On 26/07/2012 14:14, Giovanni Harting wrote:
how should the server know witch ping the client have to the server, without
checking hundreds of servers with extra steps for client <> server
communication....

The same way that I do before I join a server?
The client gets a list (filtered by <50) (if none turn up, I close the game and find something else to do) and out of those servers I pick one that meets whatever other criteria I have.

The only real difference appears to be that you have multiple clients in some kind of lobby affair. But their experience is going to suck if they've invited friends that aren't close in ping terms to them, so use the lobby leader's client to
find the server.

For me, the friends list doesn't really work as a way of adding people who I might want to play TF2 with and/or against, so I don't really see the point of worrying about it. I won't use it - and definitely not if their algorithms don't reject servers with high pings (where high is >50)

Unless it was tied in well with steam groups perhaps, and you could have a looser knit of people joining a group who can then create a lobby and invite people from the group
Something like that might work.

I'm not sure why you'd want that in TF2, but I could see for some games, where you have leaderboards in game how silly the friends list is when used as a grouping, and how much better it would be if game devs used groups instead. TF2 duals, Portal 2 challenge times, Quantum conundrum times, lap times for racing games - these are good examples of where my friends list doesn't really work as a leaderboard, but groups might (especially if they could tie in event start / end time, so you could have 'fastest this week')

I could envisage myself being part of a group, but I'm far too anti-social to start talking to other TF2 players and adding them to my friends list :)

--
Dan.

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