I'm rather curious as to what prompted the creation of this feature,
because I haven't seen anyone ask for it and it seems to have very little
practical use.

Redirecting people to emptier servers would likely cause more harm than
good as you don't know if they are joining the server to be with certain
players, and the new server could have too few people on it for their
tastes.

It might be useful for changing IPs because it takes as long as 24 hours
for steam account changes to work. But if it is going to be broken on 1/3
of the players (what we see coming from the internet tab) then as Ryan has
said, you might as well use askconnect_accept.



On Wed, Feb 11, 2015 at 5:33 PM, Ryan Stecker <[email protected]>
wrote:

> >For example (voided's thoughts): This could be used to create on mass
> redirect servers which fill the master list just to send people to one
> specific server.
>
> >^This example is a obvious no no. But what about this: I create a plugin
> that detects when my server becomes 31/32 and then redirect all new
> connecting players to a secondardy less full server. Is this acceptable?
>
> One excluded bit regarding this is that it's currently disallowed to use
> the redirect command for clients who join via the internet tab of the
> server browser. That makes mass redirect servers impractical unless someone
> discovers an exploit to allow execution of the redirect command.
>
> Nevertheless, I personally can't think of a practical use of the redirect
> command that the existing askconnect machinery doesn't already support. It
> seems to me that most server operators' use of the redirect command is
> going to lead to poor user experiences. I don't think most players will
> enjoy being redirected to other servers without their permission,
> especially if they're playing on the original server with their friends.
>
> If anything, the askconnect UX should be improved so that users can more
> clearly be shown the redirection UI (rather than what's currently displayed
> as a small UI element in the top left corner). Additionally, improvements
> could be made here so that users don't have to worry about having a key
> bound to the "askconnect_accept" command, as some of them have rebound or
> unbound the F3 key.
>
> Just my $0.02.
>
>
>
> On Wed, Feb 11, 2015 at 7:06 PM, A Fearts <[email protected]> wrote:
>
>> (I hope I'm understanding what this new command does, as I have yet to
>> personally test it.)
>>
>> - Added "redirect" client command that can be used to send clients to a
>> different server. Does not function for clients that came from matchmaking
>> or certain server browser tabs.
>>
>> ^It would be nice if someone from Valve would create some guidelines on
>> this. This command could be used to in a ways that degrade a players
>> experience.
>>
>> For example (voided's thoughts): This could be used to create on mass
>> redirect servers which fill the master list just to send people to one
>> specific server.
>>
>> ^This example is a obvious no no. But what about this: I create a plugin
>> that detects when my server becomes 31/32 and then redirect all new
>> connecting players to a secondardy less full server. Is this acceptable?
>>
>> What about using it to load balance clients who are already connected to
>> the server?
>>
>> It's cool we have a new command but what are the practical accepted uses
>> that ask_connect_accept doesn't already fulfill?
>>
>> Some response from Valve would be appreciated.
>>
>> On Wed, Feb 11, 2015 at 7:39 PM, Alexander Kolev <[email protected]>
>> wrote:
>>
>>> Also what does " r_drawtracers_firstperson" do? How does affect the
>>> view of the game? How we should work/use the new 'redirect' cvar?
>>>
>>> 2015-02-12 2:36 GMT+02:00 Alexander Kolev <[email protected]>:
>>>
>>>> Great update but the cvar - "cl_jiggle_bone_framerate_cutoff" is still
>>>> bugged. Typing 0 does not disable the jiggle bone. Please fix this, its
>>>> been a year.. meh
>>>>
>>>> Alexander
>>>>
>>>> 2015-02-12 2:24 GMT+02:00 HD <[email protected]>:
>>>>
>>>>> How do you use the "redirect" client command? Is this something
>>>>> applied in
>>>>> the configuration and if so what is the exact command?
>>>>> Example?
>>>>>
>>>>> Also its noted "certain server browser tabs".... which ones? A little
>>>>> more
>>>>> clarification on this would be great.
>>>>>
>>>>>
>>>>> -----Original Message-----
>>>>> From: [email protected]
>>>>> [mailto:[email protected]] On Behalf Of Eric Smith
>>>>> Sent: Wednesday, February 11, 2015 7:13 PM
>>>>> To: [email protected]; [email protected];
>>>>> [email protected]
>>>>> Subject: [hlds] Mandatory TF2 Update Released
>>>>>
>>>>> We've released a mandatory update for Team Fortress 2. The update
>>>>> notes are
>>>>> below. The new version number is 2621505.
>>>>>
>>>>> -Eric
>>>>>
>>>>> ------------------------------
>>>>>
>>>>> - Added Crate #90 and Crate #91 to the drop list
>>>>> - Removed Naughty Winter Crate 2014 and Nice Winter Crate 2014 from
>>>>> the drop
>>>>> list
>>>>> - Added convar sv_rcon_whitelist_address. Rcon clients failing to auth
>>>>> from
>>>>> the specified IP address will never get banned.
>>>>> - Added convar r_drawtracers_firstperson to disable the drawing of
>>>>> first
>>>>> person bullet tracer particles
>>>>> - Added "redirect" client command that can be used to send clients to a
>>>>> different server. Does not function for clients that came from
>>>>> matchmaking
>>>>> or certain server browser tabs.
>>>>> - Fixed an exploit related to the "connect" command allowing servers to
>>>>> redirect clients when they should not be able to
>>>>> - Fixed a client crash related to extreme viewmodel_fov settings
>>>>>         - The viewmodel_fov convar is now clamped to valid values.
>>>>> Users who
>>>>> were using this to hide the viewmodel and tracers should use
>>>>> r_drawtracers_firstperson 0 and r_drawviewmodel 0 to achieve the same
>>>>> effect.
>>>>> - Fixed missing Killstreak sheen effects for the Iron Bomber
>>>>> - Fixed the Explosive Headshot upgrade in Mann vs. Machine not
>>>>> applying to
>>>>> The Classic
>>>>> - Fixed the Panic Attack not using the correct sound for crits
>>>>> - Fixed The Peacenik's Ponytail not using the correct team skins
>>>>> - Fixed not being able to switch away from the Minigun while spinning
>>>>> down
>>>>> - Fixed not being able to deliver wrapped Giftapult packages
>>>>> - Fixed The Classic zooming-in when the Sniper teleports while
>>>>> charging a
>>>>> shot
>>>>> - Fixed The Bootenkhamuns not hiding the correct bodygroup when
>>>>> equipped
>>>>> - Fixed the Diamondback accumulating crits for backstabbing invlun
>>>>> players
>>>>> - Fixed players not receiving timed drops when running the game in
>>>>> Ukrainian
>>>>> - Updated weapons sounds for the axe_hit, blade_hit, and cbar_hit sound
>>>>> effects
>>>>> - Updated the equip_region for the Brimstone
>>>>> - Updated Mann Co. Store prices for foreign currencies to current USD
>>>>> equivalents
>>>>> - Updated the localization files
>>>>> - Mannpower mode changes:
>>>>>         - Fixed bug that sometimes caused two intel briefcases to spawn
>>>>>         - Reduced capture trigger size to match capture area on
>>>>> CTF_Gorge
>>>>>         - Powerup changes:
>>>>>                 - Haste: Doubles the Medigun's uber charge build up
>>>>> speed
>>>>>                 - Vampire: Reduced health leeched when using the
>>>>> Flamethrower and Minigun
>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>>>
>>>>>
>>>>> _______________________________________________
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>>>>> please visit:
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>>>>>
>>>>
>>>>
>>>
>>> _______________________________________________
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>>> please visit:
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>>>
>>>
>>
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>> please visit:
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>>
>>
>
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