I'd love to know how your server is filling. Quick play is enabled on mine
but it will never see players. I believe Valve has servers in New York which
I'm losing out to (mine is in New Jersey).

On Tue, Jul 12, 2011 at 2:51 PM, doc <[email protected]> wrote:

> I've been running a 24 man Vanilla server since late 09 and what I've
> learned through this server (and my many other servers) is there is no
> shortcut to a great community. Recently we've turned on Quickplay and
> I'm having second thoughts about it just because my server is now
> filled 100% of the time, hard to find a slot!
>
> We also have a fair amount of (good) custom maps on our server, and we
> also run a weekly event (Alpha Test Tuesdays), to test new custom maps
> people are working on (and we let anyone test free of charge!). Sure
> during the times we are on a custom map the server may not fill up as
> readily - but that's when having a good community comes into play. Put
> up a steam group for your server, and actually invite people you see
> coming back now and again. Over the last year or so we now have enough
> people in our group to keep the server ready to go all hours of the
> day (mostly).
>
> Also it's a broken record but TF2 is "designed" for 24 players, so
> with the glut of new servers I can see it might be harder to fill up a
> server that has increased_maxplayers, especially on de_jeepathon2k or
> whatever custom map you're playing.
>
>
> What I'd like to know about the quickplay system is how the grading
> goes. I know I can see how well we're trending, but are there any
> plans in the pipeline to have more server reporting tools re:
> quickplay, available? I'd like to see how I rate with other servers,
> how much further we have in CRUSHING THE COMPETITION IN FUN.
>
> On Mon, Jul 11, 2011 at 3:53 PM, Sir Jake <[email protected]> wrote:
> >
> > Very good points, another thing that would be wonderful to see is having
> the score board it self support 32 players not sure why this was not put in
> years ago.
> >
> > As many people here have said 24 slot servers just fail after any type of
> roll or map change as sometimes half the server can leave in just a few
> minutes and then it just dies off.  I noticed this a lot when we tried our
> servers with only 24 slots.
> >
> >> Date: Tue, 12 Jul 2011 01:32:19 +0300
> >> From: [email protected]
> >> To: [email protected]
> >> Subject: Re: [hlds_linux] A few more TF2 quickplay answers
> >>
> >> I see a slight problem in one thing. While the custom map is on, any
> >> custom map, unless your server is extremely popular at any time of the
> >> day, it will lead to drop of players aka lack of players. Not everyone
> >> wants to play custom maps or download a new one because they still have
> >> slow connections, some of them. Situation regarding people's online
> >> connections has improved in past years but thats still the case for
> some.
> >>
> >> But anyway, as the quickplay does not drive traffic to these servers
> >> that do not run particular maps on, it's an issue at late time of the
> >> day and early on when the servers are just filling up. This isn't a
> >> major issue right now, but after couple of months, it could be. At this
> >> point, either the server has to change through configs to run regular
> >> maps or stay empty untill more people are getting into their games.
> >> Would you join to empty server, from which you need to download a map to
> >> play or a cp_dustbowl with 22/24 players on? I'll give an comprehensive
> >> example. Got 2 servers running custom maps, the one that is very popular
> >> and the other that is not as popular as the other. Also i have 2
> >> "quickplay" enhanced ones that fill up first and stay populated last.
> >> (now that things have actually little quite since the first peak when it
> >> was 24/7 full for all).
> >>
> >> So the ones that run custom maps, empty first and get filled up a bit
> >> later as soon as map changes to some quickplay supported than the ones
> >> that are running settings that quickplay is wanting (unless the regulars
> >> play late, like friday, saturday). If you see where i'm going, it's
> >> pretty frustrating to change mapcycle so that you get traffic driving
> >> in, despite how much reputation the server has. 6 000 000 reputation is
> >> more than enough but it still doesn't make me any happy, no matter how
> >> much there is if the players aren't getting in as long as there are
> >> custom maps at certain time of the day.
> >>
> >> This is not a huge issue now but quickplay makes people wanting to have
> >> run basic maps to get their servers filled. So who will want to run
> >> custom maps, no matter how good they are if that results to empty
> >> servers. It's pointless to make every community map official too. I know
> >> this quickplay is there to make people more happy as some people run
> >> pretty bad server mods and such but how about adding some options to it.
> >> Like into the quickplay search window. "Allow custom maps" and "Allow
> >> more than 24 slot servers". It's more harder to get 24 slot server
> >> running custom maps to stay populated than 30-32. I know over 24 slot
> >> isn't exactly preferred but what can you do. People want what they want.
> >> Quickplay is great to fill up servers but i'd like to see that only as
> >> addition to existing way - if you have basic regular players on a
> >> server, it gets filled but quickplay could be used to fill up the rest
> >> of the slots. It works like this but only after the certain penalties.
> >>
> >> Just some thoughts that came out 1:32am to my mind.
> >>
> >> -ics
> >>
> >>
> >> 11.7.2011 19:24, Fletcher Dunn kirjoitti:
> >> > Just a few more answers to commonly-asked quickplay questions:
> >> >
> >> > All of the quickplay deal-breakers are tested on the client at the
> moment of quickplay searching.  You can flip them on and off and start/stop
> receiving quickplay traffic.
> >> >
> >> > The reputation system is an input to the quickplay scoring system, not
> the other way around.  Doing quickplay-illegal things does not affect your
> reputation.  If you have a thriving community playing custom maps, you are
> building your reputation.  If you suddenly turned the server into a
> quickplay-eligible one, you would be just as good of a quickplay server as a
> server who had been vanilla the whole time.
> >> >
> >> > But to repeat: the reputation system still needs some tuning, and is
> only a small part of the total quickplay score.  It's mainly designed to
> help avoid sending traffic to really terrible servers.
> >> >
> >> > Quickplay, with its minimal set of options, is currently targeted at
> totally new players.  However, we know that some experienced players use it
> and have had fun playing maps they haven't played in a while.  (Or just
> beating the heck out of noobs.)  Sometimes it's just fun to spin the wheel.
>  We have considered a "medium" search mode, somewhat of a cross between the
> raw server browser and the one-click-no-options quickplay.  No timeline or
> promises, of course.
> >> >
> >> > We get *huge* value out of good server operators.  While we do want to
> control new players first impressions of the game, the goal is to have new
> players find all the diversity out there and get into a community so they
> can kill each other in the way they most enjoy.  Having a set of servers
> with known characteristics is good, to ensure that if you want to play you
> can always find a server with a good ping, etc.  But keeping all the traffic
> on generic servers that we have to maintain and host is not really a huge
> win for us.
> >> >
> >> > I would post these answers to the FAQ and just send a link, but the
> details are of course subject to change without notice. :)
> >> >
> >> > Hopefully most of the big quickplay questions are answered.  I'm
> working on a lot of game server related stuff, so I'll probably be on these
> lists again.
> >> >
> >> > Cheers,
> >> > Fletch
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