You may not have been, but others certainly have.  And you are right, it 
does require stable bandwidth.  I'm lucky enough to have a good quality 
provider that gives me what I pay for in terms of bandwidth, and it is 
stable.

Drek

Arg! wrote:
> Im certainly not saying you cant do it, im simply saying not everywhere has
> internet available capable of doing it, no matter how much you fiddle with
> the rates.
>
> On Mon, Nov 9, 2009 at 3:32 AM, Crazy Canucks <[email protected]>wrote:
>
>   
>> My sv_maxrate is set to 7200.  Choke on my server runs from 0 - 5
>> typically, when I've got it set up properly, which I usually do, and
>> pings range from 10 to those in the same city, with the same ISP, to 200
>> for friends connecting from overseas.  I'll just tack on the response
>> that I sent to an email sent to me privately.
>>
>> We serve two different kinds of "clients".  For one thing, your clients
>> are paying you for a service.  For another thing, in my experience, the
>> people that care intensely about every ms difference in ping, are kids,
>> and most of them are looking for someone or something else to blame
>> every time they get their ass fragged.
>>
>> But beyond that, I don't have any problem with server operators and
>> gsp's who go to great lengths to provide the best service possible.
>> Kudos to all you gsp's out there who maintain high quality servers with
>> professional standards.  It's a highly competitive industry, and it
>> takes hard work to do well in it.
>>
>> But don't you dare tell me that I, or anyone else, shouldn't be running
>> a server because we don't have access to the same resources you do.  You
>> do that and you are likely to provoke the kind of testy response in
>> evidence in this thread.
>>
>> I have nothing to be ashamed of.  I also care about the experience my
>> "clients" have on my servers, and I run servers that provide a good
>> quality game play experience.  And in some ways the game play experience
>> on my servers is better than probably the majority of servers rented
>> from professional gsp's, because my servers are well adminned.
>>
>> Is it perfect?  Of course not.  Is it as good as it would be if I had
>> access to the same resources that many on this list have access to?
>> No.  Would it qualify for professional match play?  Of course not.  But
>> those of us who play on my servers have fun, and the performance of the
>> server isn't detracting from the fun to be had.
>>
>> Drek
>>
>> Andy Wallace wrote:
>>     
>>> I agree - We also run a community based dedicated server and
>>>       
>> realistically it's the only way to get enough slots and have a QUALITY
>> connection.  Again we also rely on community donations to maintain the
>> servers.
>>     
>>> 7000 rate hahahahahahahahahaha. What's the point? Ours is set at 27000
>>>       
>> and anything lower increases choke.
>>     
>>> --- On Sun, 8/11/09, Richard Green <[email protected]> wrote:
>>>
>>> From: Richard Green <[email protected]>
>>> Subject: Re: [hlds_linux] Modern Warfare 2
>>> To: [email protected], "'Half-Life dedicated Linux server mailing
>>>       
>> list'" <[email protected]>
>>     
>>> Date: Sunday, 8 November, 2009, 9:17
>>>
>>> There are reasons for dedicated Servers in data centres:-
>>>
>>> Bandwidth latency
>>> Bandwidth usage
>>> Key location of the servers running to connect straight to the backbone.
>>>
>>> Bandwidth latency, as we all know dedi servers in data centres will have
>>> access to a minimum 100mb nic card that will actually use that bandwidth
>>>       
>> and
>>     
>>> maintain low latency.
>>>
>>> Bandwidth usage, Simiancage has a array of 9 servers including cs16, css,
>>> tf2 and l4d2. We use roughly 4 terabytes of bandwidth per month which
>>>       
>> gives
>>     
>>> us high tic no choke servers, commonly known as 'quality servers', all
>>> domestic ISP's in the UK would cap your bandwidth speed long before you
>>>       
>> even
>>     
>>> reached 1 terabyte a month under the "Fair Usage Policies"
>>>
>>> Key Location, Data centres are in key locations to take advantage of low
>>> latency connection direct to the backbone infrastructure, this gives us
>>>       
>> the
>>     
>>> advantage of players from the EU and even reasonable connections from the
>>> USA able to play on our servers, hell we even have Swedish community
>>>       
>> members
>>     
>>> with better latency than some UK players.
