Re: [hlds] [hlds_linux] Suddenly very low server population

2012-04-27 Thread Fletcher Dunn
Except for newer players, there is no scoring bonus to Valve servers *in 
aggregate*.  We are currently introducing bias on an individual basis.  Some 
users get a score boost for Valve servers, but a group of players of equal size 
gets a score boost of equal size towards community servers.  (Basically we 
double the ping score for either Valve or community servers, depending on which 
group the player is in.)  The majority of players are in a control group with 
no bias.  We have said publicly that we removed the scoring bonus to Valve 
servers so that quickplay would treat Valve servers and community servers 
equally, because we did not think we fully understood the tradeoffs between 
having more control over the player experience (Valve servers), and allowing 
customization and moderation (community servers).  This experiment is an 
attempt by us to be even more explicit in measuring the effects.

I do not think that this experiment is the cause of anybody's trouble 
populating their server, for the following reasons: First, the experiment has a 
symmetric effect on Valve servers and community servers.  Second, the control 
group, which receives no bias either way, is larger than either experimental 
group.  Finally, the majority of server connections these days are still made 
through the server browser.  (Somewhere around 65%.)  Quickplay accounts for 
less than 20% of all server connections.  (The other 15-20% or so are direct 
connections, friends accepting invites, launching with connect on the command 
line, etc.)

If you want to know what scoring adjustment is applied to you personally, based 
on your playtime, just look at the console output during quickplay.  If you 
want a detailed server-by-server breakdown to understand exactly how it's 
making its decisions, set 

tf_matchmaking_spew_level 4

and it will show you exactly how it works.

The noob map bonus adjusts the score for new players only, depending on what 
map is currently run.  It applies the same for Valve and community servers.

- Fletch

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Robert Paulson
Sent: Friday, April 27, 2012 9:30 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Suddenly very low server population

 You know this because every post on spuf has the hours people play 
 next to it?

You didn't know people put their profiles on SPUF? Shows how much you know.

 Do you think the country would be better if someone decided that meant 
 they should accommodate every whinge and that would make a better 
 country? If not, why do you think that approach would make a better 
 game or a better server?

This is the reason why CS and CSS both have more players than TF2 if you don't 
include the idlers which you can estimate by peak players.
And Valve did accommodate people who wanted to play on modded servers before.

Just because you are happy playing default TF2 doesn't mean everyone else is. I 
prefer more variety of maps and gameplay instead of deathmatch with a single 
control point (koth), control points, moving control point (payload), capture 
the flag, reskinned weapons, and waiting 20 seconds to respawn. I have seen a 
lot of regulars on my friends list stop TF2 and playing COD, Tribes, Dota 2, 
and SMNC instead because Valve depopulated modded servers.

 But I don't see any reason at all for anyone to run lots of servers 
 and then, once in debt, to worry about how they are going to pay for them.

Not sure why you think I am saying there needs to be a business model for the 
server hosters. I'm saying why Valve won't do anything about it. It isn't 
immoral for server to at least break even. And you get discounts for running 
more servers.

You have been trolling this mailing list hard.

On Fri, Apr 27, 2012 at 8:20 AM, dan needa...@ntlworld.com wrote:
 On 26/04/2012 22:00, Robert Paulson wrote:

 I warned about this trend back in December and no one listened. Now 
 that the Christmas and Policy of Truth honeymoon is over, you are all 
 coming out of the woodwork.


 What trend? That people are happily playing TF2?

 As I said, the complaint seems to be my server is empty ergo people 
 must be too dumb to know my server is better or how to join it, or 
 valve must be stealing all the people onto their dumbed down servers 
 or quickplay must be broken

 The truth seems far removed from that, even if a bug does exist in 
 quickplay.

 And this coming out the woodwork is about 3 or 4 people making lots 
 of posts. Some of which don't necessarily agree with the conspiratorial 
 theory.


 Though I guess it only makes sense to complain out of desperation now 
 that Lotus and others are dropping heavily in popularity.


 I'm not surprised they dropped. Their servers don't even seem to have any of
 the redeeming features that some of you think matter.

