I just wanted to say:
The plugin gives no advantage to regulars over quickplay-players.  Point
values are reset when players connect, and there is a hard cap on the
maximum number someone can have at one time.
It's just a simple mechanic that allows players to try to salvage a round
if they are about to lose.

>From what I've heard through the grapevine, having "respawntimes" or any
custom-ish tag that incurs a penalty is pretty much the same as just
outright blocking quickplay traffic since there are loads of stock servers
now.  Can anyone comment on that?

I guess it would be helpful if Valve could clarify the goal of quickplay:
Is it to create the "best possible experience" for players, or to create
the "most 'vanilla' experience" for players?
I wont argue that stock respawn times are the more 'vanilla' way to go, but
polling data from random people in my servers shows that in games on ctf
and plr maps (or where both teams are on offense and defense at the same
time), players prefer a 50% drop in respawn wave times.

Food for thought~


On Fri, Jan 6, 2012 at 7:39 AM, bp <[email protected]> wrote:

> I think that, since you _are_ messing with respawn times, it'd be
> sensible to advertise this with at least "respawntimes".
>
> Quickplay is meant as a way to play vanilla TF2 one-click. Yours isn't
> vanilla TF2.
>
> It's kind of obvious that your insta-respawning regulars would be
> upset from losing their point edge on the stream of new, regularly
> spawning players quickplay sends in their general direction, but
> that's not the design purpose of quickplay... :)
>
> --bp
>
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