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
Sent from my T-Mobile 4G LTE Device
-------- 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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