 As I said before, people deciding to make 

[hlds] Mandatory TF2 update coming

2012-04-27 Thread Eric Smith
We're working on a mandatory update for TF2. We should have it ready soon.

-Eric


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Re: [hlds] [hlds_linux] Suddenly very low server population

2012-04-27 Thread E. Olsen
I suppose my disappointment with the quickplay system simply lies in the
fact that it is a left-handed way of adding the custom server tab back
onto the server browser (I'm sure every server operator out there remembers
the effect that had on traffic - if your server was anything but 100%
vanilla, than the custom server tab killed it on the spot).

Further - the fact that the choices for quickplay are limited to vanilla
only seemingly runs contrary to the direction Valve has pursued with TF2
for year - that of strong community-oriented server operation and
customization. There can be no doubt that - while quickplay connections may
only account for less than 20% of overall traffic, that's nearly 1/5th of
(mostly new) TF2 users that may never get to experience a
non-vanillaserver (to include the plethora of awesome custom maps out
there). Heck - we run a custom payload server that stays full to the
rafters for 16-18 hours a day, and runs 26 (at last count) high-quality
custom payload maps. The server is hugely popular, but rarely sees any of
these newer players, simply because they are being trainednot to seek out
such servers, and quickplay lacks any options for them to do so.

I personally think a better solution would be to add a set of checkboxes to
the quickplay system that would give the player the CHOICE to be connected
to a modded server. To insure newer players would know the difference
between vanilla and modded, you could simply leave those choice disabled
until the player has X amount of hours in the game, or has played at least
one of each official map type, etc.

I full understand that Valve and the TF2 team have a specific idea about
what kind of settings they think their game should run at...but for every
player screaming on SPUF about hating this or that non-vanilla feature, I
can show you a dozen players that scream anytime I try to move their
favorite custom server settings (respawn times, class balance, etc) closer
to Vanilla.  I really don't see the reason for any animosity from either
the Vanilla OR the custom server camp - there is plenty of choices out
there no matter what kind of server you want to play on.

Having said that, turning custom server operators into second-class
citizens this late into TF2's life cycle by effectively insuring 15-20% of
overall REAL (i.e. non idling) TF2 traffic (which is in decline) never even
have the option of connecting to one of those servers really (IMHO)
devalues all the work we've put into building communities around TF2.

I'm not asking that quickplay players get randomly sent to a custom server
against their will...I'm just asking that they be given the OPTION of
connecting to one. Quickplay could be the StumbleUpon button for the
server browser, but if it continues to force the players into vanilla-only
servers, all they get every single time is random sameness. Again, I have
nothing against vanilla servers - I run 5 of them myself. I simply think
that TF2's real strength (and the reason for its longevity) lies in the
variety that community-driven servers bring to the table.

I fully agree with any and all actions that have been taken against those
operators that were cheating the systembut the traffic penalty that
custom server operators have effectively received, after hosting servers
for years, is undeserved at best. All I ask is that ALL players be given
the *option* of connecting to a modded server, to include those that use
quickplay. It should always be (IMHO) be about player choice, not player
control. Once you start prioritizing controlling the experience over
maximizing player choice, then I think the mindset has fundamentally
changed.



On Fri, Apr 27, 2012 at 1:17 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 Except for newer players, there is no scoring bonus to Valve servers *in
 aggregate*.  We are currently introducing bias on an individual basis.
  Some users get a score boost for Valve servers, but a group of players of
 equal size gets a score boost of equal size towards community servers.
  (Basically we double the ping score for either Valve or community servers,
 depending on which group the player is in.)  The majority of players are in
 a control group with no bias.  We have said publicly that we removed the
 scoring bonus to Valve servers so that quickplay would treat Valve servers
 and community servers equally, because we did not think we fully understood
 the tradeoffs between having more control over the player experience (Valve
 servers), and allowing customization and moderation (community servers).
  This experiment is an attempt by us to be even more explicit in measuring
 the effects.