>>>
>>> The above points cannot be said true of locally hosted games for the
>>> majority of domestically run games servers. Removing dedicated servers
>>>       
>> from
>>     
>>> multiplay games of whatever type will only increase the amount of 'have
>>>       
>> ago
>>     
>>> gamers' that think there connections are good enough but in reality
>>>       
>> running
>>     
>>> any server on a 7000 rate amounts to almost playing on a dialup
>>>       
>> connection,
>>     
>>> I wouldn’t dare run anything less than 30000 or our community would go
>>>       
>> play
>>     
>>> elsewhere. None of us are RICH we are a non profit games community that
>>> relies on donations to maintain QUALITY SERVERS for the community to
>>>       
>> enjoy.
>>     
>>> -----Original Message-----
>>> From: [email protected]
>>> [mailto:[email protected]] On Behalf Of Crazy
>>> Canucks
>>> Sent: 08 November 2009 00:56
>>> To: Half-Life dedicated Linux server mailing list
>>> Subject: Re: [hlds_linux] Modern Warfare 2
>>>
>>> That's funny, I host a 16 person TF2 server on a 1mbps upload cable
>>> connection.  And it runs extremely well.  It can be done if you know
>>> what you are doing.  I have been hosting dedicated servers from Day of
>>> Defeat 3.1, to Age of Chivalry and just about everything in between and
>>> on both ends, for years now.
>>>
>>> Saying dedicated servers are for the rich or professionals, is pure
>>> elitist crap.
>>>
>>> Drek
>>>
>>> Saul Rennison wrote:
>>>
>>>       
>>>> You know people don't use dedicated servers to host games from their own
>>>> home? Dedicated servers should be used by GSPs to host servers for their
>>>> clients on 10/100Mbps links, for communities, private and public
>>>>         
>> matches.
>>     
>>>> Thanks,
>>>> - Saul.
>>>>
>>>>
>>>> 2009/11/7 Arg! <[email protected]>
>>>>
>>>>
>>>>
>>>>         
>>>>> This is a disturbing trend that seems to be gaining hold with recent
>>>>>           
>> and
>>     
>>>>> upcomming games; the removal of the dedicated server component from
>>>>> multiplayer. I assume they are doing this purely to cut
>>>>> development/maintenance time and therefore cost but it goes a long way
>>>>>           
>> to
>>     
>>>>> prevent many players from even being able to play online.
>>>>>
>>>>> From the best internet connection i can get at home i can host no more
>>>>>
>>>>>           
>>> then
>>>
>>>       
>>>>> 5 people on a team fortress 2 dedicated server, even with the best
>>>>>
>>>>>           
>>> netcode
>>>
>>>       
>>>>> optimization i cannot see how many people, at least in this country,
>>>>>
>>>>>           
>>> could
>>>
>>>       
>>>>> host large games on their home connection.
>>>>>
>>>>> /end rant.
>>>>>
>>>>> On Sun, Nov 8, 2009 at 8:13 AM, Marcel <[email protected]>
>>>>>           
>> wrote:
>>     
>>>>>
>>>>>           
>>>>>> Frédéric Fortier wrote:
>>>>>>
>>>>>>
>>>>>>             
>>>>>>> No, from what I understood, they just took VAC instead of punkbuster,
>>>>>>> and you'll need steam to install it. But they're not writting them a
>>>>>>> dedicated server code.
>>>>>>>
>>>>>>>
>>>>>>>               
>>>>>> There WON'T be a public dedicated server. "IWNet" will replace the
>>>>>> traditional server renting system.
>>>>>>
>>>>>> Because of this (for me) it doesn't matter what anti cheat system they
>>>>>> use. I simply don't buy this game and try to convince everyone to do
>>>>>> this as well.
>>>>>>
>>>>>> IW go to hell!
>>>>>>
>>>>>>
>>>>>> - Marcel
>>>>>>
>>>>>>
>>>>>>
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>>>>>> please visit:
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>>>>>>
>>>>>>
>>>>>>
>>>>>>             
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>>>>> please visit:
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>>>>>
>>>>>
>>>>>
>>>>>           
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>>>>
>>>>         
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>>>
>>>       
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>>>>
>>>>
>>>>
>>>>         
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>> please visit:
>>     
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>>>
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>>>
>>>
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