TF quickplay does not use the reputation system that is exposed by that API at 
all.  And neither scoring system is designed to differentiate between "good" 
and "great" servers.  A small difference in ping or number of players on the 
server will outweigh any difference in reputation score, once the reputation 
score rises above the "totally terrible" level.

________________________________________
From: [email protected] 
[[email protected]] on behalf of ics [[email protected]]
Sent: Thursday, December 15, 2011 10:24 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] A question about serverscore

Definitely not. I have 2 newer servers more populated these days than
the 2 older ones, which have rep of millions while the others have only
200-300k or so. Basically quickplay + maps that eglible for it are the
key to success. Too bad really as custom map running servers are fading
away at this rate, like the 2 older of mine.

-ics

16.12.2011 5:18, Robert Paulson kirjoitti:
> 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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