I also have some servers that are 32 players with the appropriate tags that are 
established. My point is if I changed over to the fast respawn plugins and took 
advantage of quickplay I could have it rolling in less than a week. I never 
said it was impossible its just not an even playing field. The vast majority of 
servers using fast respawns are doing it in violation of the policy. So either 
the policy should be changed so it does not punish admins following the rules 
and reward violators or start de-listing violators until they comply. This is 
no different that using bot plugins and fake clients. Its a policy violation to 
gain a competitive advantage. It's pretty easy to crowd out competition if they 
run out of money simply due to violators siphoning off players.

All of this is a moot point. Violators should be punished or the policy should 
be changed either way I don't care.

----- Original Message -----
From: "E. Olsen" <[email protected]>
To: "Half-Life dedicated Win32 server mailing list" 
<[email protected]>
Sent: Tuesday, July 31, 2012 2:58:23 PM
Subject: Re: [hlds] Policy of Truth Still in effect? Fast Respawn without       
tags OK?


Of course I agree that rules should apply to everyone equally. 

However, saying that a " a 32 player server using mp_respawnwavetimes has no 
chance against violators of the policy. " isn't even remotely true. I'm looking 
at 10 of my servers that are full (32-players) right now that have the 
following tags set: 

HlstatsX:CE,_registered,increased_maxplayers,noquickplay,replays,respawntimes 

Obviously, with those tags set, they are not currently receiving any quickplay 
traffic, yet they will remain full until 1-3am EST. 

Are modified servers like that harder to fill since the addition of quickplay? 
Of course - but it is certainly not impossible. Hell, we run a 32-player server 
that runs nothing but 26 custom payload maps, and it is the busiest server in 
our fleet. 

My point being that while I understand and agree that everyone should be held 
to the same standard to maintain a level playing field - the fact that some 
people break the rules does not prevent your server (or any server) from being 
successful. It makes it slightly more difficult, perhaps....but certainly not 
impossible with consistent traffic-building/server seeding efforts. 

Building a core-group of server "regulars" is something that takes a huge 
amount of time - and with the age of TF2, it is only going to get harder, but I 
don't think anything any other server operator does can "prevent" someone 
else's success. Sure, server admins are within their "rights" to seek out and 
report violators if they wish to - my point was that their time would probably 
be better spend focusing on what they're doing, as opposed to what the other 
guys are. I honestly have not set foot on anyone else's TF2 servers in 3+ 
years, nor do I try to bird-dog the server browser - simply because I don't 
care what they are doing - my focus is on my servers, and delivering the 
experience my players want. Take that for what it's worth. 




On Tue, Jul 31, 2012 at 2:37 PM, Todd Pettit < [email protected] > wrote: 


That is the whole point of my argument. It is very apparent the thousands of 
new players who joined after TF2 went F2P prefer fast respawntimes and often 
prefer 32 player servers. 
However, if you run a server within the rules of Valve's policy of truth you do 
not get the benefit of the quickplay system and a 32 player server using 
mp_respawnwavetimes has no chance against violators of the policy. Do not say 
its because I don't know how to run a server either. All my 24 player servers 
are 100 percent full for 3/4 of the day. 
People who play 32 player expect fast respawns and the rules should apply to us 
all. 




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