I hate to correct some people here, but advertising is no longer an issue
so I don't see why it has been brought up when it's no longer a problem.
HTML MOTD is not possible when the client joins via matchmaking or
quickplay, Valve changed that a long time ago. Sure, there are a few rogue
servers which physically force you to re-enable HTML MOTD cvar if you
disabled it, but even then if you join via matchmaking or quickplay you
still can't see it, so it's moot. Thanks :).

On 5 July 2015 at 05:28, Alexander Corn <[email protected]> wrote:

> The entire point of Quickplay from the get-go was to help people to easily
> find servers offering vanilla-ish gameplay. That is, major game settings
> are set to their defaults, no custom gamemodes, no game-breaking donor
> perks, etc.
>
> It's a decent idea, the only problem is that Valve added it and then *ignored
> it*. Then people started realizing that they can register for Quickplay
> and pretend to be vanilla and nothing bad would happen to them for months,
> if ever.
>
> To this date, I'm not quite sure that anyone at Valve even looks at
> reports submitted with the in-game report tool (or the bug reporter either,
> for that matter).
>
> On Sun, Jul 5, 2015 at 12:07 AM, Cats From Above <[email protected]
> > wrote:
>
>> Your version of events borders on white-knighting, in my honest opinion.
>> Valve has a share of blame for allowing an environment where unscrupulous
>> operators were rewarded financially simply by getting people to join thier
>> servers. The rise of Pinion and the like was attractive to individuals who
>> wanted to cash-in on advertising. And what better way to boost your profits
>> then by tricking players into joining your servers thinking that they were
>> fuller than what they were or that they had real people on them. MOTD
>> Advertising is what made that deception attractive - it was the reward
>> behind it all. Yes, the players would disconnect the second they realised
>> that the server was empty or that they were playing against bots, but the
>> operator still got to cash in on an impression.
>>
>> So did Quickplay solve the problem? No. Why? Because it didn't remove the
>> sugar from the table. Rather it just meant that instead of deceiving the
>> player (Who would have likely remembered the name of a bad community) the
>> unscrupulous operators were now deceiving Quickplay instead - How grand it
>> must have been for operators intending to run cash-cow servers to have
>> Quickplay steering unsuspecting traffic to them. In my view that made the
>> situation worse and in a manner that was reasonably foreseeable. Yet
>> somehow it escaped Valve. What they should have done was killed the notion
>> of MOTD advertising from the onset so that a business model built on
>> deception wasn't financially lucrative. Instead they had a knee-jerk
>> reaction and banished all community servers (good and bad) from the primary
>> Quickplay pool. Some people would say this response is a colossal
>> non-sequitur and they'd be right.
>>
>> I wrote a 1400 word response on this topic but I decided that I could
>> make my point with the summary above and that such would probably be more
>> appreciated than a giant wall of text. Let me know if I'm mistaken.
>>
>> On Sun, Jul 5, 2015 at 9:58 AM, Phillip Vector <[email protected]>
>> wrote:
>>
>>> >What you just said implies that *every *community server provides a
>>> modified game-play experience, which is not only a dubious claim but one
>>> that almost certainly stems from a distinct level of benightedness.
>>>
>>> A modified game-play experience, yes. Even if it's just placing a text
>>> ad every 5 mins., it is a difference experience than stock. I did not mean
>>> to imply that all community servers modify game play. But I would be
>>> interested in seeing one community server that operates like the default
>>> Valve servers do.
>>>
>>> >There are community servers out there, many of them, which offer a
>>> vanilla experience in aspects of game-play. My question to you is why
>>> should those servers be treated as second-class citizens to Valve servers
>>> by "default".
>>>
>>> They shouldn't. However, I don't know how long you have been part of
>>> this, but I recall when community servers weren't treated differently. Some
>>> were terrible and cheated the system to trick players joining their
>>> servers. When Valve tried to stop them, they cheated the system more. Even
>>> after Valve constantly tried to help those community servers who played by
>>> the rules, the community kept calling foul.
>>>
>>> So eventually, Valve (rightly so IMHO) said "Fuck it" and made all
>>> community servers suspect.
>>>
>>> Valve is on the right track giving community servers who play by the
>>> rules equal standing for valve servers. But I'm pretty sure that some
>>> community is going to start gaming the system and Valve will have to say,
>>> "Fuck it" again.
>>>
>>>
>>>
>>
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