 I do not think that this experiment is the cause of anybody's trouble
 populating their server, for the following reasons: First, the experiment
 has a symmetric effect on Valve servers and community servers.  Second, the
 control group, which receives no bias either way, is larger than either
 experimental group.  

[hlds] Mandatory Team Fortress 2 Update Released

2012-04-27 Thread Eric Smith
We've released a mandatory update to Team Fortress 2. The notes for the update 
are below.

-Eric

--

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Fixed a problem that allowed malicious clients to disable the ping and 
status commands for other connected clients

Team Fortress 2
- Added The Toss-Proof Towel
- Fixed a bug that caused many avatar images to not show up in the scoreboard
- Fixed the Sharpened Volcano Fragment not igniting players
- Fixed damage to buildings applying on-hit effects such as the Übersaw charge
- Fixed Sticky Jumper stickybombs changing team when air-blasted
- Fixed large floating point values getting truncated in WebAPI responses
- sǝlıℲ uoıʇɐʇɐzılɐɔo˥ pǝʇɐpd∩
- Community request
   - Added SetForcedTauntCam player input for map makers to place the player 
into third-person
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Re: [hlds] [hlds_linux] Suddenly very low server population

2012-04-27 Thread 1nsane
Is there an official way to tell when a player connects from quickplay?
Because based on your stats it seems I'm logging the wrong thing. That or
the servers are just very quick play dependent which leads to different
stats and that is the problem there.
On Fri, Apr 27, 2012 at 1:17 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 Except for newer players, there is no scoring bonus to Valve servers *in
 aggregate*.  We are currently introducing bias on an individual basis.
  Some users get a score boost for Valve servers, but a group of players of
 equal size gets a score boost of equal size towards community servers.
  (Basically we double the ping score for either Valve or community servers,
 depending on which group the player is in.)  The majority of players are in
 a control group with no bias.  We have said publicly that we removed the
 scoring bonus to Valve servers so that quickplay would treat Valve servers
 and community servers equally, because we did not think we fully understood
 the tradeoffs between having more control over the player experience (Valve
 servers), and allowing customization and moderation (community servers).
  This experiment is an attempt by us to be even more explicit in measuring
 the effects.

 I do not think that this experiment is the cause of anybody's trouble
 populating their server, for the following reasons: First, the experiment
 has a symmetric effect on Valve servers and community servers.  Second, the
 control group, which receives no bias either way, is larger than either
 experimental group.  Finally, the majority of server connections these days
 are still made through the server browser.  (Somewhere around 65%.)
  Quickplay accounts for less than 20% of all server connections.  (The
 other 15-20% or so are direct connections, friends accepting invites,
 launching with connect on the command line, etc.)

 If you want to know what scoring adjustment is applied to you personally,
 based on your playtime, just look at the console output during quickplay.
  If you want a detailed server-by-server breakdown to understand exactly
 how it's making its decisions, set

tf_matchmaking_spew_level 4

 and it will show you exactly how it works.

 The noob map bonus adjusts the score for new players only, depending on
 what map is currently run.  It applies the same for Valve and community
 servers.

 - Fletch

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Robert Paulson
 Sent: Friday, April 27, 2012 9:30 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Suddenly very low server population

  You know this because every post on spuf has the hours people play
  next to it?

 You didn't know people put their profiles on SPUF? Shows how much you know.

  Do you think the country would be better if someone decided that meant
  they should accommodate every whinge and that would make a better
  country? If not, why do you think that approach would make a better
  game or a better server?

 This is the reason why CS and CSS both have more players than TF2 if you
 don't include the idlers which you can estimate by peak players.
 And Valve did accommodate people who wanted to play on modded servers
 before.

 Just because you are happy playing default TF2 doesn't mean everyone else
 is. I prefer more variety of maps and gameplay instead of deathmatch with a
 single control point (koth), control points, moving control point
 (payload), capture the flag, reskinned weapons, and waiting 20 seconds to
 respawn. I have seen a lot of regulars on my friends list stop TF2 and
 playing COD, Tribes, Dota 2, and SMNC instead because Valve depopulated
 modded servers.

