I don't see the point here, when we don't get something we want, we want it
fixed, when it's fixed, we're happy. How exactly is that a problem?
The thing is that Valve never did listen to us, they never cared, not for
years and years of this. Right now, they might not care about Reddit
either, if
>That's incorrect though, we've been discussing and calling for changes for
years, this is the first time anything positive has gone our way.
That's exactly my point. When Quick Play came out, you (and by you, I mean,
community server owners in general) bitched and moaned about players being
too s
After applying this optional update, my server crashed with the
following engine error on map change:
Engine error: Unable to load manifest file
'scripts/soundscapes_manifest.txt'
Is there anybody else having this issue? My server was running stable
with population for hours but as soon as
That's incorrect though, we've been discussing and calling for changes for
years, this is the first time anything positive has gone our way. It's not
a knee-jerk reaction, it's the culmination of constant debating and
complaining while we've been handed the bad end of every deal ever since
F2P and
It really humors me that
>There's always a group of people that have a knee-jerk negative reaction
to any kind of change. The wise move for Valve would be to allow the system
to run for awhile to see what it really does to the overall game's
population - it's impossible to gauge what affect this w
There's always a group of people that have a knee-jerk negative reaction to
any kind of change. The wise move for Valve would be to allow the system to
run for awhile to see what it really does to the overall game's population
- it's impossible to gauge what affect this will have if they waffle bac
I agree, as long as there is some time for things to get back to the norm
then life might be good. A bit of worry, Valve should have given out a
heads up if they wanted people to get stuff hosting. I'm a little worried
this means they may go back on the plans here and re-implement quickplay.
Reddit
I will admit, there are many servers out there players consider "bad"
due to them being filled with MOTD Ads, pay-to-win, etc. Players need to
realize the update was just released four hours ago. I believe community
servers just need time. Time for good community servers to outrun bad
community
This might not be the correct place for this, and I'm sorry if it's not, but
are there any plans to return quickplay?
On Jul 8, 2016, at 12:58 AM, Eric Smith wrote:
We’ve released an optional dedicated server update the fixes the Medic’s run
speed not adjusting when his heal target is killed.
We've released an optional dedicated server update the fixes the Medic's run
speed not adjusting when his heal target is killed. You do not need this update
unless you are experiencing this problem.
Thanks.
-Eric
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Don't put in a quickplay for unranked, it'll just undo everything and have
it all back to where it was before.
On Thu, Jul 7, 2016 at 11:33 PM, Tohru Adachi wrote:
> Quickplay was good for players but terrible for server operators.
>
> Fix up a "quickplay" option for unranked, no abandon penalty
Well let's hope Valve doesn't listen to them. The last time Valve took
valve servers off of the server browser, people complained and it was
undone almost instantly
On Thu, Jul 7, 2016 at 11:27 PM, Thomas Deisinger
wrote:
> There are multiple threads in the tf2 subreddit (i know) about how they
Quickplay was good for players but terrible for server operators.
Fix up a "quickplay" option for unranked, no abandon penalty pubs with
quick games (and include community servers), and you take away their
arguments.
And maybe allow infinite discards on the gamemode selector for selecting
a
There are multiple threads in the tf2 subreddit (i know) about how they
want the old quickplay back.
This is amazing. Community servers will rise again!
On Thu, Jul 7, 2016 at 9:26 PM, Christian Deacon
wrote:
> I still see many "Valve Maintenance..." servers in the community server
> browser. I
Am I missing something? or is the option to start a "listen-server"
entirely removed now? There used to be a "[+]" option on the server thing
in the GUI before. I do not see anything like that anymore.
Granted, "listen-servers" were always something that players would try to
use and result in cr
I still see many "Valve Maintenance..." servers in the community server
browser. I guess we'll have to see if they still display after this
maintenance event.
Thanks.
On 7/7/2016 10:19 PM, Jan wrote:
Server browser now only shows community servers.
On 8.7.2016 3:50, Christian Deacon wrote:
Pretty funny that Valve's official TF2 game-server are all down.
Well, maybe they are up, but the in-game GUI shows "TF2 game-coordinator is
down" for every "Find a game" option besides "Community Servers" (and
"Training").
I guess that's more new players for the rest of us!
I'd like to give Valve
Server browser now only shows community servers.
