I think you missed my point. It should be all about player choice, and trying to deliver what they're looking for. By giving the player the OPTION of being placed in a modified server, they would (IMO) be helping the TF2 community in the long run by showing the players the variety that's out there.
There can be no doubt that Quickplay itself can (and most likely is) limiting the experience of some players who don't use (or might not even know how to use) the server browser itself. There is a reason that the modding communites for these types of games have flourished, and it's certainly NOT because all people want is the "vanilla" experience. Again, I'm not even saying one is better than the other - every player develops their own preferences....but it's clear that the moddable nature of the game give it LEGS. How many people woudl ahve never exprienced the "Gun Game" mod on CSS if the only way they ever joined a server was by getting sent to a vanilla server via a matchmaking button? I fully understand the voices out there who say "give all that Quickplay traffic to us - we'll homogenize our servers however we have to to get it", as their probably the same folsk who throw up servers and expect them to fill up on theri own with little to no active server seeding by real players, etc. However, a modified server is not a negative, it's simply DIFFERENT. While most of my server will never benefit from Quickplay due to the over 70 custom maps that we run, it's really a shame that they don't, because those players are missing out on a ton of high-quality maps (we were among the very first servers to host hoodoo, frontier, and a plethora of other maps that were in varous stages of development, and we still host a couple of dozen in various stages of "beta") that they'll most likely never get to see by hitting that button. Again, I'm not turning my nose up at Vanilla, or any game mode/style for that matter - to each their own. I'm simply saying that by building "vanilla walls" around quickplay players, without even giving them the OPTION of being matched to a modified server and/or a custom map, we are denying them what has made TF2 great in the first place. Personally, I'd like TF2 to be around indefinitely, and I'm only interested in what I think will keep both new and veteran players interested in the game in the long-term. On Thu, Dec 8, 2011 at 5:19 PM, Rob Liu <[email protected]> wrote: > Quickplay is for vanilla servers. If you choose to go nocrits/nospread to > cater for the competitive crowd, that's your choice. > > Why should Valve give in and give you the quick play traffic? I can't > speak for Valve, but I assumed the whole point of quickplay is to reward > servers that provide the true TF2 experience Valve intended to be. > > I know I sounded like a spoiled child who won't share his toys. But if > that's the direction we're heading with quickplay. We might as well put > instant spawn, fast spawn and bots servers to the quick play filter too. > Where do we draw the line is what I'm trying to say here. > > On Fri, Dec 9, 2011 at 10:07 AM, 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 >> > >> > >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds >> >> > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > >
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