  But I don't see any reason at all for anyone to run lots of servers
  and then, once in debt, to worry about how they are going to pay for
 them.

 Not sure why you think I am saying there needs to be a business model for
 the server hosters. I'm saying why Valve won't do anything about it. It
 isn't immoral for server to at least break even. And you get discounts for
 running more servers.

 You have been trolling this mailing list hard.

 On Fri, Apr 27, 2012 at 8:20 AM, dan needa...@ntlworld.com wrote:
  On 26/04/2012 22:00, Robert Paulson wrote:
 
  I warned about this trend back in December and no one listened. Now
  that the Christmas and Policy of Truth honeymoon is over, you are all
  coming out of the woodwork.
 
 
  What trend? That people are happily playing TF2?
 
  As I said, the complaint seems to be my server is empty ergo people
  must be too dumb to know my server is better or how to join it, or
  valve must be stealing all the people onto their dumbed down servers
  or quickplay must be broken
 
  The truth seems far removed from that, even if a bug does exist in
  quickplay.
 
  And this coming out the woodwork is about 3 or 4 people making lots
  of posts. Some of 

Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-04-27 Thread Andrew DeMerse
So, uhh, what's this flag, and why is it on every demo/soldier item? :)

can_be_equipped_by_soldier_or_demo 1

On Fri, Apr 27, 2012 at 2:23 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory update to Team Fortress 2. The notes for the
 update are below.

 -Eric

 --

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Fixed a problem that allowed malicious clients to disable the ping and
 status commands for other connected clients

 Team Fortress 2
 - Added The Toss-Proof Towel
 - Fixed a bug that caused many avatar images to not show up in the
 scoreboard
 - Fixed the Sharpened Volcano Fragment not igniting players
 - Fixed damage to buildings applying on-hit effects such as the Übersaw
 charge
 - Fixed Sticky Jumper stickybombs changing team when air-blasted
 - Fixed large floating point values getting truncated in WebAPI responses
 - sǝlıℲ uoıʇɐʇɐzılɐɔo˥ pǝʇɐpd∩
 - Community request
   - Added SetForcedTauntCam player input for map makers to place the
 player into third-person
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Re: [hlds] [hlds_linux] Suddenly very low server population

2012-04-27 Thread Invalid Protocol
http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg61635.html

 

The changelog contains Added a server console message when a player is sent
to the server via the matchmaking system, but it doesn't work. Probably the
GC does not send the CMsgTFQuickplay_PlayerJoining message to servers. The
log message should look like (Quickplay) Incoming player.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane
Sent: Friday, April 27, 2012 9:25 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Suddenly very low server population

 

Is there an official way to tell when a player connects from quickplay?
Because based on your stats it seems I'm logging the wrong thing. That or
the servers are just very quick play dependent which leads to different
stats and that is the problem there. 

 

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Re: [hlds] [hlds_linux] Suddenly very low server population

2012-04-27 Thread 1nsane
I remember it never showing up. :(

On Fri, Apr 27, 2012 at 3:30 PM, Invalid Protocol 
invalidprotocolvers...@gmail.com wrote:

 http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg61635.html
 

 ** **

 The changelog contains Added a server console message when a player is
 sent to the server via the matchmaking system, but it doesn’t work.
 Probably the GC does not send the CMsgTFQuickplay_PlayerJoining message to
 servers. The log message should look like “(Quickplay) Incoming player”.**
 **

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *1nsane
 *Sent:* Friday, April 27, 2012 9:25 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] [hlds_linux] Suddenly very low server population

 ** **

 Is there an official way to tell when a player connects from quickplay?
 Because based on your stats it seems I'm logging the wrong thing. That or
 the servers are just very quick play dependent which leads to different
 stats and that is the problem there. 