On 8.7.2016 3:50, Christian Deacon wrote:
Hm strange. My server's Steam account is logged in okay, just the
identity isn't logging in. I'll wait until the item servers, etc are
back up and see if the issue continues.
Also, I wonder if Valve
I thought it was confirmed they won't show in the browser? Or at least not
joinable
On Thu, Jul 7, 2016 at 9:50 PM, Christian Deacon
wrote:
> Hm strange. My server's Steam account is logged in okay, just the identity
> isn't logging in. I'll wait until the item servers, etc are back up and see
>
People pointed out that community servers are full cause valve servers are
off here. Don't know if that's the case on your location.
_pilger
On 7 July 2016 at 22:39, Weasels Lair wrote:
> Now, if the items servers would stay on-line, we'd be cool. :-)
>
> On Thu, Jul 7, 2016 at 6:36 PM, Thoma
The QP notes they said indicated that you can only join through
matchmaking, so you shouldn't be able to from the browser (like trying to
join a Mann Up MVM server)
On Thu, Jul 7, 2016 at 8:50 PM, Christian Deacon
wrote:
> Hm strange. My server's Steam account is logged in okay, just the identit
Hm strange. My server's Steam account is logged in okay, just the
identity isn't logging in. I'll wait until the item servers, etc are
back up and see if the issue continues.
Also, I wonder if Valve servers are still going to display in the
community server browser. If so, I guess custom comm
Now, if the items servers would stay on-line, we'd be cool. :-)
On Thu, Jul 7, 2016 at 6:36 PM, Thomas Deisinger
wrote:
> Both mine are logged in and working fine. I did notice that one of the
> steam IDs was a different format
>
>
> On Thu, Jul 7, 2016 at 8:34 PM, Christian Deacon
> wrote:
>
Both mine are logged in and working fine. I did notice that one of the
steam IDs was a different format
On Thu, Jul 7, 2016 at 8:34 PM, Christian Deacon
wrote:
> Finally, a great update for community servers (from what I've seen).
> Also question, are we still using the old account system? From
Finally, a great update for community servers (from what I've seen).
Also question, are we still using the old account system? From what I've
seen, it looks like we are (e.g. tf_server_identity_account_id, etc).
One of my servers that has an account logged in is completely full while
my other
Same here. Really great. People are exulting. Messages by the hundreds.
Great commotion.
Hope it lasts.
_pilger
On 7 July 2016 at 22:19, Rowedahelicon
wrote:
> My server has had pubs on it for the first time in months, it's a great
> feeling
>
> On Thu, Jul 7, 2016 at 9:11 PM, Emil Larsson w
Looks like maybe it was just a one-time thing.
Seems fine now.
Maybe it was the client re-calculating hashes on all the client-side files
or something.
On Thu, Jul 7, 2016 at 6:24 PM, Thomas Deisinger
wrote:
> Could be some plugin, but mine run SM and both are going fine.
>
> On Thu, Jul 7, 2016
Could be some plugin, but mine run SM and both are going fine.
On Thu, Jul 7, 2016 at 8:16 PM, Weasels Lair wrote:
> After today's update, I see my client is taking FOREVER in the "Parsing
> game info ..." stage of connecting. Looks like other players have
> successfully connected to my primary
Yea mine usually had a lot of people, but both have been bursting since the
update (could be because no one can use QP yet haha)
On Thu, Jul 7, 2016 at 8:19 PM, Rowedahelicon <
theoneando...@rowedahelicon.com> wrote:
> My server has had pubs on it for the first time in months, it's a great
> feel
Considering that even casual mode will have cooldowns for abandoning, I
think it should be better for community servers. Because that will be
the only way people will be able to play if they get cooldown.
On 8.7.2016 3:11, Emil Larsson wrote:
From what I can tell, yes.
But they also removed q
My server has had pubs on it for the first time in months, it's a great
feeling
On Thu, Jul 7, 2016 at 9:11 PM, Emil Larsson wrote:
> From what I can tell, yes.
>
> But they also removed quickplay and the idea of "standard valve servers"
> from that equation, Which might turn out to be better fo
After today's update, I see my client is taking FOREVER in the "Parsing
game info ..." stage of connecting. Looks like other players have
successfully connected to my primary TF2 server, but not me yet.
I noticed on one of my secondary TF2 servers, things were crashing. But
haven't gotten to tro
>From what I can tell, yes.
