Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread Alexander Corn
I just want to go ahead and address the "hypocrisy" thing. Community
servers have been exiled from Quickplay for about two years now. Seems only
fair and ahypocritical to do the same with Valve servers for two years, no?

In all honesty, this is the most hope I've had for TF2's survival in, well,
two years. Yes, of course there are a bunch of garbage servers out there.
And yes, there are relatively few vanilla/stock servers. The reason for
that is, in fact, Quickplay. Since Valve basically took a monopoly on
vanilla games, community servers were left doing whatever they possibly
could to stay alive. That usually entailed providing a non-vanilla game
experience, one that couldn't be replicated on a Valve server.

Communities are what keep games alive (and profitable). You can
realistically get the TF2 Valve server experience in any first-person
shooter these days (I'm not going to mention a Certain Game). To stay
relevant, games need something special, something unique that can't be
reproduced. That something is a community. Communities keep people coming
back for many reasons. Maybe they've become friends. Maybe they want to
improve their KDR in the server's stats. Maybe they want to finally beat
that one guy who's just so much better than them in a duel.

Additionally, cosmetic items are far more relevant in community servers.
When you're playing with the same people all the time, they tend to notice
and comment on your new hats or whatever. Gives you a reason to shell out
the cash. Really, who cares about impressing a Valve server random with
their wealth?

That's not to mention the customization benefits. Look at CS:GO. Arms Race
was born as a community modification in CS:S. Look at how many community
maps there are in TF2. Custom maps are very taboo in TF2 lately because
they're not Quickplay-eligible. As a result, it's very difficult for
players to actually find new community maps that might one day be a good
candidate for inclusion, but won't ever get finished without the players
"playtesting" them.

I'm starting to not make sense any longer so I'll leave it there. Basically
what I'm saying is that it's in everyone's interest to encourage the good
community servers to come back and be the lifeblood of TF2 again.

McKay

On Fri, Jul 8, 2016 at 11:04 PM, Rowedahelicon <
theoneando...@rowedahelicon.com> wrote:

> I did manage to get some randoms in which was great, but it didn't last
> too long. So things are still *okay* but it's still early I suppose?
>
> On Fri, Jul 8, 2016 at 9:42 PM, Christian Deacon 
> wrote:
>
>> For me, I got to 9 - 10 players two times today with Steam group events.
>> However, the server never took off. I'm running a stock Payload server. The
>> server was full for hours last night though.
>>
>>
>> I guess I just have to try harder. I'm used to the very old Quick Play
>> system where I would gather six friends, join the server, and the server
>> would instantly fill up...
>>
>>
>> Thanks.
>>
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>
>
>
> --
> *Matthew (Rowedahelicon) Robinson*
> Web Designer / Artist / Writer
> Website - http://www.rowedahelicon.com/
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
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Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread Rowedahelicon
I did manage to get some randoms in which was great, but it didn't last too
long. So things are still *okay* but it's still early I suppose?

On Fri, Jul 8, 2016 at 9:42 PM, Christian Deacon 
wrote:

> For me, I got to 9 - 10 players two times today with Steam group events.
> However, the server never took off. I'm running a stock Payload server. The
> server was full for hours last night though.
>
>
> I guess I just have to try harder. I'm used to the very old Quick Play
> system where I would gather six friends, join the server, and the server
> would instantly fill up...
>
>
> Thanks.
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>



-- 
*Matthew (Rowedahelicon) Robinson*
Web Designer / Artist / Writer
Website - http://www.rowedahelicon.com/
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Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread Christian Deacon
For me, I got to 9 - 10 players two times today with Steam group events. 
However, the server never took off. I'm running a stock Payload server. 
The server was full for hours last night though.



I guess I just have to try harder. I'm used to the very old Quick Play 
system where I would gather six friends, join the server, and the server 
would instantly fill up...



Thanks.


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Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread HD
Got several in a server now and its barely reached 20 players in the matter of 
2hours.

I get what your saying but last night the servers filled on their own without 
hardly any regulars.

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Thomas Deisinger
Sent: Friday, July 08, 2016 9:22 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2: Meet Your Match update and QuickPlay?

 

If people are looking through the server browser, they will want to join 
servers that already have a population. It's important to get a group of people 
together to help start and fill a server.

 

On Fri, Jul 8, 2016 at 8:16 PM, HD  wrote:

Ohh yeah I mean last night on one of my servers I saw some guy going around 
telling people how to access quickplay via the console.

Damn shame really… last night I had 3 servers full, one running the two new CP 
maps but tonight – dead.  I’ll leave it up a few weeks I guess but if it’s not 
played its going down.

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Rowedahelicon
Sent: Friday, July 08, 2016 9:07 PM


To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2: Meet Your Match update and QuickPlay?

 

It seems as everything is already dead again, at least on my end. The stigma 
against community servers is still way too strong. Too many people just assume 
Vanilla is the only good thing in TF2 and anything remotely different must be 
removed

 

On Fri, Jul 8, 2016 at 7:52 PM, HD  wrote:

My Mvm’s I’ve had up are nearly dead since a few updates ago and those changes.

It’s as if everyone stopped playing bootcamp mvm or matchmaking stopped sending 
players to them as they were daily.

I’m rather unsure of settings they should be now since numbers were changed.

Can someone clarify what the proper numbers/settings should be now for them to 
get players thru matchmaking but also accept regular joins thru browser/favs?

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason
Sent: Friday, July 08, 2016 7:44 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2: Meet Your Match update and QuickPlay?

 

So, as it stands now..for servers which aren't part of quickplay (due to 
mods, modified respawn times, etc), nothing should change for us right? 

 

All we need is:

 

Autoexec.cfg:

sv_setsteamaccount "steam account token here"

 

Server.cfg:

tf_server_identity_disable_quickplay 1

tf_server_identity_account_id  "service id here"

tf_server_identity_token "token here"

 

And nothing changes for our community server right?  We don't need to do any 
other "authentication" or anything and quick play rules aren't changing right?  
 I skimmed this exchange..just wanted to be sure.thanks in advance.

 

On Fri, Jul 8, 2016 at 7:20 PM, N-Gon  wrote:

I went back and reread some of these emails including the one from Lucas which 
I've included an excerpt of.

I can't help but feel that you're talking about the Day Care 2fort community 
server cause I ran into that very same issue just a few days ago.

These are the kinds of server that lowered the quality of the quickplay pool 
back when it was community oriented, These are the kinds of servers I would 
never want back in quickplay.

 

If they (Valve) ever does decide to make a quickplay system for community 
servers in the future I would sincerly hope they disallow servers from 
participating that are running sourcemod plugins that have NOT been 
whitelisted, if such a thing is even possible.

 






Lucas Wagner   via 
list.valvesoftware.com 


3:25 PM (3 hours ago)

   

   

   



to Half-Life

   

>>my friends and I know of a few servers in which mods are abusing critical 
>>chance plugins, and SM plugins in general

 

 

On Fri, Jul 8, 2016 at 3:25 PM, Lucas Wagner  wrote:

I think the thing that worries me the most is that, at least with Valve 
servers, there is a nice assortment of different maps, etc. I can find a game 
on most maps with little or no effort. Communities largely serve the interests 
of the server owners and operators. I know right before QP died that it was 
very difficult to find anything but 24/7 servers focused on a small handful of 
maps, mostly 2Fort, Dustbowl, Turbine, Harvest, etc. If you wanted to play 
something like Frontier, for example, it wasn't easy to find a community server 
offering that.

 

Perhaps Valve can provide some bonus referrals to servers hosting maps that are 
not being 

Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread Thomas Deisinger
If people are looking through the server browser, they will want to join
servers that already have a population. It's important to get a group of
people together to help start and fill a server.

