"Servers should be running as "vanilla" as possible."

https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

On Fri, Jan 6, 2012 at 8:04 AM, John Marbury <[email protected]> wrote:

> 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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