If their issue is people playing on blacklisted servers, what's to stop them from having the client reject to connect to blacklisted servers? Seems like a simple fix to me.

E. Olsen <mailto:[email protected]>
Thursday, February 5, 2015 9:10 PM
The thing is - the solution is as simple as can be. They don't need to re-invent the scoring system, add server grouping, or even more server penalties.....all they need to do is have a truly functional blacklist system that works across the board on a player's client (i.e. a server that is blacklisted will not appear in that player's server browser OR quickplay destinations).

That small change alone would do what should have been done in the first place - put the decision(s) about the quality of a server back in the player's hands. Truly bad servers would naturally lose traffic over time, and the good ones would rise to the top. Doing that would allow players to once again discover custom maps & game modes that are currently effectively hidden from them, AND give them the power to prevent themselves from ever being connected to a server they didn't like.

The problem with any kind of automated system is that there are always those folks who will figure out a way to game them - but players know a good gaming environment when they see it, and that's where the judgment should lie - with the players where it belongs.


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2xcombatvet <mailto:[email protected]>
Thursday, February 5, 2015 7:04 PM
I started cs go maybe a month ago after serving sometime in the military. I didn't enjoy matching making seemed pointless when u can get sounds and crates through PvP servers. So I got a server running 5v5 cevo config and my community has grown to 60+ people with regulars always on server. So I had to buy two servers now. Both are always full for the most part. I played a lot of cs 1.6 and TF1 didn't really get into tf2


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-------- Original message --------
From: wickedplayer494 <[email protected]>
Date:02/05/2015 18:42 (GMT-05:00)
To: Half-Life dedicated Win32 server mailing list <[email protected]>
Cc:
Subject: Re: [hlds] Rethinking the community quickplay ban

I fully agree. I've seen some of my favorite servers drop like flies over the past few months (and by extension the last 2 years), and the assimilation of players into Valve-hosted servers is downright alarming. Having a Valve-dominated server ecosystem only makes sense for three things: Dota 2, CS:GO competitive matchmaking, and TF2 MvM Mann Up. It doesn't make sense for PvP.

Truth be told, people are somewhat right about the game "dying", but only in some very, very specific components of the game, one of those being community-run servers. Here's an example: TrashedGamers' Chicago server. A few months ago, it would fill up every night with players. Now? You're lucky to find even 4 people playing on a good night. This is illustrated very well by the HLStatsX graphs for the server, found at http://stats.trashedgamers.org. Here's an image for people browsing very, very far into the future: http://i.imgur.com/u8FCWMJ.png

What happened to the days of picking a server yourself through the browser? Is it /really/ that hard for the community? I think at this point the only real solution is having to make people go through hoops to get to quickplay. All it has done is open a can of worms, which Valve has tried to clean up after (with the Policy of Truth memo long ago from Fletcher and other measures), but people were still trying to cheat the system, which forced the hand of Valve. Reducing its exposure would make it not worthwhile for people to keep trying to cheat the system. There should be a better emphasis placed on the server browser. To make it as usable, make scores visible in the browser, and let users decide for themselves (unless they go through those hoops to get to quickplay). That way people can pick a server that they believe looks good to them, instead of chancing that the server they get placed on looks good. While we're at it, add server grouping to the browser, so say if someone wants to view all the servers "Organization A" has, because they look better than "Organization B", they can pop open all of A's servers instead of needing to scroll through all of B's servers, leaving them hidden. Similar named servers that aren't grouped together by the server operator would be given a score penalty.

On 2/5/2015 3:11 PM, Tim Anderson wrote:
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