Personally I feel this conversation has gone a bit off in terms of
answering the original question, so back to that:

"How does TF2 detect if servers are editing gameplay
(respawn times) and not editing tags?
I ask because all my servers run a custom plugin that allows players to
"buy" faster/instant respawns using points they earn for playing (earning
kills, capping points, etc).  However this does not change global respawn
times and so does not edit the value of sv_tags.

Is this type of thing going to trip something in the client that then
reports my server to valve, or is this whole process tracked with the abuse
reporting system?"

To my knowledge, Valve has not revealed how the server tracks this, and I
don't believe that they will, since doing so would provide users and
authors of the systems at fault for the recent sweep of infractions a
reference point for finding/building a workaround.

As for if what you are doing will trip the system, I have no way of knowing
for certain but I assume that it would, since you are, to quote Fletcher,
"Running with significant gameplay modifications, such as respawn times,
without having the proper tags on their server designed to alert quickplay
and automated searches about those modifications."

My suggestion would be to simply enable the tags and take the penalty.
Quickplay traffic should still come every so often, and if your users
really do like the modifications I doubt you will have problems keeping
your servers full.

On Fri, Jan 6, 2012 at 11:14 AM, Frank <[email protected]> wrote:

> Regardless what the blog states as a player (not just a server
> administrator) I go into the game to play not wait around in Spawn Q
> watching others play - to me this game is run and gun shootem up...
> strategy
> is one thing but I don't come to TF2 to incorporate strategy I come to kill
> and destroy!
>
> So I won't play on servers unless  they have instant spawn - All of mine
> are
> instant spawn but that to me shouldn't decrease the ability to get players
> cause many players want this as well.
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of Emil
> Larsson
> Sent: Friday, January 06, 2012 1:47 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Quickplay and personal respawn times.
>
> Regarding respawn times: http://www.tf2.com/post.php?id=1872
>
> It's a good blog entry that covers why TF2 have respawn times at all. I
> always link to that when people ask why we have default respawn times.
>
> On Fri, Jan 6, 2012 at 7:06 PM, doc <[email protected]> wrote:
>
> > Limiting number of class allowed? Allowing people to "buy" faster
> > respawn time?
> >
> > I'm kind of saddened that people believe this is the best way to move
> > forward with their servers. The respawn waves / times are well
> > balanced and halving them really won't do much other than build points
> > for the other team; there might be a reason they are waiting to spawn.
> > I can understand that people WANT faster respawn times - I can't tell
> > you how many times I'll have someone join, and then make some comment
> > about "what the fuck is with these spawn times", even though they have
> been left default.
> >
> > It's an easy rule - if you want quickplay traffic then play TF2 like
> > it was "meant" to play. Not what you believe is "more fun" to play
> > like, I'm sure hockey would be more fun with 3 more people and two
> > pucks per team, doesn't mean it makes the game much better.
> >
> > On Fri, Jan 6, 2012 at 8:18 AM, Andrew <[email protected]>
> wrote:
> >
> > > Do those of you running Quickplay servers see a significant
> > > difference in traffic over non-quickplay ones? I don't have any
> > > reason to change, since making my server "quickplay elligible" with
> > > full respawns would make it no different from hundreds of others out
> > > there. But I am curious.
> > >
> > > I'll see how long players keep dropping by and my friends keep playing.
> > > -Andrew
> > >
> >
> > We have been quick play since it came out and for a while we were
> > seeing consistent FULL server load - since the glut of games that came
> > out Q4 2011 the population has dropped, and now we will sit half-full
> > more than full, quickplay traffic or no. If you have a server that
> > doesn't have problems filling up (and has weird mods like respawntime
> > modifications) then by all means do not enable quickplay - it's not as
> > if you get extra points or accolades for doing such. You are correct
> > in the observation that it would make you like a ton of other servers
> > out there, so competition is just "harder" because of this.
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