Somedays I feel it was a mistake to ever acknowledge you guys have rating
systems :(

If you aren't terrible, then your server will be judged on all the normal
things humans judge them on (ping, players, location). That's the long and
the short of it. If people join your server you are a-ok.

On Thu, Dec 15, 2011 at 10:25 PM, Fletcher Dunn <[email protected]
> wrote:

> 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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> >>> please visit:
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> >>>>
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> >>>
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>
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