If people are looking through the server browser, they will want to join
servers that already have a population. It's important to get a group of
people together to help start and fill a server.

On Fri, Jul 8, 2016 at 8:16 PM, HD <[email protected]> wrote:

> Ohh yeah I mean last night on one of my servers I saw some guy going
> around telling people how to access quickplay via the console.
>
> Damn shame really… last night I had 3 servers full, one running the two
> new CP maps but tonight – dead.  I’ll leave it up a few weeks I guess but
> if it’s not played its going down.
>
>
>
> *From:* [email protected] [mailto:
> [email protected]] *On Behalf Of *Rowedahelicon
> *Sent:* Friday, July 08, 2016 9:07 PM
>
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] TF2: Meet Your Match update and QuickPlay?
>
>
>
> It seems as everything is already dead again, at least on my end. The
> stigma against community servers is still way too strong. Too many people
> just assume Vanilla is the only good thing in TF2 and anything remotely
> different must be removed
>
>
>
> On Fri, Jul 8, 2016 at 7:52 PM, HD <[email protected]> wrote:
>
> My Mvm’s I’ve had up are nearly dead since a few updates ago and those
> changes.
>
> It’s as if everyone stopped playing bootcamp mvm or matchmaking stopped
> sending players to them as they were daily.
>
> I’m rather unsure of settings they should be now since numbers were
> changed.
>
> Can someone clarify what the proper numbers/settings should be now for
> them to get players thru matchmaking but also accept regular joins thru
> browser/favs?
>
>
>
> *From:* [email protected] [mailto:
> [email protected]] *On Behalf Of *Jason
> *Sent:* Friday, July 08, 2016 7:44 PM
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] TF2: Meet Your Match update and QuickPlay?
>
>
>
> So, as it stands now......for servers which aren't part of quickplay (due
> to mods, modified respawn times, etc), nothing should change for us right?
>
>
>
> All we need is:
>
>
>
> Autoexec.cfg:
>
> sv_setsteamaccount "steam account token here"
>
>
>
> Server.cfg:
>
> tf_server_identity_disable_quickplay 1
>
> tf_server_identity_account_id  "service id here"
>
> tf_server_identity_token "token here"
>
>
>
> And nothing changes for our community server right?  We don't need to do
> any other "authentication" or anything and quick play rules aren't changing
> right?   I skimmed this exchange......just wanted to be sure.....thanks in
> advance.
>
>
>
> On Fri, Jul 8, 2016 at 7:20 PM, N-Gon <[email protected]> wrote:
>
> I went back and reread some of these emails including the one from Lucas
> which I've included an excerpt of.
>
> I can't help but feel that you're talking about the Day Care 2fort
> community server cause I ran into that very same issue just a few days ago.
>
> These are the kinds of server that lowered the quality of the quickplay
> pool back when it was community oriented, These are the kinds of servers I
> would never want back in quickplay.
>
>
>
> If they (Valve) ever does decide to make a quickplay system for community
> servers in the future I would sincerly hope they disallow servers from
> participating that are running sourcemod plugins that have NOT been
> whitelisted, if such a thing is even possible.
>
>
>
> ________
> Lucas Wagner via <https://support.google.com/mail/answer/1311182?hl=en>
> list.valvesoftware.com
>
> 3:25 PM (3 hours ago)
>
> to Half-Life
>
> >>my friends and I know of a few servers in which mods are abusing
> critical chance plugins, and SM plugins in general
>
>
>
>
>
> On Fri, Jul 8, 2016 at 3:25 PM, Lucas Wagner <[email protected]> wrote:
>
> I think the thing that worries me the most is that, at least with Valve
> servers, there is a nice assortment of different maps, etc. I can find a
> game on most maps with little or no effort. Communities largely serve the
> interests of the server owners and operators. I know right before QP died
> that it was very difficult to find anything but 24/7 servers focused on a
> small handful of maps, mostly 2Fort, Dustbowl, Turbine, Harvest, etc. If
> you wanted to play something like Frontier, for example, it wasn't easy to
> find a community server offering that.
>
>
>
> Perhaps Valve can provide some bonus referrals to servers hosting maps
> that are not being played currently, and an interface for server operators
> to queue what the community needs (Hey it'd be really great if you host
> upward next) and set the next map to it within 2-3 minutes of a map ending.
> Or it can just give more referrals to maps that aren't very well supported,
> thus giving some incentive for operators to branch out.
>
>
>
> I'm all for community servers provided the plugin set is clean (I don't
> need to download all of your special files just to play a map), is
> unobtrusive or interferes with my gaming experience (i hate plugins that
> make me acknowledge the open menu before I can do anything), are fair (my
> friends and I know of a few servers in which mods are abusing critical
> chance plugins, and SM plugins in general), and perform well. Running
> custom plugins is great and all, but it was definitely out of hand. I've
> come to appreciate the vanilla playstyle on Valve pubs and quite frankly, I
> will miss them if the community cannot provide a reasonable replacement for
> that system. I played on some last night and some were fun, some had god
> awful performance, and some were unnecessarily encumbered with plugins.
> Quite frankly, I wouldn't mind requiring sv_pure 1 or sv_pure 2 even for QP
> servers receiving referrals.
>
>
>
> On Fri, Jul 8, 2016 at 2:09 PM, Robert Paulson <[email protected]>
> wrote:
>
> People said the same thing about quickpick at the time and we all know how
> that turned out. Everyone was claiming higher player counts at first and
> now they are dead.
>
>
>
> On Fri, Jul 8, 2016 at 11:52 AM, E. Olsen <[email protected]> wrote:
>
> Frankly, it's a win just by shining light on the fact that there ARE
> community servers at all. For years now, they've been effectively hidden to
> the point that a large portion of the F2P playerbase didn't even know they
> existed. At least with this UI change we've got the chance for players to
> find us.
>
>
>
> On Fri, Jul 8, 2016 at 2:47 PM, Lucas Wagner <[email protected]> wrote:
>
> I would imagine a big reason why things were so great last night was
> people just wanted to play TF2 and the only servers they could connect to
> were community servers. Not trying to rain on the parade, bu I think Robert
> is right. It'll be a few weeks before we have any clue how this will all
> play out.
>
>
>
> Lucas
>
>
>
> On Fri, Jul 8, 2016 at 1:28 PM, Robert Paulson <[email protected]>
> wrote:
>
> I am not sure why everyone is celebrating so early.
>
>
>
> Population is only high likely because of a new patch, summer time, and
> reportedly many Valve servers being temporarily down.
>
>
>
> Maybe casual mode is bringing in more players, but it is just as likely
> that matchmaking is yet another drain players that community servers will
> never be allowed to participate in, while some of you are excited about
> fighting for scraps from other community servers.
>
>
>
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>
> --
>
> *Matthew (Rowedahelicon) Robinson*
> Web Designer / Artist / Writer
> Website - http://www.rowedahelicon.com/
>
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