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
>>> >
>>> >
>>>
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>>>
>>>
>>
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