I don't think anyone dynamically does this and even if they do, that penalty will apply and rise with each extra slot above 24. I think some server owners run a 24 slot server, and start the server with 6-8 extra slots (maxplayers 30-32), using sv_visiblemaxplayers 24. This way servers can have reserve slots or vip slots so that no one will be kicked off the server if someone connects with such slot, unless the server is full. Basically there can be 27/24 situations but i don't think quickplay will drive in traffic if server is full (has 24 slots of 24 in use).

Only thing is that if slot count is 28/24 or even 25/24, Valve's system will only detect this on mapchange or in some random time when check is made. At that time, increased_maxplayers will be added and some other message appears. It's the same if you lose connection to Steam servers and then server regains it. Basically it's not cheating the system, it's just convinient to have a few slots incase the server needs temporarely more room.

Valve's recommendation is 24, so simple solution would be that if server cvar sv_visiblemaxplayers is changed, Valve will check if it's over 24 slots or below and adds increased_maxplayers immediately, thus alerting quickplay system and everyone should be happy, except the people who try to avoid that tag.This also works two ways, if you have 27/24 players, increased_maxplayers is added during mapchange, making the server 27/27 and then the server loses 8 players, you will be left with 19/27 (or possibly 19/24) with increased_maxplayers tag, thus giving quickplay penalty.

-ics

Valentin G. kirjoitti:
What happens to servers that dynamically change their sv_visiblemaxplayers?
There are a bunch of servers that only advertise being a 24 slot server and
then slowly grow to 32 to exploit quickplay as long as possible.


On Wed, Feb 13, 2013 at 7:47 AM, Kyle Sanderson <[email protected]> wrote:

Not in the least bit DWN, the data is gone. You can search the first couple
tags, but once you blow the character limit (you know, from plugins, or the
game itself), the last tags (depending on length here), usually just
contain garbage from the previously set tags. The request, unfortunately,
is still just noise unless if they do intend on fixing the problem.

Thanks,
Kyle.


On Tue, Feb 12, 2013 at 10:35 PM, DontWannaName! <[email protected]
wrote:
Cut off from view or cut off from quickplay? Are truncated tags
searchable?
Sent from my iPhone 5

On Feb 12, 2013, at 10:32 PM, "Doctor McKay" <[email protected]>
wrote:

I second this. I just had an issue applying tags in a plugin due to the
truncation issue. At the present moment, it's not feasable for plugins to
force tags (such as respawntimes, friendlyfire, etc) since the tag might
end up getting cut off.

Dr. McKay
http://www.doctormckay.com


----- Original Message -----
*From:* Kyle Sanderson <[email protected]>
*To:* Half-Life dedicated Win32 server mailing list<
[email protected]>; Half-Life
dedicated Linux server mailing list <[email protected]>
*Sent:* Wednesday, February 13, 2013 12:29 AM
*Subject:* Re: [hlds] Reminder about server tags

  Unfortunately, I don't believe anything has changed since you requested
this last year Fletcher. I could be totally wrong, but the truncation
issue
still exists (today, I checked). This is still, absolutely impossible to
achieve if you're a server owner. Valve has to either raise the character
limit, or move to another method of applying tags. I'd love to have all
my
server tags show, but they're still getting cut off. I'm not really that
concerned with prioritizing tags to the front.

Thanks,
Kyle.

---------- Forwarded message ----------
From: Kyle Sanderson <[email protected]>
Date: Thu, Jan 5, 2012 at 4:42 PM
Subject: Re: [hlds] Plugins that modify game ruels should also set the
tags
To: Half-Life dedicated Win32 server mailing list <
[email protected]>, Half-Life dedicated Linux server mailing
list <[email protected]>


Sorry for the previous email, I wasn't at home. The overflow seems to
have
been worked around by hard limiting to 127 characters. Can this actually
get fixed instead of the current inplace hack? At the moment, it's
whomever
loads first gets their tags set, and the rest are left out to dry. I
should
probably also mention that tags are overwriting other tags at the moment
if
there's no room, which is of course gross.


No one can actually comply with this,
Kyle.


On Tue, Feb 12, 2013 at 7:42 PM, Fletcher Dunn <
[email protected]> wrote:

  Hello all,

This is a reminder to make sure that your properly advertises the
appropriate tags (e.g. respawntimes, norespawntime, friendly,
nodmgspread ,
nocrits, and increased_maxplayers), when the associated gameplay changes
are in effect.****

****

If you are using a plugin to achieve these changes, the plugin should
set
the tag.****

****

Your humble servant,****

Fletch****

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