On Fri, Jul 8, 2016 at 8:16 PM, HD  wrote:

> Ohh yeah I mean last night on one of my servers I saw some guy going
> around telling people how to access quickplay via the console.
>
> Damn shame really… last night I had 3 servers full, one running the two
> new CP maps but tonight – dead.  I’ll leave it up a few weeks I guess but
> if it’s not played its going down.
>
>
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Rowedahelicon
> *Sent:* Friday, July 08, 2016 9:07 PM
>
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] TF2: Meet Your Match update and QuickPlay?
>
>
>
> It seems as everything is already dead again, at least on my end. The
> stigma against community servers is still way too strong. Too many people
> just assume Vanilla is the only good thing in TF2 and anything remotely
> different must be removed
>
>
>
> On Fri, Jul 8, 2016 at 7:52 PM, HD  wrote:
>
> My Mvm’s I’ve had up are nearly dead since a few updates ago and those
> changes.
>
> It’s as if everyone stopped playing bootcamp mvm or matchmaking stopped
> sending players to them as they were daily.
>
> I’m rather unsure of settings they should be now since numbers were
> changed.
>
> Can someone clarify what the proper numbers/settings should be now for
> them to get players thru matchmaking but also accept regular joins thru
> browser/favs?
>
>
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Jason
> *Sent:* Friday, July 08, 2016 7:44 PM
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] TF2: Meet Your Match update and QuickPlay?
>
>
>
> So, as it stands now..for servers which aren't part of quickplay (due
> to mods, modified respawn times, etc), nothing should change for us right?
>
>
>
> All we need is:
>
>
>
> Autoexec.cfg:
>
> sv_setsteamaccount "steam account token here"
>
>
>
> Server.cfg:
>
> tf_server_identity_disable_quickplay 1
>
> tf_server_identity_account_id  "service id here"
>
> tf_server_identity_token "token here"
>
>
>
> And nothing changes for our community server right?  We don't need to do
> any other "authentication" or anything and quick play rules aren't changing
> right?   I skimmed this exchange..just wanted to be sure.thanks in
> advance.
>
>
>
> On Fri, Jul 8, 2016 at 7:20 PM, N-Gon  wrote:
>
> I went back and reread some of these emails including the one from Lucas
> which I've included an excerpt of.
>
> I can't help but feel that you're talking about the Day Care 2fort
> community server cause I ran into that very same issue just a few days ago.
>
> These are the kinds of server that lowered the quality of the quickplay
> pool back when it was community oriented, These are the kinds of servers I
> would never want back in quickplay.
>
>
>
> If they (Valve) ever does decide to make a quickplay system for community
> servers in the future I would sincerly hope they disallow servers from
> participating that are running sourcemod plugins that have NOT been
> whitelisted, if such a thing is even possible.
>
>
>
> 
> Lucas Wagner via 
> list.valvesoftware.com
>
> 3:25 PM (3 hours ago)
>
> to Half-Life
>
> >>my friends and I know of a few servers in which mods are abusing
> critical chance plugins, and SM plugins in general
>
>
>
>
>
> On Fri, Jul 8, 2016 at 3:25 PM, Lucas Wagner  wrote:
>
> I think the thing that worries me the most is that, at least with Valve
> servers, there is a nice assortment of different maps, etc. I can find a
> game on most maps with little or no effort. Communities largely serve the
> interests of the server owners and operators. I know right before QP died
> that it was very difficult to find anything but 24/7 servers focused on a
> small handful of maps, mostly 2Fort, Dustbowl, Turbine, Harvest, etc. If
> you wanted to play something like Frontier, for example, it wasn't easy to
> find a community server offering that.
>
>
>
> Perhaps Valve can provide some bonus referrals to servers hosting maps
> that are not being played currently, and an interface for server operators
> to queue what the community needs (Hey it'd be really great if you host
> upward next) and set the next map to it within 2-3 minutes of a map ending.
> Or it can just give more referrals to maps that aren't very well supported,
> thus giving some incentive for operators to branch out.
>
>
>
> I'm all for community servers provided the plugin set is clean (I don't
> need to download all of your special files just to play a map), is
> unobtrusive or interferes with my gaming 

Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread HD
Ohh yeah I mean last night on one of my servers I saw some guy going around 
telling people how to access quickplay via the console.

Damn shame really… last night I had 3 servers full, one running the two new CP 
maps but tonight – dead.  I’ll leave it up a few weeks I guess but if it’s not 
played its going down.

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Rowedahelicon
Sent: Friday, July 08, 2016 9:07 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2: Meet Your Match update and QuickPlay?

 

It seems as everything is already dead again, at least on my end. The stigma 
against community servers is still way too strong. Too many people just assume 
Vanilla is the only good thing in TF2 and anything remotely different must be 
removed

 

On Fri, Jul 8, 2016 at 7:52 PM, HD  wrote:

My Mvm’s I’ve had up are nearly dead since a few updates ago and those changes.

It’s as if everyone stopped playing bootcamp mvm or matchmaking stopped sending 
players to them as they were daily.

I’m rather unsure of settings they should be now since numbers were changed.

Can someone clarify what the proper numbers/settings should be now for them to 
get players thru matchmaking but also accept regular joins thru browser/favs?

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason
Sent: Friday, July 08, 2016 7:44 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2: Meet Your Match update and QuickPlay?

 

So, as it stands now..for servers which aren't part of quickplay (due to 
mods, modified respawn times, etc), nothing should change for us right? 

 

All we need is:

 

Autoexec.cfg:

sv_setsteamaccount "steam account token here"

 

Server.cfg:

tf_server_identity_disable_quickplay 1

tf_server_identity_account_id  "service id here"

tf_server_identity_token "token here"

 

And nothing changes for our community server right?  We don't need to do any 
other "authentication" or anything and quick play rules aren't changing right?  
 I skimmed this exchange..just wanted to be sure.thanks in advance.

 

On Fri, Jul 8, 2016 at 7:20 PM, N-Gon  wrote:

I went back and reread some of these emails including the one from Lucas which 
I've included an excerpt of.

I can't help but feel that you're talking about the Day Care 2fort community 
server cause I ran into that very same issue just a few days ago.

These are the kinds of server that lowered the quality of the quickplay pool 
back when it was community oriented, These are the kinds of servers I would 
never want back in quickplay.

 

If they (Valve) ever does decide to make a quickplay system for community 
servers in the future I would sincerly hope they disallow servers from 
participating that are running sourcemod plugins that have NOT been 
whitelisted, if such a thing is even possible.

 






Lucas Wagner   via 
list.valvesoftware.com 


3:25 PM (3 hours ago)

   

   

   



to Half-Life

   

>>my friends and I know of a few servers in which mods are abusing critical 
>>chance plugins, and SM plugins in general

 

 

On Fri, Jul 8, 2016 at 3:25 PM, Lucas Wagner  wrote:

I think the thing that worries me the most is that, at least with Valve 
servers, there is a nice assortment of different maps, etc. I can find a game 
on most maps with little or no effort. Communities largely serve the interests 
of the server owners and operators. I know right before QP died that it was 
very difficult to find anything but 24/7 servers focused on a small handful of 
maps, mostly 2Fort, Dustbowl, Turbine, Harvest, etc. If you wanted to play 
something like Frontier, for example, it wasn't easy to find a community server 
offering that.

 

Perhaps Valve can provide some bonus referrals to servers hosting maps that are 
not being played currently, and an interface for server operators to queue what 
the community needs (Hey it'd be really great if you host upward next) and set 
the next map to it within 2-3 minutes of a map ending. Or it can just give more 
referrals to maps that aren't very well supported, thus giving some incentive 
for operators to branch out. 

 

I'm all for community servers provided the plugin set is clean (I don't need to 
download all of your special files just to play a map), is unobtrusive or 
interferes with my gaming experience (i hate plugins that make me acknowledge 
the open menu before I can do anything), are fair (my friends and I know of a 
few servers in which mods are abusing critical chance plugins, and SM 

Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread E. Olsen
Hmm...we've got 8 full servers here, including a custom payload server. I
have noticed with their systems going up and down si much these last couple
of days, sometimes it takes servers with it when they lose connection.
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Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread Rowedahelicon
It seems as everything is already dead again, at least on my end. The
stigma against community servers is still way too strong. Too many people
just assume Vanilla is the only good thing in TF2 and anything remotely
different must be removed

On Fri, Jul 8, 2016 at 7:52 PM, HD  wrote:

