I agree with Olsen, it should be about choice. However we need to say NO to Fake clients servers and other harmful strategies.
2011/12/9 E. Olsen <[email protected]> > 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 >> >> > > _______________________________________________ > 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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