I noticed our 24/7 server has a score of 800 while our rotation server
has a score of 20,000. The 24/7 server is much more populated than
rotation server.

Is it recommended to reload the map every hour on a 24/7 server to gain score?

On Sat, Dec 10, 2011 at 2:54 PM, Fletcher Dunn
<[email protected]> wrote:
> There are two independent scoring systems.  One for Steam, one for TF2.  They 
> work on similar principles, but are not identical.  The purpose of both is 
> primarily to identify really bad servers, not differentiate between "good" 
> and "better" ones.
>
> We will probably merge them at some point.
>
> -----Original Message-----
> From: [email protected] 
> [mailto:[email protected]] On Behalf Of dan
> Sent: Saturday, December 10, 2011 9:22 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] A question about serverscore
>
> On 09/12/2011 16:07, Andrew DeMerse wrote:
>> You guys are confusing different systems, here.
>
> Well you're right to note the initial reason for the scoring was different, 
> but I think you're wrong to conclude that the systems are completely 
> independent
>
> Here there are several references to score :-
> https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
>
> I note my server during quiet periods when people join, see it's empty and 
> leave, the trend report usually says 'Downward fast'
> Whereas, when you have a busy server over the weekend, with people stopping 
> on for hours or more and the server full, it says 'upward fast'
>
> Whether you get quickplay players though, as I said in my previous post, has, 
> ime far more to do with whether there are player around in the first place.
>
> Since the configuration of my server hasn't changed they haven't adjusted the 
> score based on anything I have done.
> It seems fairly easy to conclude that they are using the same basic negative 
> score on join, positive point per minute of play to score quickplay servers.
>
> But they are using the score for something else - together with a bunch of 
> other factors, to pick a server for someone to join, as you say, it isn't to 
> blacklist or delist servers.
> (Although they can delist from quickplay for e.g abusing the halloween gifts 
> system, presumably that's the good /bad standing setting)
>
> They might have tweaked the numbers or the algorithm. But I doubt they are 
> doing anything substantially different for the base score before it's 
> modified by the other factors they mention in the support article.
> If only because the words up and down quite obviously refer to a numerical 
> score and there isn't really a lot you can do to decide if a server is "good" 
> or not, using the data valve have, other than looking at the length of time 
> people play on it.
> --
> Dan
>
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