> My Mvm’s I’ve had up are nearly dead since a few updates ago and those
> changes.
>
> It’s as if everyone stopped playing bootcamp mvm or matchmaking stopped
> sending players to them as they were daily.
>
> I’m rather unsure of settings they should be now since numbers were
> changed.
>
> Can someone clarify what the proper numbers/settings should be now for
> them to get players thru matchmaking but also accept regular joins thru
> browser/favs?
>
>
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Jason
> *Sent:* Friday, July 08, 2016 7:44 PM
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] TF2: Meet Your Match update and QuickPlay?
>
>
>
> So, as it stands now..for servers which aren't part of quickplay (due
> to mods, modified respawn times, etc), nothing should change for us right?
>
>
>
> All we need is:
>
>
>
> Autoexec.cfg:
>
> sv_setsteamaccount "steam account token here"
>
>
>
> Server.cfg:
>
> tf_server_identity_disable_quickplay 1
>
> tf_server_identity_account_id  "service id here"
>
> tf_server_identity_token "token here"
>
>
>
> And nothing changes for our community server right?  We don't need to do
> any other "authentication" or anything and quick play rules aren't changing
> right?   I skimmed this exchange..just wanted to be sure.thanks in
> advance.
>
>
>
> On Fri, Jul 8, 2016 at 7:20 PM, N-Gon  wrote:
>
> I went back and reread some of these emails including the one from Lucas
> which I've included an excerpt of.
>
> I can't help but feel that you're talking about the Day Care 2fort
> community server cause I ran into that very same issue just a few days ago.
>
> These are the kinds of server that lowered the quality of the quickplay
> pool back when it was community oriented, These are the kinds of servers I
> would never want back in quickplay.
>
>
>
> If they (Valve) ever does decide to make a quickplay system for community
> servers in the future I would sincerly hope they disallow servers from
> participating that are running sourcemod plugins that have NOT been
> whitelisted, if such a thing is even possible.
>
>
>
> 
> Lucas Wagner via 
> list.valvesoftware.com
>
> 3:25 PM (3 hours ago)
>
> to Half-Life
>
> >>my friends and I know of a few servers in which mods are abusing
> critical chance plugins, and SM plugins in general
>
>
>
>
>
> On Fri, Jul 8, 2016 at 3:25 PM, Lucas Wagner  wrote:
>
> I think the thing that worries me the most is that, at least with Valve
> servers, there is a nice assortment of different maps, etc. I can find a
> game on most maps with little or no effort. Communities largely serve the
> interests of the server owners and operators. I know right before QP died
> that it was very difficult to find anything but 24/7 servers focused on a
> small handful of maps, mostly 2Fort, Dustbowl, Turbine, Harvest, etc. If
> you wanted to play something like Frontier, for example, it wasn't easy to
> find a community server offering that.
>
>
>
> Perhaps Valve can provide some bonus referrals to servers hosting maps
> that are not being played currently, and an interface for server operators
> to queue what the community needs (Hey it'd be really great if you host
> upward next) and set the next map to it within 2-3 minutes of a map ending.
> Or it can just give more referrals to maps that aren't very well supported,
> thus giving some incentive for operators to branch out.
>
>
>
> I'm all for community servers provided the plugin set is clean (I don't
> need to download all of your special files just to play a map), is
> unobtrusive or interferes with my gaming experience (i hate plugins that
> make me acknowledge the open menu before I can do anything), are fair (my
> friends and I know of a few servers in which mods are abusing critical
> chance plugins, and SM plugins in general), and perform well. Running
> custom plugins is great and all, but it was definitely out of hand. I've
> come to appreciate the vanilla playstyle on Valve pubs and quite frankly, I
> will miss them if the community cannot provide a reasonable replacement for
> that system. I played on some last night and some were fun, some had god
> awful performance, and some were unnecessarily encumbered with plugins.
> Quite frankly, I wouldn't mind requiring sv_pure 1 or sv_pure 2 even for QP
> servers receiving referrals.
>
>
>
> On Fri, Jul 8, 2016 at 2:09 PM, Robert Paulson 
> wrote:
>
> People said the same thing about quickpick at the time and we all know how

Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread HD
My Mvm’s I’ve had up are nearly dead since a few updates ago and those changes.

It’s as if everyone stopped playing bootcamp mvm or matchmaking stopped sending 
players to them as they were daily.

I’m rather unsure of settings they should be now since numbers were changed.

Can someone clarify what the proper numbers/settings should be now for them to 
get players thru matchmaking but also accept regular joins thru browser/favs?

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason
Sent: Friday, July 08, 2016 7:44 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2: Meet Your Match update and QuickPlay?

 

So, as it stands now..for servers which aren't part of quickplay (due to 
mods, modified respawn times, etc), nothing should change for us right? 

 

All we need is:

 

Autoexec.cfg:

sv_setsteamaccount "steam account token here"

 

Server.cfg:

tf_server_identity_disable_quickplay 1

tf_server_identity_account_id  "service id here"

tf_server_identity_token "token here"

 

And nothing changes for our community server right?  We don't need to do any 
other "authentication" or anything and quick play rules aren't changing right?  
 I skimmed this exchange..just wanted to be sure.thanks in advance.

 

On Fri, Jul 8, 2016 at 7:20 PM, N-Gon  wrote:

I went back and reread some of these emails including the one from Lucas which 
I've included an excerpt of.

I can't help but feel that you're talking about the Day Care 2fort community 
server cause I ran into that very same issue just a few days ago.

These are the kinds of server that lowered the quality of the quickplay pool 
back when it was community oriented, These are the kinds of servers I would 
never want back in quickplay.

 

If they (Valve) ever does decide to make a quickplay system for community 
servers in the future I would sincerly hope they disallow servers from 
participating that are running sourcemod plugins that have NOT been 
whitelisted, if such a thing is even possible.

 






Lucas Wagner   via 
list.valvesoftware.com 


3:25 PM (3 hours ago)

   

   

   



to Half-Life

   

>>my friends and I know of a few servers in which mods are abusing critical 
>>chance plugins, and SM plugins in general

 

 

On Fri, Jul 8, 2016 at 3:25 PM, Lucas Wagner  wrote:

I think the thing that worries me the most is that, at least with Valve 
servers, there is a nice assortment of different maps, etc. I can find a game 
on most maps with little or no effort. Communities largely serve the interests 
of the server owners and operators. I know right before QP died that it was 
very difficult to find anything but 24/7 servers focused on a small handful of 
maps, mostly 2Fort, Dustbowl, Turbine, Harvest, etc. If you wanted to play 
something like Frontier, for example, it wasn't easy to find a community server 
offering that.

 

Perhaps Valve can provide some bonus referrals to servers hosting maps that are 
not being played currently, and an interface for server operators to queue what 
the community needs (Hey it'd be really great if you host upward next) and set 
the next map to it within 2-3 minutes of a map ending. Or it can just give more 
referrals to maps that aren't very well supported, thus giving some incentive 
for operators to branch out. 

 

I'm all for community servers provided the plugin set is clean (I don't need to 
download all of your special files just to play a map), is unobtrusive or 
interferes with my gaming experience (i hate plugins that make me acknowledge 
the open menu before I can do anything), are fair (my friends and I know of a 
few servers in which mods are abusing critical chance plugins, and SM plugins 
in general), and perform well. Running custom plugins is great and all, but it 
was definitely out of hand. I've come to appreciate the vanilla playstyle on 
Valve pubs and quite frankly, I will miss them if the community cannot provide 
a reasonable replacement for that system. I played on some last night and some 
were fun, some had god awful performance, and some were unnecessarily 
encumbered with plugins. Quite frankly, I wouldn't mind requiring sv_pure 1 or 
sv_pure 2 even for QP servers receiving referrals.

 

On Fri, Jul 8, 2016 at 2:09 PM, Robert Paulson  wrote:

People said the same thing about quickpick at the time and we all know how that 
turned out. Everyone was claiming higher player counts at first and now they 
are dead.

 

On Fri, Jul 8, 2016 at 11:52 AM, E. Olsen  wrote:

Frankly, it's a win just by shining light on the 

Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread Jason
So, as it stands now..for servers which aren't part of quickplay (due
to mods, modified respawn times, etc), nothing should change for us right?

All we need is:

Autoexec.cfg:
sv_setsteamaccount "steam account token here"

Server.cfg:
tf_server_identity_disable_quickplay 1
tf_server_identity_account_id  "service id here"
tf_server_identity_token "token here"

And nothing changes for our community server right?  We don't need to do
any other "authentication" or anything and quick play rules aren't changing
right?   I skimmed this exchange..just wanted to be sure.thanks in
advance.

