The 24/7 server is older. Don't you get more quickplay players the
higher your reputation is?

On Thu, Dec 15, 2011 at 4:19 PM, 1nsane <[email protected]> wrote:
> Is the age of these servers the same? Steam backend updates the score, so
> your map changes shouldn't matter.
>
> These numbers don't really mean anything. As long as they keep going up and
> not into negatives you are fine.
>
> 24/7 2Fort:
>         <TAB>- Reputation: 9553364
>         <TAB>- Banned: false
>         <TAB>- Total Connects: 8394560
>
> Rotation:
>         <TAB>- Reputation: 7053039
>         <TAB>- Banned: false
>         <TAB>- Total Connects: 5519855
>
>
>
> On Thu, Dec 15, 2011 at 7:02 PM, Robert Paulson <[email protected]>wrote:
>
>> 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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