Yes non quickplay servers can do whatever they wish.

-ics

Silencio Delgato kirjoitti:
Indeed, I am aware of Valve's Policy of Truth, but I'm not too concerned with it since it mostly (if not solely?) applies to Quickplay. Non-QP servers are a different story in that regard, correct? As long as it does not interfere with that feature and the players being sent to servers by it, I think it should be fine, or at least, that was always my understanding of policy.




On Wed, Jun 25, 2014 at 1:25 PM, ics <[email protected] <mailto:[email protected]>> wrote:

    Basically modifying gameplay with such plugins goes against the
    Valve's Policy of Truth but it's not enforced anymore as it used
    to. Valve rather directs quickplay traffic by default to their
    servers, leaving ours empty so it doesn't really matter anymore
    what you run on a server.

    -ics

    Silencio Delgato kirjoitti:

        Indeed. Voicing concerns over gameplay here is not likely to
        garner a response from the tf2 dev team.

        Though, I wonder in what way we (server owners) can affect the
        changes on our end regarding the heavy? I know that there was
        a hidden cvar (tf_stickydamage_ramp or something like that,
        can't remember) for the demoman since projectiles = entities,
        however there is no hidden cvar for heavy since his weapon is
        hitscan and those do not generate entities, so its more or
        less an attribute of the weapon I believe.

        Is there a plugin that could potentially find/modify the
        attribute of the weapon itself or just a way to figure out
        where/what to change on our end to affect the ramp up for the
        heavy?


        On Wed, Jun 25, 2014 at 12:16 PM, evan otten
        <[email protected] <mailto:[email protected]>
        <mailto:[email protected] <mailto:[email protected]>>> wrote:

            Just want to point out to everyone that this mailing list
        is NOT
            for game play changes. It is for server owner discussion

            On Jun 25, 2014 2:35 PM, "Darius Pirestani"
        <[email protected] <mailto:[email protected]>
            <mailto:[email protected] <mailto:[email protected]>>> wrote:

                Or sticky trap his feet while he's taunting, and
        detonate as
                soon as he's done.

                On Jun 25, 2014, at 2:23 PM, Justin Kim
        <[email protected] <mailto:[email protected]>> wrote:

                    You can also kill the pyro after the taunt. This
            is a thing.

                    On Jun 25, 2014, at 2:21 PM, Jordan Olling
                    <[email protected]
            <mailto:[email protected]>> wrote:

                http://wiki.teamfortress.com/wiki/Phlogistinator
                        "During this taunt, the wielder has 75% damage
                resistance
                        and full immunity from taunt kills."


                        On Wed, Jun 25, 2014 at 11:17 AM, James Haikin
                        <[email protected]
                <mailto:[email protected]>> wrote:

                            You most definitely can kill a phlog pyro
                as he's
                            taunting. Aim better.

                            -James


                            On Wed, Jun 25, 2014 at 11:13 AM, Bruno Garcia
                            <[email protected]
                <mailto:[email protected]>> wrote:

                                The only thing that needs nerfing is
                the Phlogistinator.
                                It is extremely stupid that you
                *can't* kill a pyro
                                that's taunting with four rockets at a
                really really
                                close distance...
                                Then the pyro after finishing the
                taunt turns around
                                and kills you with crits.
                                It's stupid how they gave uber charge
                and critical
                                hits to a pyro weapon.


                                On Tue, Jun 24, 2014 at 3:01 AM, Emil
                Larsson
                                <[email protected]
                <mailto:[email protected]>> wrote:

                                    Sorry to taking the mailing list
                further
                                    offtopic, but the heavy nerf
                didn't affect the
                                    gameplay flow as much as the
                demoman sticky
                                    launcher one. The axtingusher nerf
                is arguable
                                    done to make it more intresting
                sidegrade than
                                    the upgrade it used to be
                (somewhat similar to
                                    the equalizer nerf they did awhile
                back where
                                    they split it into two weapons).

                                    They are still intending to
                rebalance the sticky
                                    launcher, just not in a way that
                probably
                                    affects the gameplay flow as much.
                There is
                                    plenty of community discussion on
                alternate ways
                                    of doing this already anyway.


                                    On Tue, Jun 24, 2014 at 3:47 AM,
                Darius
                                    Pirestani <[email protected]
                <mailto:[email protected]>> wrote:

                                        So you revert the demo
                changes, but not the
                                        heavy & pyro changes? Jesus
                Christ.


                                        > On Jun 23, 2014, at 8:55 PM,
                Eric Smith
                                        <[email protected]
                <mailto:[email protected]>> wrote:
                                        >
                                        > We've released a mandatory
                update for TF2.
                                        The notes for the update are
                below. The new
                                        version number is 2294473.
                                        >
                                        > -Eric
                                        >
                                        >
                -----------------------------------------
                                        >
                                        > - Reverted the recent
                stickybomb damage
                                        ramp up change. We will
                continue to evaluate
                                        the use of stickybomb air
                detonations and
                                        potential changes to that
                mechanic.
                                        > - Fixed being able to taunt
                with enemies
                                        between spawn room doors
                                        > - Fixed a problem with The
                Senguko
                                        Scorcher's materials
                                        > - Updated the Towering
                Pillar of Summer
                                        Shades so they are marketable
                                        > - Updated the attribute
                description for
                                        the Back Scatter to better
                explain what it does
                                        > - Updated the localization files
                                        >
                                        >
                                        >
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