It's still the same. If you don't create a unique enough or engaging
experience, people won't favorite you and instead click "Play Now" again
next time and on to the next server they go. It just made the game more
easily accessible to newer players and does the work of the server browser
more elegantly.

On Sun, Jul 15, 2012 at 10:28 AM, E. Olsen <[email protected]> wrote:

> Personally, I think quickplay has caused more problems than it has solved
> - primarily causing some server operators to rely on it almost exclusively
> to get their servers going every day. The only true long-term way to build
> consistent traffic is by having a group of like-minded people who are
> interested in the success of your community/servers who will seed those
> servers (i.e. play on low-population servers to get them going) each and
> every day. Without that, you will always be at the mercy of both a system,
> and an anonymous/fickle traffic pool over which you have zero control. It's
> almost ridicuous to me to read complaints about how "quickplay isn't
> filling my servers anymore!!" when those of us who have been doing this for
> years actually had to work to provide something of value to get players to
> take note of our servers, favorite them, and keep them coming back.
>
> How many people complaining about quicklplay have held special events, ran
> tournaments, or created custom game modes/plugins/services not available
> anywhere else to make your servers stand out? If your only complaint is "*I've
> made my servers as plain as possible, yet quickplay still won't fill them*."
> , then I suppose I have to ask what exactly you have to offer than Valve's
> hundreds of servers do not?
>
> I would actually prefer quickplay's settings to be more weighted towards
> established, seasoned servers that maintain a high server score, as opposed
> to randomly throwing players at servers that meet "vanilla" specs. That
> would both reward server operators that maintain high-quality servers that
> attract long-term players, AND force new server operators to actually do
> some traffic building, as opposed just to throwing up a dozen vanilla boxes
> and pressing the quickplay "easy" button to try and fill them.
>
> Don't get me wrong, I'm not looking down my nose at new server operators,
> or those that prefer vanilla-style gameplay. My point is - quickplay is a
> crutch, not a solution. If you can't fill your servers without it, then you
> are probably wasting your time.
>
>
> On Sun, Jul 15, 2012 at 12:56 PM, <[email protected]> wrote:
>
>> I’m sorry, but you’re talking mince.  Hat effects are not and never have
>> been an issue.  The issue is falsely representing servers, especially by
>> making gameplay changes without the corresponding tag change.  i.e.
>> changing the respawn times, gravity, random crits etc. and also not
>> changing the tags, especially for tags which affect quickplay eligibility.
>> Valve don’t give a shit about hat effects.****
>>
>> ** **
>>
>> *From:* [email protected] [mailto:
>> [email protected]] *On Behalf Of *Cameron Munroe
>> *Sent:* 15 July 2012 02:00
>> *To:* Half-Life dedicated Win32 server mailing list
>> *Subject:* Re: [hlds] Is the policy of truth still going?****
>>
>> ** **
>>
>> Eventually people will learn and just blacklist your server. The biggest
>> thing is that valve will eventually realize that players are just leaving
>> before 15 minutes and throw your server into the deep hole that you will
>> never come out of, but yes I do understand where you are coming from.
>>
>> Valve wont do anything to most of the servers that are hacking as they
>> are "too important" to be removed, i.e. lotusclan. They run still to this
>> day with the hat effects that if I tried to run would get a big no no from
>> Valve.
>>
>> So yeah, valve is picking favorites and I understand why as well.
>>
>> ****
>>
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>>
>
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