Quickplay is a good feature. It gives you a one-button TF2 experience,
which I believed is aimed at the influx of new Free2Play users. Sure lots
of non-traditional servers have gotten the shaft because of it but if you
have group of core followers before the quickplay feature was put in -
where did they go?

Game communities are hard to build, no longer can you just put up a server
and have it fill itself - you gotta put some extra work into it, limit
choice to provide a better experience, host some weekly events or monthly
contest on your servers.

On Sat, Dec 17, 2011 at 1:02 PM, Robert Paulson <[email protected]>wrote:

> Valve is making a mistake by listening to the vocal minority. The
> people who complain on the forums do so because they aren't happy with
> the current state of affairs while everyone else that was satisfied
> did not feel a need to sign up on the forums. This probably created an
> illusion that gameplay that is modified in any way is highly undesired
> since you only see complaints and no praise.
>
> I also quite certain quickplay does not prevent you from joining
> servers modified in any other way besides their arbitrary limitations.
> From Valve's own FAQ: "No, we are not automatically disqualifying
> servers for server side mods. If the mods results in a better or worse
> player experience, that will be reflected in the back-end server
> score." I have been sent to modified servers by quickplay many times.
> People also complain on SPUF about the lack of class limits, so you
> cannot use this argument to say quickplay is solving these problems.
>
> Since it does not really solve any of these problems except making
> game joining a few seconds faster at the cost of variety, I do not see
> quickplay as a positive feature.
>
> On Sat, Dec 17, 2011 at 3:48 AM, ics <[email protected]> wrote:
> > Quickplay was added due to so many servers running mods and something
> that
> > isn't TF2 core game, but modified and "ruined". Class limits, instant
> spawn,
> > faster spawn, fake clients, you all know which ones modify the game.
> People
> > wanted "default" and they got it. There was a long thread, propably
> still is
> > on SPUF where people expressed what they didn't like on current game
> > servers. This is why quickplay was created and it's pretty good system.
> Only
> > thing i don't like in it is that my custom map servers have taken a big
> hit
> > on player counts, which is why i already changed rotations much more
> Valve
> > than ever just to have players to be able to play with full server and
> not
> > half empty.
> >
> > Once the average player gets bored to basic maps and gameplay, he might
> want
> > to try something else. That's where the custom maps, new mods and such
> come
> > in. The free 2 play community might not get into those that much, atleast
> > not yet but later on, those that keep playing, will. Some people like
> faster
> > respawn times, i used to be one. Then i found out that no, that's not
> good
> > and the default times are just fine. It's a problem in players skill
> level
> > or class selections if the game doesn't advance or the other team takes
> all
> > points all the time.
> >
> > I agree that the server browser should be somehow enhanced. For example
> > player should be able to press for example f3 to instantly add the
> server to
> > favorites, not by "hey open the server browser and press add current
> server"
> > and the user goes "what is server browser".
> > Then i need to explain it and it takes time before it's done. I could
> just
> > say press f3 to do it and then the player should have server browser (or
> > even option to browse favorite servers separately) open. That server
> browser
> > should also include some option to search for custom maps and exclude all
> > the regulars. That way also the custom map servers, that are excluded
> from
> > the quickplay as long as wrong map is on, might have more players.
> >
> > Explain cookie-cutters?
> >
> > -ics
> >
> > 17.12.2011 11:28, Robert Paulson kirjoitti:
> >
> >> I will have to agree with Dan. I believe even the quickplay system is
> >> having a negative effect on TF2. Quickplay is good for getting into a
> >> game quickly, but it is featured prominently as the first button on
> >> the screen so everyone clicks on it and never learns there are unique
> >> servers that aren't on there.
> >>
> >> Most people probably never stop using it because they probably assume
> >> the browser is just a manual way to pick the same servers available in
> >> quickplay. I am seeing swaths of 24 slot servers with default maps and
> >> respawn times filled all the time while some of my favorite servers
> >> that don't fit the quickplay standard (maps, slightly faster respawn
> >> times, larger slots) that used to be full at midnight now empty out 4
> >> hours earlier. Some of them are shutting down, and I find myself
> >> playing less and less TF2.
> >>
> >> It becomes very difficult to find servers that aren't a cookie cutter
> >> quickplay build because:
> >>
> >> 1. Players who have been weaned on quickplay probably never figure out
> >> alternative settings exist.
> >> 2. If they search through the browser, not only are there 4,000+
> >> servers to choose from, but these custom servers have to compete with
> >> the quickplay servers that are filled with even more players already.
> >> 3. More and more cookie-cutter quickplay servers are popping up
> >> because they are the only ones getting filled like before. No players
> >> = no donations.
> >>
> >> It is my humble opinion that quickplay is creating an unhealthy
> >> homogeneous selection of servers and players. The average player can
> >> only be entertained so much by the standard settings before they get
> >> bored of them, and instead of finding a customized server that suits
> >> their tastes, they quit the game without knowing about the
> >> alternatives. I believe this is why the number of TF2 players have
> >> dropped below CS:S and continued to decline until this recent update
> >> and impending winter break.
> >>
> >> On Fri, Dec 16, 2011 at 10:45 PM, dan<[email protected]>  wrote:
> >>>
> >>> On 15/12/2011 23:51, Fletcher Dunn wrote:
> >>>>
> >>>> We are working on something like this.  The ability to "level" your
> game
> >>>> server account.  Certain benefits would only be given to servers with
> >>>> level>= N, etc.  Show the level in the server browser and give
> >>>> preferential
> >>>> treatment, etc.  Get caught breaking the rules, and you lose your
> level,
> >>>> etc.
> >>>
> >>>
> >>> With respect. Even without details, this sounds like a really, really
> bad
> >>> idea tm.
> >>>
> >>> (Although I suppose if you collect 500 genius game polymaths in a
> >>> building
> >>> they'll soon see the solution to every problem is to create a game. You
> >>> probably can't get a coke from your canteen without solving a puzzle?
> :)
> >>> )
> >>>
> >>> You only have to read the angst in the threads that the current server
> >>> reputation causes to see that.
> >>>
> >>> --
> >>> Dan.
> >>>
> >>>
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> >
> >
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