On Fri, Jul 8, 2016 at 7:20 PM, N-Gon  wrote:

> I went back and reread some of these emails including the one from Lucas
> which I've included an excerpt of.
> I can't help but feel that you're talking about the Day Care 2fort
> community server cause I ran into that very same issue just a few days ago.
> These are the kinds of server that lowered the quality of the quickplay
> pool back when it was community oriented, These are the kinds of servers I
> would never want back in quickplay.
>
> If they (Valve) ever does decide to make a quickplay system for community
> servers in the future I would sincerly hope they disallow servers from
> participating that are running sourcemod plugins that have NOT been
> whitelisted, if such a thing is even possible.
>
> 
> Lucas Wagner via 
> list.valvesoftware.com
> 3:25 PM (3 hours ago)
> to Half-Life
> >>my friends and I know of a few servers in which mods are abusing
> critical chance plugins, and SM plugins in general
>
>
> On Fri, Jul 8, 2016 at 3:25 PM, Lucas Wagner  wrote:
>
>> I think the thing that worries me the most is that, at least with Valve
>> servers, there is a nice assortment of different maps, etc. I can find a
>> game on most maps with little or no effort. Communities largely serve the
>> interests of the server owners and operators. I know right before QP died
>> that it was very difficult to find anything but 24/7 servers focused on a
>> small handful of maps, mostly 2Fort, Dustbowl, Turbine, Harvest, etc. If
>> you wanted to play something like Frontier, for example, it wasn't easy to
>> find a community server offering that.
>>
>> Perhaps Valve can provide some bonus referrals to servers hosting maps
>> that are not being played currently, and an interface for server operators
>> to queue what the community needs (Hey it'd be really great if you host
>> upward next) and set the next map to it within 2-3 minutes of a map ending.
>> Or it can just give more referrals to maps that aren't very well supported,
>> thus giving some incentive for operators to branch out.
>>
>> I'm all for community servers provided the plugin set is clean (I don't
>> need to download all of your special files just to play a map), is
>> unobtrusive or interferes with my gaming experience (i hate plugins that
>> make me acknowledge the open menu before I can do anything), are fair (my
>> friends and I know of a few servers in which mods are abusing critical
>> chance plugins, and SM plugins in general), and perform well. Running
>> custom plugins is great and all, but it was definitely out of hand. I've
>> come to appreciate the vanilla playstyle on Valve pubs and quite frankly, I
>> will miss them if the community cannot provide a reasonable replacement for
>> that system. I played on some last night and some were fun, some had god
>> awful performance, and some were unnecessarily encumbered with plugins.
>> Quite frankly, I wouldn't mind requiring sv_pure 1 or sv_pure 2 even for QP
>> servers receiving referrals.
>>
>> On Fri, Jul 8, 2016 at 2:09 PM, Robert Paulson 
>> wrote:
>>
>>> People said the same thing about quickpick at the time and we all know
>>> how that turned out. Everyone was claiming higher player counts at first
>>> and now they are dead.
>>>
>>> On Fri, Jul 8, 2016 at 11:52 AM, E. Olsen  wrote:
>>>
 Frankly, it's a win just by shining light on the fact that there ARE
 community servers at all. For years now, they've been effectively hidden to
 the point that a large portion of the F2P playerbase didn't even know they
 existed. At least with this UI change we've got the chance for players to
 find us.

 On Fri, Jul 8, 2016 at 2:47 PM, Lucas Wagner 
 wrote:

> I would imagine a big reason why things were so great last night was
> people just wanted to play TF2 and the only servers they could connect to
> were community servers. Not trying to rain on the parade, bu I think 
> Robert
> is right. It'll be a few weeks before we have any clue how this will all
> play out.
>
> Lucas
>
> On Fri, Jul 8, 2016 at 1:28 PM, Robert Paulson 
> wrote:
>
>> I am not sure why everyone is celebrating 

Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread N-Gon
I went back and reread some of these emails including the one from Lucas
which I've included an excerpt of.
I can't help but feel that you're talking about the Day Care 2fort
community server cause I ran into that very same issue just a few days ago.
These are the kinds of server that lowered the quality of the quickplay
pool back when it was community oriented, These are the kinds of servers I
would never want back in quickplay.

If they (Valve) ever does decide to make a quickplay system for community
servers in the future I would sincerly hope they disallow servers from
participating that are running sourcemod plugins that have NOT been
whitelisted, if such a thing is even possible.


Lucas Wagner via 
list.valvesoftware.com
3:25 PM (3 hours ago)
to Half-Life
>>my friends and I know of a few servers in which mods are abusing critical
chance plugins, and SM plugins in general


On Fri, Jul 8, 2016 at 3:25 PM, Lucas Wagner  wrote:

> I think the thing that worries me the most is that, at least with Valve
> servers, there is a nice assortment of different maps, etc. I can find a
> game on most maps with little or no effort. Communities largely serve the
> interests of the server owners and operators. I know right before QP died
> that it was very difficult to find anything but 24/7 servers focused on a
> small handful of maps, mostly 2Fort, Dustbowl, Turbine, Harvest, etc. If
> you wanted to play something like Frontier, for example, it wasn't easy to
> find a community server offering that.
>
> Perhaps Valve can provide some bonus referrals to servers hosting maps
> that are not being played currently, and an interface for server operators
> to queue what the community needs (Hey it'd be really great if you host
> upward next) and set the next map to it within 2-3 minutes of a map ending.
> Or it can just give more referrals to maps that aren't very well supported,
> thus giving some incentive for operators to branch out.
>
> I'm all for community servers provided the plugin set is clean (I don't
> need to download all of your special files just to play a map), is
> unobtrusive or interferes with my gaming experience (i hate plugins that
> make me acknowledge the open menu before I can do anything), are fair (my
> friends and I know of a few servers in which mods are abusing critical
> chance plugins, and SM plugins in general), and perform well. Running
> custom plugins is great and all, but it was definitely out of hand. I've
> come to appreciate the vanilla playstyle on Valve pubs and quite frankly, I
> will miss them if the community cannot provide a reasonable replacement for
> that system. I played on some last night and some were fun, some had god
> awful performance, and some were unnecessarily encumbered with plugins.
> Quite frankly, I wouldn't mind requiring sv_pure 1 or sv_pure 2 even for QP
> servers receiving referrals.
>
> On Fri, Jul 8, 2016 at 2:09 PM, Robert Paulson 
> wrote:
>
>> People said the same thing about quickpick at the time and we all know
>> how that turned out. Everyone was claiming higher player counts at first
>> and now they are dead.
>>
>> On Fri, Jul 8, 2016 at 11:52 AM, E. Olsen  wrote:
>>
>>> Frankly, it's a win just by shining light on the fact that there ARE
>>> community servers at all. For years now, they've been effectively hidden to
>>> the point that a large portion of the F2P playerbase didn't even know they
>>> existed. At least with this UI change we've got the chance for players to
>>> find us.
>>>
>>> On Fri, Jul 8, 2016 at 2:47 PM, Lucas Wagner  wrote:
>>>
 I would imagine a big reason why things were so great last night was
 people just wanted to play TF2 and the only servers they could connect to
 were community servers. Not trying to rain on the parade, bu I think Robert
 is right. It'll be a few weeks before we have any clue how this will all
 play out.

 Lucas

 On Fri, Jul 8, 2016 at 1:28 PM, Robert Paulson 
 wrote:

> I am not sure why everyone is celebrating so early.
>
> Population is only high likely because of a new patch, summer time,
> and reportedly many Valve servers being temporarily down.
>
> Maybe casual mode is bringing in more players, but it is just as
> likely that matchmaking is yet another drain players that community 
> servers
> will never be allowed to participate in, while some of you are excited
> about fighting for scraps from other community servers.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>

 ___
 To unsubscribe, edit your list 

Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread E. Olsen
I do love how all communities still get painted with the same brush - even
those of us who STILL run rotation servers (hell, one of our payload
servers has a mix of 54 stock/custom maps - all of which get played almost
everyday). Of course, we run those servers along side 24/7 servers as well
- even some with *gasp* instant respawn - because, guess whata whole
lot of folks like those kind of game settings.

The current state of community servers (and their lack of diversity) is
simply a result of those community servers that are left doing what they
had to to garner any traffic at all. Ask any long-term community server
operator over the past 3 years what type of things would kill a community
server, and most of them would say:

1. Changing the map (when there's almost no new players flowing to your
server, losing half the server population on a  map change effectively
kills it off).

2. Custom Maps (self explanatory). For 5 years we ran a dozen servers, half
of which were custom map servers. After quickplay, only our custom payload
server still lives on.

3. Anything but the top 5-6 stock maps. (again, self explanatory).

Good community servers grow organically. For examplewhen we launched
our community in 2008, we started with a single server. After about 4
months, our community members asked for a 2Fort and a Payload server. Once
those servers started growing, our members started asking for specific
settings (i.e tweaking things like slightly altering the blu/red spawn
times on Dustbowl, or slightly decreasing the spawn time on 2Fort, etc.) We
made those changes, and the players that liked them stuck around - thus
building a community of like-minded, long-term players.

I think that will be the test here. Let's face it...despite Valve's efforts
with building updates for the game over the past couple of years, the
needle hasn't moved as far as average daily player count. To me, that
simply means that what they were doing wasn't developing long-term players
of the game (something, by the way, good gaming communities are quite good
at).

Today alone we've had half a dozen people join our forums and send me a
comment to the effect of how they never knew so many custom payload maps
existed, but were glad to have found our community. These were all players
who've been playing the game in excess of at least 90 days.

I'm sure there are some tweaks that could be made here and there, but I
don't think any of us will know the real impact of this until Valve's
system can stay up and running consistently for several weeks. As it stands
now, no one can really get a good read because the system is so overloaded
it's not really working as it will be.