But they also removed quickplay and the idea of "standard valve servers"
from that equation, Which might turn out to be better for community
servers, who knows.
On Fri, Jul 8, 2016 at 2:49 AM, Thomas Deisinger
wrote:
> Like I thought they gave a specific option for C
get hype?
Also it would help if we had a technical mailing list for stuff like
gamedata changes and whatnot, I'm busy troubleshooting some broken
plugins right now, but that's to be expected
But at least community servers might see a good comeback now, so that's
always good
On 08/07/2016
Players can still favorite your server and come back too it once they have
found it on "Community Servers".
On Thu, Jul 7, 2016 at 5:49 PM, Thomas Deisinger
wrote:
> Like I thought they gave a specific option for Community servers (the
> server browser, but it's something)..question is, is that
Like I thought they gave a specific option for Community servers (the
server browser, but it's something)..question is, is that the only way
people can get in?
On Thu, Jul 7, 2016 at 7:39 PM, Rowedahelicon <
theoneando...@rowedahelicon.com> wrote:
> THEY DID IT, THEY GAVE COMMUNITY SERVERS A FIGH
THEY DID IT, THEY GAVE COMMUNITY SERVERS A FIGHTING CHANCE
On Thu, Jul 7, 2016 at 7:13 PM, HD wrote:
> Look around man.. if they were going to say something they would have by
> now but they are ignoring every single email on this list related to
> anything quickplay or community servers. Been y
We've released a mandatory update for Team Fortress 2. The notes for the update
are below. The new version is 3528598.
-Eric
The Meet Your Match Update has arrived!
- Added Casual and Competitive Matchmaking modes
- Additional
We're working on a mandatory update for Team Fortress 2. This is the Meet Your
Match Update. Some high-level details can be found here:
http://www.teamfortress.com/meetyourmatch/
We should have it ready soon.
-Eric
___
To unsubscribe, edit y
Look around man.. if they were going to say something they would have by now
but they are ignoring every single email on this list related to anything
quickplay or community servers. Been years since I've seen a response from
any team member when you have this much flack about something related to
Well it wouldn't be a final blow if we could learn how to group together to
get our voices out there! (Troubled laughter)
On Thu, Jul 7, 2016 at 3:00 PM, Robert Paulson
wrote:
> "I doubt Valve would go through all the trouble of creating GSLT's (and
> all the requirements to qualify to use them)
"I doubt Valve would go through all the trouble of creating GSLT's (and all
the requirements to qualify to use them) if they intended to throw
community servers out of the mix completely."
They already existed for years in the form of tf_server_identity convars
and community servers were in fact t
an get some official word soon...
> >>>>>>>
> >>>>>>>
> >>>>>>>
> >>>>>>> ___
> >>>>>>> To unsubscribe, edit your list preferences, or view the l
I'd have to disagree, giving incentive to level up removes fun and replaces
it with personal skill, play ability. It takes away the focus on fun team
play and puts it towards I NEED TO DO GOOD BECAUSE THIS IS MY ELO THAT IS
ON THE LINE.
I have a huge feeling that competitive TF2 overall will be a
I'm 100% sure community servers will be limited to casual play (which,
frankly, is fine by me).
The way I interpret this, folks, is that basically everything with
Quickplay will remain as it is (i.e. the current quickplay policies
regarding allowed server settings/maps, etc.). The only change I se
I'm pretty sure (and scared) it'll just be that we can host casual servers.
Meaning it probably will be the standard (keep your settings the way we
want them, no mods!). I feel perferrably the best thing they can do is
close down quickplay for conventional games and re-promote the server
browser. S
Yeah, I think we need some word here from Eric or John on what's
happening to community servers.
We're only speculating at this point, and I don't have the best feeling
about this
On 07/07/2016 16:07, Thomas Deisinger wrote:
Good question. This is why I was wondering if people would still be
If community servers are filled with randoms from casual, and have the same
gameplay as Valve servers, isn't the community just paying to host Valve's
servers for them?
On Jul 6, 2016 8:11 PM, "Robert Paulson" wrote:
> That's not going to happen in this day and age of ranked matchmaking.
> Right
Good question. This is why I was wondering if people would still be able to
join community servers at any time if they are in the quickplay.
On Thu, Jul 7, 2016 at 10:00 AM, Nathaniel Theis wrote:
> If community servers are filled with randoms from casual, and have the
> same gameplay as Valve s
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