"in the section "Modifications not allowed in quickplay" exclude "Enforcing
class limits" - it is not acceptable for a servers with a high level of
play. Pro players do not want 5 snipers and spies in the team."

If someone wants to use quickplay, chances are they aren't looking to play
anything even slightly competitive.

On Sat, Jun 18, 2016 at 8:17 PM Sergey Dobretsov <[email protected]>
wrote:

> We can only advise Valvae here.
> I would like to ask Valve consider several steps for the revival of the
> community:
> 1. TF2 Quickplay Overview: in the section "Modifications not allowed in
> quickplay" exclude "Enforcing class limits" - it is not acceptable for a
> servers with a high level of play. Pro players do not want 5 snipers and
> spies in the team.
> 2. Enter for the community servers special status "Valve
> approved". Assign trusted servers, the relevant Quickplay rules, with a
> history of more than 2-3 years on request. Show approved servers regardless
> of what type of servers the player selected in the search settings in game
> (official, community, whatever).
>
> What is it for?
> We understand Valve's desire to spread the players depending on the game
> level (beginners - only to the official servers, pro - official and
> community servers). When an beginner constantly dying - the beginner closes
> the game.
> But you went too far. Older players will not want to play on the official
> servers because of inexperienced players. A community servers are empty. I
> know a lot of old players who are so completely leave the game. You get
> beginners - its very good, but lose the old players.
>
> 2016-06-18 20:30 GMT+03:00 <[email protected]>:
>
>> Message: 1
>> Date: Fri, 17 Jun 2016 19:14:29 -0400
>> From: Rowedahelicon <[email protected]>
>> To: Half-Life dedicated Win32 server mailing list
>>         <[email protected]>
>> Subject: Re: [hlds] Where VALVe (and other developers) went wrong - an
>>         analysis on Quickplay-alike systems
>> Message-ID:
>>         <
>> caodin9pzkmcq6zyso_el4rhcpeqfjdaxa-vbbb1mkpo_ram...@mail.gmail.com>
>> Content-Type: text/plain; charset="utf-8"
>>
>> Very happy with the replies here, it's usually been such the opposite.
>> I'll
>> chime in though!
>>
>> I'm the same way with my community as many of you guys have. My community
>> has brought together friends, relationships, irl meetings. A real sense of
>> community and inclusion, I've had countless people tell me how happy
>> they've been since finding mine, my corkboard also has a number of holiday
>> cards I've gotten from members of my community. It's given me a real
>> sense,
>> like all of my work and input has actually mattered and my life is a
>> little
>> more valuable as a reuslt.
>>
>> There's a lot more to it, it's also creativity. All the map makers, model
>> makers, gamemode makers, programmers, artists, so on and so forth! They
>> all
>> have a place to stretch their creativity, to find a purpose in a game. It
>> sounds so sappy, but I'm sure everyone here has some friend they've met in
>> a game that they cherish.
>>
>> It's also a big reason why I'm against a lot of the multiplayer games
>> today, it squanders and limits that creativity, the drive isn't as there
>> as
>> it was here and other source games. Playing a game like Overwatch is fun,
>> with friends I've known for years, but soloing it is just empty. You play
>> with people who you'll never see ever again, they have no reason to be
>> friendly towards you. It's all dead and monotonous. It also can't go too
>> far on its own, the content will dry up and people will have to rely on
>> Blizzard to keep it alive.
>>
>> TF2 will run it's course one day finally and I am okay with that, the game
>> didn't start to tank in players and real fun overall until Valve started
>> messing with their key formula. Valve was built on allowing the users to
>> do
>> so much, they did these complicated and intricate ARGs, treated the
>> players
>> with puzzles and trials. Now it's just hand holding, stream lining,
>> limitations.
>>
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