I never thought I'd see the day where E. Olsen, someone who I've long
considered to be a well informed contributor to discussions like these, the
day where he would stand up and essentially say, "Using a text-client to
fake a player on a server? No problem! Good server operators *need *some
kind of help!" - What irrational, ill-informed tripe...and if he wasn't
referring to the use of the text-client in a seeding context, then I fail
to see how the comment regarding server seeding was relevant to the current
topic matter.

If you want to start a community, get your friends together and start
playing on your own server regularly. That's how good communities are
created, none of this "use a text-client to attract unsuspecting flies"
nonsense.

On Wed, Oct 14, 2015 at 5:38 AM, E. Olsen <[email protected]> wrote:

> Server-seeding has been around as long as community-hosted servers has
> (all the way back to the original Counter Strike and even Battlefield 2).
> Like it or not, players rarely if ever join empty servers, and with the
> deck stacked so staggeringly high in Valve's favor in terms of player
> traffic, server operators who obey the rules need some kind of help to get
> those servers going.
>
> Let's face it - if ALL servers were treated fairly and equally again, this
> wouldn't even be an issue. When the road to your organization is bypassed
> by an expressway, and the builders of that expressway have literally hidden
> the off ramp for people to get to you, then I don't care how good you are
> or how popular you were, your organization is going to suffer immensely.
>
> I think the real issue here is how difficult is has become to start and/or
> grow a community "organically".
>
> Regardless of how you feel about ad-based servers (full disclosure, I'm
> opposed to them), there is no doubt that the harder Valve makes it for
> communities trying to grow organically, the more they end up strangling off
> the very diversity they claim to want to encourage.
>
> Think about it - communities used to grow one or two servers at a time as
> their membership grew. Now, the vast majority of "communities" (and I use
> that word extremely loosely) only offer a handful of stock maps. However,
> as opposed to building a server fleet that grows one server at a time with
> the community, they take the top 5-6 maps, plaster ads all over them, and
> throw up as many servers as they possibly can. That's not building a
> community to serve the players, that's building an ad-farm to maximize
> ad-impressions.
>
> ...and therein lies the problem. The current approach has marginalized the
> communities that want to offer diversity beyond a handful of stock maps,
> and encouraged massive fleets of "me too" stock servers with little to no
> interest in adding value to the experience, but with an eye towards
> maximizing player connections.
>
> The lack of a text-mode doesn't really trouble me.  It's the absolute and
> seemingly insurmountable sense of apathy from the TF2 team towards
> community servers that does.
>
> If these guys would just talk to us again and tell us what community
> servers need to do as a whole to get some equitable treatment again, it
> would be better for everyone and anyone that cares about TF2.
>
> All I really want is for players to be better informed about all the
> diversity community servers bring to the game.
>
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