http://forums.steampowered.com/forums/showthread.php?t=2756854


On Thu, Sep 26, 2013 at 5:41 PM, Jason Tango <[email protected]> wrote:

>
> I would definitely be curious to know how many server operators have
> decided against upgrading their hardware (which would be better for the
> overall game's userbase in the long run) for this very reason.
>
> Is it simply the difficulty of implementation? Or is Valve so close to
> releasing Source 2 (that may already have this implemented) that they think
> it's a waste of time?
>
> All I DO know is that I would have to recommend against changing IP's to
> anyone that doesn't absolutely have to. It's a disaster to your traffic.
>
>
> ------------------------------
> Date: Thu, 26 Sep 2013 14:33:59 -0700
> From: [email protected]
> To: [email protected]; [email protected]
> Subject: Re: [hlds] Problems caused by connecting server favorites to IP
> address
>
>
> I said this a month ago and I explained why it would be much easier and
> better for Valve to implement DNS instead of tying it to the server
> registration system.
>
> When people upgrade you usually change hosts because the old ones have
> gone bad so you cannot keep IPs. My experience with most hosts is that they
> may let you upgrade your server, but they will not fix their network
> providers, add ddos protection, or reduce your costs so you stop paying
> $200/month because that was the standard price 4 years ago.
>
> I think what we need to do in order to get this implemented is to
> understand why Valve has ignored this request for so long.
>
> This isn't rocket science or as difficult as implementing Source3, so the
> problem must be because Valve doesn't think this will improve anything.
>
>
> On Thu, Sep 26, 2013 at 2:23 PM, Mart-Jan Reeuwijk <[email protected]>wrote:
>
> The only way to truly "move" is keeping the old servers for a while, and
> point those to the new servers so they can connect and favorite them.
> having a turnover time without paralel, would give no incentive to the
> players to add those IP's.
>
> I do agree a solution would really be nice to keep your playerbase of a
> server. I even proposed various workings for that (via steam group
> memberships to have a specific tab / option to show them in favs). But its
> been on deaf ears for years now.
>
> Also, I never hear anybody about having a chat with the hoster /
> datacenter to move the IP's to the new machines.
>
>   ------------------------------
>  *From:* Jason Tango <[email protected]>
> *To:* "[email protected]" <[email protected]>
> *Sent:* Thursday, 26 September 2013, 22:11
> *Subject:* [hlds] Problems caused by connecting server favorites to IP
> address
>
> Hello,
>
> I know this has been brought up many, many times....but it would seem that
> with the maturity of the server registration system that Valve is now in
> a perfect position to fix this issue which both negatively impacts
> long-established servers, AND prevents server operators from moving to
> better/improved hardware.
>
> I'm talking about the way server favorites work in the server browser.
> Specifically, the fact that if  - for any reason - a server operator needs
> to change their server's IP address, it disappears from all the users
> clients who have added it to their favorites over the years.
>
> That may not seem like a big deal, but it absolutely IS. It takes months
> and years to build up a strong base of server regulars, and that base is
> virtually destroyed if you change that server's IP address.
>
> For example....we recently had the opportunity to acquire hardware at a
> significant discount at another server provider that was a significant upgrade
> from our current hardware (from a Q9400 to a E3-1270v3 with a samsung Pro
> SSD) for the same price we were currently paying per month. Wanting to
> give our players the best possible experience, so we decided to make the
> move.
>
> To prepare, we ran a message for 30 days on the current servers informing
> the players the servers were moving (and the new address). After that 30
> day period, we flipped the switch, and shutdown the old server, bringing
> the new ones online (the 1270v3 is ridiculously powerful, BTW).
>
> Now, these are servers which had previously stayed full for 18+ hours per
> day on a regular basis, with a 24-hour average population (according to 
> HlStats)
> of 21 players.
>
> After the first 30 days, the 24-hour average is now down to 6 players, and
> they only fill up roughly 4-6 hours per day.
>
> And therein lies the problem. We did (we believe) what was absolutely the
> right thing in that we chose to upgrade our hardware solely for the purpose
> of giving our players a better, smoother, more state of the art gaming
> experience. The server runs wonderfully (3 full servers uses less than 7%
> CPU!), and the players who ARE playing on them regularly comment on the
> improvement to frame rate, stability, and map load times.
>
> The only thing on our end that changed as far as server configuration was
> the IP - and it has essentially KILLED the traffic to those servers,
> forcing us to basically start over from scratch trying to build our
> server traffic back up (and no, we don't run any of those atrocious MOTD
> ads or anything - our servers are supported by donations only).
>
> The fix, it would seem, would be relatively easy. Why not tie the server
> favorites to the server registration information instead?
>
> Connecting the favorites to IP address does nothing but prevent server
> operators from upgrading/moving to better equipment and/or datacenters, and
> severely limits the options we have to improve the gaming environments
> for our players. I, for one, won't be upgrading/moving anything else if it
> means I have to change IP addresses. It's simply not worth the traffic
> loss you incur as a result.
>
> Please make this a priority, Valve. The time has come.
>
> Thanks.
>
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