On Fri, Jul 8, 2016 at 3:50 PM, N-Gon  wrote:

> I'm with Mr. Wagner on this one.
> Valve's QP system let anyone join essentially any official map they wanted
> and there would be players, this was (and still is) much harder if not
> close to impossible to do with community servers. Can any of you guys
> honestly tell me that you don't have servers that sit dead empty unless you
> get all the admins to sit in and play for half an hour or more to get it
> filled up.
>
> I'm hoping with this new change communities will be more open to trying
> different maps as "Valve steals our players" is pretty much a non-issue now.
>
> On Fri, Jul 8, 2016 at 3:45 PM, Lucas Wagner  wrote:
>
>> I ran them too. And they all died. Rotation is one thing, and having
>> on-demand maps that I can join instantly is another. It's a video game,
>> nobody is interested in waiting 20 minutes to play a map. The beauty of the
>> previous Valve model was this was not an issue. There was almost always a
>> full server on any given map, even some of the more obscure payload race
>> maps.
>>
>> I'll believe it when I see it. Until then, I remain skeptical.
>>
>> On Fri, Jul 8, 2016 at 2:32 PM, 1nsane <1nsane...@gmail.com> wrote:
>>
>>> There were plenty of rotation servers before quickplay. I ran a bunch
>>> myself as did my friends/competitors. If it's something the community wants
>>> you can bet servers will pop up to provide it again.
>>> On Jul 8, 2016 3:27 PM, "Lucas Wagner"  wrote:
>>>
 I think the thing that worries me the most is that, at least with Valve
 servers, there is a nice assortment of different maps, etc. I can find a
 game on most maps with little or no effort. Communities largely serve the
 interests of the server owners and operators. I know right before QP died
 that it was very difficult to find anything but 24/7 servers focused on a
 small handful of maps, mostly 2Fort, Dustbowl, Turbine, Harvest, etc. If
 you wanted to play something like Frontier, for example, it wasn't easy to
 find a community server offering that.

 Perhaps Valve can provide some bonus referrals to servers hosting maps
 that are not being played currently, and an interface for server 

Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread ics
Maybe you should drop the negativity. I'd rather run full servers and 
provide players a place to play than run empty servers. It's no secret. 
I'm not doing this for money and i don't run advertisements. I just do 
it because i like this game and i want to give something back too.


Your argument is also invalid. Valve servers run no plugins and they 
were always full when there are players to assing to. You don't need 
plugins, all you need is quality servers that work fine. On that we 
agree on.


-ics

Lucas Wagner kirjoitti:
All of your posts seem to suggest that you have some right to have 
full servers. You do not. Truly. It's a third party server that you 
own and operate as you see fit. You need to understand that full 
servers are a result of good performance, acceptable plugin loadsets, 
etc. Valve does not owe you player referrals. Do you understand that?


On Fri, Jul 8, 2016 at 2:57 PM, ics > wrote:


I have to say i'd take this current system ANYTIME over the old
quickplay. Atleast now i have a fighting chance of the players,
instead of running empty servers.

But i also think Valve should revert some of their decisions back
to basics. Like allowing casual gameplay be more open like
comunity servers are and not forcing people to pick two gamemodes
that hey can play instead of the gamemode and map they want.

A lot of people are mad because they cannot pick the map they
want, but maybe this encourages them to try out community servers.
Just that, some of the idiots who run them, run all kinds of crap
on them. I'm afraid things go back to crap unless something is
being done for them.

-ics


N-Gon kirjoitti:

I'm with Mr. Wagner on this one.
Valve's QP system let anyone join essentially any official map
they wanted and there would be players, this was (and still
is) much harder if not close to impossible to do with
community servers. Can any of you guys honestly tell me that
you don't have servers that sit dead empty unless you get all
the admins to sit in and play for half an hour or more to get
it filled up.

I'm hoping with this new change communities will be more open
to trying different maps as "Valve steals our players" is
pretty much a non-issue now.

On Fri, Jul 8, 2016 at 3:45 PM, Lucas Wagner

>> wrote:

I ran them too. And they all died. Rotation is one thing, and
having on-demand maps that I can join instantly is
another. It's a
video game, nobody is interested in waiting 20 minutes to
play a
map. The beauty of the previous Valve model was this was
not an
issue. There was almost always a full server on any given map,
even some of the more obscure payload race maps.

I'll believe it when I see it. Until then, I remain skeptical.

On Fri, Jul 8, 2016 at 2:32 PM, 1nsane
<1nsane...@gmail.com 
>>
wrote:

There were plenty of rotation servers before
quickplay. I ran
a bunch myself as did my friends/competitors. If it's
something the community wants you can bet servers will
pop up
to provide it again.

On Jul 8, 2016 3:27 PM, "Lucas Wagner"

>> wrote:

I think the thing that worries me the most is that, at
least with Valve servers, there is a nice
assortment of
different maps, etc. I can find a game on most
maps with
little or no effort. Communities largely serve the
interests of the server owners and operators. I
know right
before QP died that it was very difficult to find
anything
but 24/7 servers focused on a small handful of maps,
mostly 2Fort, Dustbowl, Turbine, Harvest, etc. If you
wanted to play something like Frontier, for
example, it
wasn't easy to find a community server offering that.

Perhaps Valve can provide some bonus referrals to
servers
hosting maps that are not being played currently,
and an
interface for server operators to queue what the
community
needs (Hey it'd be really great if you host upward
next)
and set the next map to it within 2-3 

Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread Ross Bemrose

You might want to take a look at the tf_arena_use_queue cvar.

Of course, that does disable Arena's team scrambling system, but plugins 
can bring that back.



On 7/8/2016 4:00 PM, ics wrote:
Arena has always been the outside oddball. As long as the max player 
count is 18 ingame and the rest are sitting in spectator, i will never 
play that mode.


Penalizing players for joining late or getting unlucky death at round 
start is something that just irks me.


-ics

1nsane kirjoitti:


Sadly not any of the arena maps (once temporarily) or any other that 
valve didn't seem to like for some reason. Perhaps now arena servers 
and some other less popular maps that did fine before can make a 
resurgence. Variety is good, ofcourse.


On Jul 8, 2016 3:52 PM, "N-Gon" > wrote:


I'm with Mr. Wagner on this one.
Valve's QP system let anyone join essentially any official map
they wanted and there would be players, this was (and still is)
much harder if not close to impossible to do with community
servers. Can any of you guys honestly tell me that you don't have
servers that sit dead empty unless you get all the admins to sit
in and play for half an hour or more to get it filled up.

I'm hoping with this new change communities will be more open to
trying different maps as "Valve steals our players" is pretty much
a non-issue now.

On Fri, Jul 8, 2016 at 3:45 PM, Lucas Wagner > wrote:

I ran them too. And they all died. Rotation is one thing, and
having on-demand maps that I can join instantly is another.
It's a video game, nobody is interested in waiting 20 minutes
to play a map. The beauty of the previous Valve model was this
was not an issue. There was almost always a full server on any
given map, even some of the more obscure payload race maps.

I'll believe it when I see it. Until then, I remain skeptical.

On Fri, Jul 8, 2016 at 2:32 PM, 1nsane <1nsane...@gmail.com
> wrote:

There were plenty of rotation servers before quickplay. I
ran a bunch myself as did my friends/competitors. If it's
something the community wants you can bet servers will pop
up to provide it again.

On Jul 8, 2016 3:27 PM, "Lucas Wagner" > wrote:

I think the thing that worries me the most is that, at
least with Valve servers, there is a nice assortment
of different maps, etc. I can find a game on most maps
with little or no effort. Communities largely serve
the interests of the server owners and operators. I
know right before QP died that it was very difficult
to find anything but 24/7 servers focused on a small
handful of maps, mostly 2Fort, Dustbowl, Turbine,
Harvest, etc. If you wanted to play something like
Frontier, for example, it wasn't easy to find a
community server offering that.

Perhaps Valve can provide some bonus referrals to
servers hosting maps that are not being played
currently, and an interface for server operators to
queue what the community needs (Hey it'd be really
great if you host upward next) and set the next map to
it within 2-3 minutes of a map ending. Or it can just
give more referrals to maps that aren't very well
supported, thus giving some incentive for operators to
branch out.

