton of "regulars" over the
>> years).
>>
>> Frankly, what I would like to see most from Valve is the number of Valve's
>> "official" server to be drastically reduced (simply taking the number of
>> average number of new TF2 accounts registered should provide you with an
>> adequate idea of how many servers you really need for new players), as well
>> as taking action against the kinds of servers you listed above (fake
>> clients, redirects, etc.)
>>
>> One thing I DO think needs to be changed is the penalty against servers that
>> exceed 24 slots. I know the game/original maps were designed around 24
>> slots, and I can see Valve's point of view regarding servers that exceed
>> that number. However, as someone who has been running TF2 servers for 4
>> years now, I can say without reservation that 24 slot servers are
>> exceedingly difficult to get and keep full, even with an army of regulars.
>> On a 32 slot server, at the end of a long match, when 12 people leave the
>> server, you're still looking at a nice 10 v 10, and the population will
>> usually recover. With a 24 slot server, when a dozen people jump ship after
>> a long round, now you're down to 6 v 6, and the server will most likely die.
>> Hardware has improved vastly since our first TF2 server (we run dual quad
>> core boxes with plenty of juice), and handle 32 players without any issues.
>>
>> I love that you guys are doing what you can to help us get players to the
>> servers, I really do....but as it stands, you're telling us that the only
>> way you're willing to do it is if we strip out everything that make our
>> community servers unique to our players, and give them the same experience
>> they can get everywhere else....when the decision as to the
>> quality/experience on our servers should always (IMHO) be left up to the
>> players (which I think the scoring system currently in place is a great
>> indicator of).
>>
>> TF2's traffic is dwindling....one need look no further than Steam stats to
>> see that. I'm sure it will reach a base of "hardcore" players similar to how
>> CSS did - but those of us who have supported TF2 and Valve for years should
>> be given a better choice of "be vanilla, or get left out in the cold". If
>> the vast majority of the player base wanted vanilla, that's what most
>> servers would already be.
>>
>> Thanks.
>>
>> On Thu, Dec 8, 2011 at 4:07 PM, T Marler <[email protected]> wrote:
>>>
>>> Hi Fletcher,
>>>
>>> Does this change in stance mean we will some day see quick
>>> matching/quickplay for nocrits/disable damage spread/disable weapon spread
>>> servers? Competitive people like fresh blood too.
>>>
>>>
>>>
>>>
>>> ----- Original Message -----
>>> From: Fletcher Dunn <[email protected]>
>>> Date: Thursday, December 8, 2011 2:00 pm
>>> Subject: [hlds] Let's be honest
>>> To: "Half-Life dedicated Linux server mailing list
>>> ([email protected])" <[email protected]>,
>>> "Half-Life dedicated Win32 server mailing list
>>> ([email protected])" <[email protected]>
>>>
>>> > We all know that some server operators run mods specifically
>>> > designed to falsify information sent to the Valve backend and to
>>> > their players.  These mods inaccurately report the player
>>> > count and whether players are human or not.  They conceal
>>> > that significant modifications to gameplay have been made.
>>> > This is detrimental to players' experience.
>>> >
>>> > Perhaps some server operators would actually prefer to not run
>>> > these mods, but feel that it is necessary to compete and
>>> > maintain their community.  For this reason, Valve has made
>>> > the decision not to take any action against any server operators
>>> > at this time.
>>> >
>>> > We will be directly contacting some of the "institutional
>>> > offenders" who are using these mods on multiple servers.
>>> > However, whether we contact you directly or not, this email
>>> > serves as warning to all server operators that we do have the
>>> > ability to detect this class of behavior, and, going forward, we
>>> > are going to be more aggressive at policing it.  If we
>>> > determine that you are modifying the network stream or otherwise
>>> > circumventing basic security measures, we will take the actions
>>> > needed to maintain a positive environment for our players.
>>> >
>>> > To be perfectly clear, here are some examples of the
>>> > modifications and behaviours which we consider especially
>>> > harmful to our community:
>>> >
>>> > *         Forging or
>>> > modifying network communications used to describe server
>>> > properties to the backend or directly to clients.
>>> >
>>> > *         Concealing the
>>> > fact that bots are bots, and making them appear as human
>>> > players.  (Running bots is OK, as long as no modifications
>>> > are made that make it difficult for players to identify which
>>> > players are bots and which are humans.)
>>> >
>>> > *         Interfering
>>> > with the mechanisms that advertise modifications to gameplay
>>> > rules in the server browser.  (For example, nocrits,
>>> > gravity, respawn times, etc.)  Experimenting with gameplay
>>> > modifications is encouraged, but any mechanisms in the engine
>>> > designed to alert players to those modifications must be allowed
>>> > to function.
>>> >
>>> > *         Listing the
>>> > same game server multiple times in the master server.
>>> >
>>> > Thank you,
>>> > Fletcher Dunn
>>> >
>>> >
>>>
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>>>
>>
>>
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