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 > >>> > > >>> > > >>> > >>> _______________________________________________ > >>> 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 > > > > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