I'm all for community servers provided the plugin set
is clean (I don't need to download all of your special
files just to play a map), is unobtrusive or
interferes with my gaming experience (i hate plugins
that make me acknowledge the open menu before I can do
anything), are fair (my friends and I know of a few
servers in which mods are abusing critical chance
plugins, and SM plugins in general), and perform well.
Running custom plugins is great and all, but it was
definitely out of hand. I've come to appreciate the
vanilla playstyle on Valve pubs and quite frankly, I
will miss them if the community cannot provide a
reasonable replacement for that system. I played on
some last night and some were fun, some had god awful
performance, and some were unnecessarily encumbered
with plugins. Quite frankly, I wouldn't mind requiring
sv_pure 1 or sv_pure 2 even for QP servers receiving
  

Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread Lucas Wagner
All of your posts seem to suggest that you have some right to have full
servers. You do not. Truly. It's a third party server that you own and
operate as you see fit. You need to understand that full servers are a
result of good performance, acceptable plugin loadsets, etc. Valve does not
owe you player referrals. Do you understand that?

On Fri, Jul 8, 2016 at 2:57 PM, ics  wrote:

> I have to say i'd take this current system ANYTIME over the old quickplay.
> Atleast now i have a fighting chance of the players, instead of running
> empty servers.
>
> But i also think Valve should revert some of their decisions back to
> basics. Like allowing casual gameplay be more open like comunity servers
> are and not forcing people to pick two gamemodes that hey can play instead
> of the gamemode and map they want.
>
> A lot of people are mad because they cannot pick the map they want, but
> maybe this encourages them to try out community servers. Just that, some of
> the idiots who run them, run all kinds of crap on them. I'm afraid things
> go back to crap unless something is being done for them.
>
> -ics
>
>
> N-Gon kirjoitti:
>
>> I'm with Mr. Wagner on this one.
>> Valve's QP system let anyone join essentially any official map they
>> wanted and there would be players, this was (and still is) much harder if
>> not close to impossible to do with community servers. Can any of you guys
>> honestly tell me that you don't have servers that sit dead empty unless you
>> get all the admins to sit in and play for half an hour or more to get it
>> filled up.
>>
>> I'm hoping with this new change communities will be more open to trying
>> different maps as "Valve steals our players" is pretty much a non-issue now.
>>
>> On Fri, Jul 8, 2016 at 3:45 PM, Lucas Wagner  lgwag...@gmail.com>> wrote:
>>
>> I ran them too. And they all died. Rotation is one thing, and
>> having on-demand maps that I can join instantly is another. It's a
>> video game, nobody is interested in waiting 20 minutes to play a
>> map. The beauty of the previous Valve model was this was not an
>> issue. There was almost always a full server on any given map,
>> even some of the more obscure payload race maps.
>>
>> I'll believe it when I see it. Until then, I remain skeptical.
>>
>> On Fri, Jul 8, 2016 at 2:32 PM, 1nsane <1nsane...@gmail.com
>> > wrote:
>>
>> There were plenty of rotation servers before quickplay. I ran
>> a bunch myself as did my friends/competitors. If it's
>> something the community wants you can bet servers will pop up
>> to provide it again.
>>
>> On Jul 8, 2016 3:27 PM, "Lucas Wagner" > > wrote:
>>
>> I think the thing that worries me the most is that, at
>> least with Valve servers, there is a nice assortment of
>> different maps, etc. I can find a game on most maps with
>> little or no effort. Communities largely serve the
>> interests of the server owners and operators. I know right
>> before QP died that it was very difficult to find anything
>> but 24/7 servers focused on a small handful of maps,
>> mostly 2Fort, Dustbowl, Turbine, Harvest, etc. If you
>> wanted to play something like Frontier, for example, it
>> wasn't easy to find a community server offering that.
>>
>> Perhaps Valve can provide some bonus referrals to servers
>> hosting maps that are not being played currently, and an
>> interface for server operators to queue what the community
>> needs (Hey it'd be really great if you host upward next)
>> and set the next map to it within 2-3 minutes of a map
>> ending. Or it can just give more referrals to maps that
>> aren't very well supported, thus giving some incentive for
>> operators to branch out.
>>
>> I'm all for community servers provided the plugin set is
>> clean (I don't need to download all of your special files
>> just to play a map), is unobtrusive or interferes with my
>> gaming experience (i hate plugins that make me acknowledge
>> the open menu before I can do anything), are fair (my
>> friends and I know of a few servers in which mods are
>> abusing critical chance plugins, and SM plugins in
>> general), and perform well. Running custom plugins is
>> great and all, but it was definitely out of hand. I've
>> come to appreciate the vanilla playstyle on Valve pubs and
>> quite frankly, I will miss them if the community cannot
>> provide a reasonable replacement for that system. I played
>> on some last night and some were fun, some had god 

Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread 1nsane
Does work for counter strike though :P
On Jul 8, 2016 4:00 PM, "ics"  wrote:

> Arena has always been the outside oddball. As long as the max player count
> is 18 ingame and the rest are sitting in spectator, i will never play that
> mode.
>
> Penalizing players for joining late or getting unlucky death at round
> start is something that just irks me.
>
> -ics
>
> 1nsane kirjoitti:
>
>>
>> Sadly not any of the arena maps (once temporarily) or any other that
>> valve didn't seem to like for some reason. Perhaps now arena servers and
>> some other less popular maps that did fine before can make a resurgence.
>> Variety is good, ofcourse.
>>
>> On Jul 8, 2016 3:52 PM, "N-Gon"  ngongamedes...@gmail.com>> wrote:
>>
>> I'm with Mr. Wagner on this one.
>> Valve's QP system let anyone join essentially any official map
>> they wanted and there would be players, this was (and still is)
>> much harder if not close to impossible to do with community
>> servers. Can any of you guys honestly tell me that you don't have
>> servers that sit dead empty unless you get all the admins to sit
>> in and play for half an hour or more to get it filled up.
>>
>> I'm hoping with this new change communities will be more open to
>> trying different maps as "Valve steals our players" is pretty much
>> a non-issue now.
>>
>> On Fri, Jul 8, 2016 at 3:45 PM, Lucas Wagner > > wrote:
>>
>> I ran them too. And they all died. Rotation is one thing, and
>> having on-demand maps that I can join instantly is another.
>> It's a video game, nobody is interested in waiting 20 minutes
>> to play a map. The beauty of the previous Valve model was this
>> was not an issue. There was almost always a full server on any
>> given map, even some of the more obscure payload race maps.
>>
>> I'll believe it when I see it. Until then, I remain skeptical.
>>
>> On Fri, Jul 8, 2016 at 2:32 PM, 1nsane <1nsane...@gmail.com
>> > wrote:
>>
>> There were plenty of rotation servers before quickplay. I
>> ran a bunch myself as did my friends/competitors. If it's
>> something the community wants you can bet servers will pop
>> up to provide it again.
>>
>> On Jul 8, 2016 3:27 PM, "Lucas Wagner" > > wrote:
>>
>> I think the thing that worries me the most is that, at
>> least with Valve servers, there is a nice assortment
>> of different maps, etc. I can find a game on most maps
>> with little or no effort. Communities largely serve
>> the interests of the server owners and operators. I
>> know right before QP died that it was very difficult
>> to find anything but 24/7 servers focused on a small
>> handful of maps, mostly 2Fort, Dustbowl, Turbine,
>> Harvest, etc. If you wanted to play something like
>> Frontier, for example, it wasn't easy to find a
>> community server offering that.
>>
>> Perhaps Valve can provide some bonus referrals to
>> servers hosting maps that are not being played
>> currently, and an interface for server operators to
>> queue what the community needs (Hey it'd be really
>> great if you host upward next) and set the next map to
>> it within 2-3 minutes of a map ending. Or it can just
>> give more referrals to maps that aren't very well
>> supported, thus giving some incentive for operators to
>> branch out.
>>
>> I'm all for community servers provided the plugin set
>> is clean (I don't need to download all of your special
>> files just to play a map), is unobtrusive or
>> interferes with my gaming experience (i hate plugins
>> that make me acknowledge the open menu before I can do
>> anything), are fair (my friends and I know of a few
>> servers in which mods are abusing critical chance
>> plugins, and SM plugins in general), and perform well.
>> Running custom plugins is great and all, but it was
>> definitely out of hand. I've come to appreciate the
>> vanilla playstyle on Valve pubs and quite frankly, I
>> will miss them if the community cannot provide a
>> reasonable replacement for that system. I played on
>> some last night and some were fun, some had god awful
>> performance, and some were unnecessarily encumbered
>> 

Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread ics
Arena has always been the outside oddball. As long as the max player 
count is 18 ingame and the rest are sitting in spectator, i will never 
play that mode.


Penalizing players for joining late or getting unlucky death at round 
start is something that just irks me.


-ics

1nsane kirjoitti:


Sadly not any of the arena maps (once temporarily) or any other that 
valve didn't seem to like for some reason. Perhaps now arena servers 
and some other less popular maps that did fine before can make a 
resurgence. Variety is good, ofcourse.


