Players can't make the choice if the server is giving false information.   
That's why there is a tags system.  I can't choose to play in a server with no 
bots in the server is incorrectly reporting those bots as humans, or 
artificially increasing their server score by sending incorrect information to 
the master server.  


-----Original message-----
From: "Bajdechi \"Nightbox\" Alexandru" [email protected]
Date: Thu, 08 Dec 2011 17:45:02 -0500
To: Half-Life dedicated Win32 server mailing list [email protected]
Subject: Re: [hlds] Let's be honest

> 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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> >>> please visit:
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> >>>
> >>>
> >>
> >> _______________________________________________
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> >> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >>
> >>
> >
> > _______________________________________________
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> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >
> >
> 
> 

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