 ** **

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Re: [hlds] [hlds_linux] Suddenly very low server population

2012-04-27 Thread Lord_Jeremy
I've got to chime in on this. It seems to me that you have the idea of the 
quickplay system almost totally wrong. I run a couple servers with SourceMod 
and fairly common plugins including RTV and Pregame Mayhem. As a matter of 
preference my servers are always set for 24 players. These factors seem to have 
no effect on the quickplay reputation of my servers. In fact, according to 
Steam Support 
(https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513) the things 
that either severely penalize or disqualify servers are settings such as 
instant respawns and friendly fire, which you cannot deny significantly alter 
the gameplay of TF2.

If we want to talk about actual mods for TF2 then I think you have to talk 
about things such as PropHunt which are entirely new ways to play the game. Of 
course those sorts of major overhauls are going to be disqualified since 
they're not really TF2 anymore. Servers also have to be running official maps 
to be considered, which I personally think is a good thing. Although I do have 
many many custom maps on my servers they are not in the standard rotation and 
can only be selected by admin-initiated votes. To me there is nothing more 
annoying than to be playing in a server and then have a rotation or regular 
mapvote switch to a custom map that either takes forever to download or is 
obnoxiously non-TF2 (RainbowRide I'm looking at you). As it is, quickplayers 
can still be put into a server with custom maps in its rotation if they go to 
find a game while the server is on a standard map.

Furthermore, this IS Valve's game and they get the final say on how their 
quickplay button works. Of course it is appreciated when they take community 
input (which is a lot) and maybe at some point the quickplay system will get 
overhauled with more options. As Fletcher noted, the vast majority of TF2 
players are using the server browser and you cannot even pretend that those are 
all just veteran players that are pre-F2P. Quickplay doesn't really help any 
servers build a community. The type of player that uses quickplay frequently 
will probably continue using quickplay for a while. They're not going to 
favorite you. They're probably not going to come back, unless the algorithm 
puts them there again. All quickplay does is put players into servers that have 
a fairly consistent playing experience.

Perhaps I'm in the minority in that I like TF2 with pretty stock rules.

-J

On Apr 27, 2012, at 2:06 PM, E. Olsen wrote:

 I suppose my disappointment with the quickplay system simply lies in the fact 
 that it is a left-handed way of adding the custom server tab back onto the 
 server browser (I'm sure every server operator out there remembers the effect 
 that had on traffic - if your server was anything but 100% vanilla, than the 
 custom server tab killed it on the spot).
 
 Further - the fact that the choices for quickplay are limited to vanilla only 
 seemingly runs contrary to the direction Valve has pursued with TF2 for year 
 - that of strong community-oriented server operation and customization. There 
 can be no doubt that - while quickplay connections may only account for less 
 than 20% of overall traffic, that's nearly 1/5th of (mostly new) TF2 users 
 that may never get to experience a non-vanillaserver (to include the 
 plethora of awesome custom maps out there). Heck - we run a custom payload 
 server that stays full to the rafters for 16-18 hours a day, and runs 26 (at 
 last count) high-quality custom payload maps. The server is hugely popular, 
 but rarely sees any of these newer players, simply because they are being 
 trainednot to seek out such servers, and quickplay lacks any options for 
 them to do so.
 
 I personally think a better solution would be to add a set of checkboxes to 
 the quickplay system that would give the player the CHOICE to be connected to 
 a modded server. To insure newer players would know the difference between 
 vanilla and modded, you could simply leave those choice disabled until the 
 player has X amount of hours in the game, or has played at least one of each 
 official map type, etc.
 
 I full understand that Valve and the TF2 team have a specific idea about what 
 kind of settings they think their game should run at...but for every player 
 screaming on SPUF about hating this or that non-vanilla feature, I can show 
 you a dozen players that scream anytime I try to move their favorite custom 
 server settings (respawn times, class balance, etc) closer to Vanilla.  I 
 really don't see the reason for any animosity from either the Vanilla OR the 
 custom server camp - there is plenty of choices out there no matter what kind 
 of server you want to play on.
 
 Having said that, turning custom server operators into second-class citizens 
 this late into TF2's life cycle by effectively insuring 15-20% of overall 
 REAL (i.e. non idling) TF2 traffic (which is in decline) never even have the 
 option of connecting to one