On Jul 8, 2016 3:52 PM, "N-Gon" > wrote:


I'm with Mr. Wagner on this one.
Valve's QP system let anyone join essentially any official map
they wanted and there would be players, this was (and still is)
much harder if not close to impossible to do with community
servers. Can any of you guys honestly tell me that you don't have
servers that sit dead empty unless you get all the admins to sit
in and play for half an hour or more to get it filled up.

I'm hoping with this new change communities will be more open to
trying different maps as "Valve steals our players" is pretty much
a non-issue now.

On Fri, Jul 8, 2016 at 3:45 PM, Lucas Wagner > wrote:

I ran them too. And they all died. Rotation is one thing, and
having on-demand maps that I can join instantly is another.
It's a video game, nobody is interested in waiting 20 minutes
to play a map. The beauty of the previous Valve model was this
was not an issue. There was almost always a full server on any
given map, even some of the more obscure payload race maps.

I'll believe it when I see it. Until then, I remain skeptical.

On Fri, Jul 8, 2016 at 2:32 PM, 1nsane <1nsane...@gmail.com
> wrote:

There were plenty of rotation servers before quickplay. I
ran a bunch myself as did my friends/competitors. If it's
something the community wants you can bet servers will pop
up to provide it again.

On Jul 8, 2016 3:27 PM, "Lucas Wagner" > wrote:

I think the thing that worries me the most is that, at
least with Valve servers, there is a nice assortment
of different maps, etc. I can find a game on most maps
with little or no effort. Communities largely serve
the interests of the server owners and operators. I
know right before QP died that it was very difficult
to find anything but 24/7 servers focused on a small
handful of maps, mostly 2Fort, Dustbowl, Turbine,
Harvest, etc. If you wanted to play something like
Frontier, for example, it wasn't easy to find a
community server offering that.

Perhaps Valve can provide some bonus referrals to
servers hosting maps that are not being played
currently, and an interface for server operators to
queue what the community needs (Hey it'd be really
great if you host upward next) and set the next map to
it within 2-3 minutes of a map ending. Or it can just
give more referrals to maps that aren't very well
supported, thus giving some incentive for operators to
branch out.

I'm all for community servers provided the plugin set
is clean (I don't need to download all of your special
files just to play a map), is unobtrusive or
interferes with my gaming experience (i hate plugins
that make me acknowledge the open menu before I can do
anything), are fair (my friends and I know of a few
servers in which mods are abusing critical chance
plugins, and SM plugins in general), and perform well.
Running custom plugins is great and all, but it was
definitely out of hand. I've come to appreciate the
vanilla playstyle on Valve pubs and quite frankly, I
will miss them if the community cannot provide a
reasonable replacement for that system. I played on
some last night and some were fun, some had god awful
performance, and some were unnecessarily encumbered
with plugins. Quite frankly, I wouldn't mind requiring
sv_pure 1 or sv_pure 2 even for QP servers receiving
referrals.

On Fri, Jul 8, 2016 at 2:09 PM, Robert Paulson
>
wrote:

  

Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread 1nsane
Sadly not any of the arena maps (once temporarily) or any other that valve
didn't seem to like for some reason. Perhaps now arena servers and some
other less popular maps that did fine before can make a resurgence. Variety
is good, ofcourse.
On Jul 8, 2016 3:52 PM, "N-Gon"  wrote:

> I'm with Mr. Wagner on this one.
> Valve's QP system let anyone join essentially any official map they wanted
> and there would be players, this was (and still is) much harder if not
> close to impossible to do with community servers. Can any of you guys
> honestly tell me that you don't have servers that sit dead empty unless you
> get all the admins to sit in and play for half an hour or more to get it
> filled up.
>
> I'm hoping with this new change communities will be more open to trying
> different maps as "Valve steals our players" is pretty much a non-issue now.
>
> On Fri, Jul 8, 2016 at 3:45 PM, Lucas Wagner  wrote:
>
>> I ran them too. And they all died. Rotation is one thing, and having
>> on-demand maps that I can join instantly is another. It's a video game,
>> nobody is interested in waiting 20 minutes to play a map. The beauty of the
>> previous Valve model was this was not an issue. There was almost always a
>> full server on any given map, even some of the more obscure payload race
>> maps.
>>
>> I'll believe it when I see it. Until then, I remain skeptical.
>>
>> On Fri, Jul 8, 2016 at 2:32 PM, 1nsane <1nsane...@gmail.com> wrote:
>>
>>> There were plenty of rotation servers before quickplay. I ran a bunch
>>> myself as did my friends/competitors. If it's something the community wants
>>> you can bet servers will pop up to provide it again.
>>> On Jul 8, 2016 3:27 PM, "Lucas Wagner"  wrote:
>>>
 I think the thing that worries me the most is that, at least with Valve
 servers, there is a nice assortment of different maps, etc. I can find a
 game on most maps with little or no effort. Communities largely serve the
 interests of the server owners and operators. I know right before QP died
 that it was very difficult to find anything but 24/7 servers focused on a
 small handful of maps, mostly 2Fort, Dustbowl, Turbine, Harvest, etc. If
 you wanted to play something like Frontier, for example, it wasn't easy to
 find a community server offering that.

 Perhaps Valve can provide some bonus referrals to servers hosting maps
 that are not being played currently, and an interface for server operators
 to queue what the community needs (Hey it'd be really great if you host
 upward next) and set the next map to it within 2-3 minutes of a map ending.
 Or it can just give more referrals to maps that aren't very well supported,
 thus giving some incentive for operators to branch out.

 I'm all for community servers provided the plugin set is clean (I don't
 need to download all of your special files just to play a map), is
 unobtrusive or interferes with my gaming experience (i hate plugins that
 make me acknowledge the open menu before I can do anything), are fair (my
 friends and I know of a few servers in which mods are abusing critical
 chance plugins, and SM plugins in general), and perform well. Running
 custom plugins is great and all, but it was definitely out of hand. I've
 come to appreciate the vanilla playstyle on Valve pubs and quite frankly, I
 will miss them if the community cannot provide a reasonable replacement for
 that system. I played on some last night and some were fun, some had god
 awful performance, and some were unnecessarily encumbered with plugins.
 Quite frankly, I wouldn't mind requiring sv_pure 1 or sv_pure 2 even for QP
 servers receiving referrals.

 On Fri, Jul 8, 2016 at 2:09 PM, Robert Paulson 
 wrote:

> People said the same thing about quickpick at the time and we all know
> how that turned out. Everyone was claiming higher player counts at first
> and now they are dead.
>
> On Fri, Jul 8, 2016 at 11:52 AM, E. Olsen 
> wrote:
>
>> Frankly, it's a win just by shining light on the fact that there ARE
>> community servers at all. For years now, they've been effectively hidden 
>> to
>> the point that a large portion of the F2P playerbase didn't even know 
>> they
>> existed. At least with this UI change we've got the chance for players to
>> find us.
>>
>> On Fri, Jul 8, 2016 at 2:47 PM, Lucas Wagner 
>> wrote:
>>
>>> I would imagine a big reason why things were so great last night was
>>> people just wanted to play TF2 and the only servers they could connect 
>>> to
>>> were community servers. Not trying to rain on the parade, bu I think 
>>> Robert
>>> is right. It'll be a few weeks before we have any clue how this will all
>>> 

Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread ics
I have to say i'd take this current system ANYTIME over the old 
quickplay. Atleast now i have a fighting chance of the players, instead 
of running empty servers.


But i also think Valve should revert some of their decisions back to 
basics. Like allowing casual gameplay be more open like comunity servers 
are and not forcing people to pick two gamemodes that hey can play 
instead of the gamemode and map they want.


A lot of people are mad because they cannot pick the map they want, but 
maybe this encourages them to try out community servers. Just that, some 
of the idiots who run them, run all kinds of crap on them. I'm afraid 
things go back to crap unless something is being done for them.


-ics


N-Gon kirjoitti:

I'm with Mr. Wagner on this one.
Valve's QP system let anyone join essentially any official map they 
wanted and there would be players, this was (and still is) much harder 
if not close to impossible to do with community servers. Can any of 
you guys honestly tell me that you don't have servers that sit dead 
empty unless you get all the admins to sit in and play for half an 
hour or more to get it filled up.


I'm hoping with this new change communities will be more open to 
trying different maps as "Valve steals our players" is pretty much a 
non-issue now.


On Fri, Jul 8, 2016 at 3:45 PM, Lucas Wagner > wrote:


I ran them too. And they all died. Rotation is one thing, and
having on-demand maps that I can join instantly is another. It's a
video game, nobody is interested in waiting 20 minutes to play a
map. The beauty of the previous Valve model was this was not an
issue. There was almost always a full server on any given map,
even some of the more obscure payload race maps.

I'll believe it when I see it. Until then, I remain skeptical.

On Fri, Jul 8, 2016 at 2:32 PM, 1nsane <1nsane...@gmail.com
> wrote:

There were plenty of rotation servers before quickplay. I ran
a bunch myself as did my friends/competitors. If it's
something the community wants you can bet servers will pop up
to provide it again.

On Jul 8, 2016 3:27 PM, "Lucas Wagner" > wrote:

I think the thing that worries me the most is that, at
least with Valve servers, there is a nice assortment of
different maps, etc. I can find a game on most maps with
little or no effort. Communities largely serve the
interests of the server owners and operators. I know right
before QP died that it was very difficult to find anything
but 24/7 servers focused on a small handful of maps,
mostly 2Fort, Dustbowl, Turbine, Harvest, etc. If you
wanted to play something like Frontier, for example, it
wasn't easy to find a community server offering that.

Perhaps Valve can provide some bonus referrals to servers
hosting maps that are not being played currently, and an
interface for server operators to queue what the community
needs (Hey it'd be really great if you host upward next)
and set the next map to it within 2-3 minutes of a map
ending. Or it can just give more referrals to maps that
aren't very well supported, thus giving some incentive for
operators to branch out.

I'm all for community servers provided the plugin set is
clean (I don't need to download all of your special files
just to play a map), is unobtrusive or interferes with my
gaming experience (i hate plugins that make me acknowledge
the open menu before I can do anything), are fair (my
friends and I know of a few servers in which mods are
abusing critical chance plugins, and SM plugins in
general), and perform well. Running custom plugins is
great and all, but it was definitely out of hand. I've
come to appreciate the vanilla playstyle on Valve pubs and
quite frankly, I will miss them if the community cannot
provide a reasonable replacement for that system. I played
on some last night and some were fun, some had god awful
performance, and some were unnecessarily encumbered with
plugins. Quite frankly, I wouldn't mind requiring sv_pure
1 or sv_pure 2 even for QP servers receiving referrals.

On Fri, Jul 8, 2016 at 2:09 PM, Robert Paulson
> wrote:

People said the same thing about quickpick at the time
and we all know how that turned out. Everyone was
claiming higher player counts at first and now they
are dead.

On 

Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread N-Gon
I'm with Mr. Wagner on this one.
Valve's QP system let anyone join essentially any official map they wanted
and there would be players, this was (and still is) much harder if not
close to impossible to do with community servers. Can any of you guys
honestly tell me that you don't have servers that sit dead empty unless you
get all the admins to sit in and play for half an hour or more to get it
filled up.

I'm hoping with this new change communities will be more open to trying
different maps as "Valve steals our players" is pretty much a non-issue now.

On Fri, Jul 8, 2016 at 3:45 PM, Lucas Wagner  wrote:

> I ran them too. And they all died. Rotation is one thing, and having
> on-demand maps that I can join instantly is another. It's a video game,
> nobody is interested in waiting 20 minutes to play a map. The beauty of the
> previous Valve model was this was not an issue. There was almost always a
> full server on any given map, even some of the more obscure payload race
> maps.
>
> I'll believe it when I see it. Until then, I remain skeptical.
>
> On Fri, Jul 8, 2016 at 2:32 PM, 1nsane <1nsane...@gmail.com> wrote:
>
>> There were plenty of rotation servers before quickplay. I ran a bunch
>> myself as did my friends/competitors. If it's something the community wants
>> you can bet servers will pop up to provide it again.
>> On Jul 8, 2016 3:27 PM, "Lucas Wagner"  wrote:
>>
>>> I think the thing that worries me the most is that, at least with Valve
>>> servers, there is a nice assortment of different maps, etc. I can find a
>>> game on most maps with little or no effort. Communities largely serve the
>>> interests of the server owners and operators. I know right before QP died
>>> that it was very difficult to find anything but 24/7 servers focused on a
>>> small handful of maps, mostly 2Fort, Dustbowl, Turbine, Harvest, etc. If
>>> you wanted to play something like Frontier, for example, it wasn't easy to
>>> find a community server offering that.
>>>
>>> Perhaps Valve can provide some bonus referrals to servers hosting maps
>>> that are not being played currently, and an interface for server operators
>>> to queue what the community needs (Hey it'd be really great if you host
>>> upward next) and set the next map to it within 2-3 minutes of a map ending.
>>> Or it can just give more referrals to maps that aren't very well supported,
>>> thus giving some incentive for operators to branch out.
>>>
>>> I'm all for community servers provided the plugin set is clean (I don't
>>> need to download all of your special files just to play a map), is
>>> unobtrusive or interferes with my gaming experience (i hate plugins that
>>> make me acknowledge the open menu before I can do anything), are fair (my
>>> friends and I know of a few servers in which mods are abusing critical
>>> chance plugins, and SM plugins in general), and perform well. Running
>>> custom plugins is great and all, but it was definitely out of hand. I've
>>> come to appreciate the vanilla playstyle on Valve pubs and quite frankly, I
>>> will miss them if the community cannot provide a reasonable replacement for
>>> that system. I played on some last night and some were fun, some had god
>>> awful performance, and some were unnecessarily encumbered with plugins.
>>> Quite frankly, I wouldn't mind requiring sv_pure 1 or sv_pure 2 even for QP
>>> servers receiving referrals.
>>>
>>> On Fri, Jul 8, 2016 at 2:09 PM, Robert Paulson 
>>> wrote:
>>>
 People said the same thing about quickpick at the time and we all know
 how that turned out. Everyone was claiming higher player counts at first
 and now they are dead.

 On Fri, Jul 8, 2016 at 11:52 AM, E. Olsen  wrote:

> Frankly, it's a win just by shining light on the fact that there ARE
> community servers at all. For years now, they've been effectively hidden 
> to
> the point that a large portion of the F2P playerbase didn't even know they
> existed. At least with this UI change we've got the chance for players to
> find us.
>
> On Fri, Jul 8, 2016 at 2:47 PM, Lucas Wagner 
> wrote:
>
>> I would imagine a big reason why things were so great last night was
>> people just wanted to play TF2 and the only servers they could connect to
>> were community servers. Not trying to rain on the parade, bu I think 
>> Robert
>> is right. It'll be a few weeks before we have any clue how this will all
>> play out.
>>
>> Lucas
>>
>> On Fri, Jul 8, 2016 at 1:28 PM, Robert Paulson > > wrote:
>>
>>> I am not sure why everyone is celebrating so early.
>>>
>>> Population is only high likely because of a new patch, summer time,
>>> and reportedly many Valve servers being temporarily down.
>>>
>>> Maybe casual mode is bringing in more players, but it is just as

Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread Lucas Wagner
I ran them too. And they all died. Rotation is one thing, and having
on-demand maps that I can join instantly is another. It's a video game,
nobody is interested in waiting 20 minutes to play a map. The beauty of the
previous Valve model was this was not an issue. There was almost always a
full server on any given map, even some of the more obscure payload race
maps.

I'll believe it when I see it. Until then, I remain skeptical.

On Fri, Jul 8, 2016 at 2:32 PM, 1nsane <1nsane...@gmail.com> wrote:

> There were plenty of rotation servers before quickplay. I ran a bunch
> myself as did my friends/competitors. If it's something the community wants
> you can bet servers will pop up to provide it again.
> On Jul 8, 2016 3:27 PM, "Lucas Wagner"  wrote:
>
>> I think the thing that worries me the most is that, at least with Valve
>> servers, there is a nice assortment of different maps, etc. I can find a
>> game on most maps with little or no effort. Communities largely serve the
>> interests of the server owners and operators. I know right before QP died
>> that it was very difficult to find anything but 24/7 servers focused on a
>> small handful of maps, mostly 2Fort, Dustbowl, Turbine, Harvest, etc. If
>> you wanted to play something like Frontier, for example, it wasn't easy to
>> find a community server offering that.
>>
>> Perhaps Valve can provide some bonus referrals to servers hosting maps
>> that are not being played currently, and an interface for server operators
>> to queue what the community needs (Hey it'd be really great if you host
>> upward next) and set the next map to it within 2-3 minutes of a map ending.
>> Or it can just give more referrals to maps that aren't very well supported,
>> thus giving some incentive for operators to branch out.
>>
>> I'm all for community servers provided the plugin set is clean (I don't
>> need to download all of your special files just to play a map), is
>> unobtrusive or interferes with my gaming experience (i hate plugins that
>> make me acknowledge the open menu before I can do anything), are fair (my
>> friends and I know of a few servers in which mods are abusing critical
>> chance plugins, and SM plugins in general), and perform well. Running
>> custom plugins is great and all, but it was definitely out of hand. I've
>> come to appreciate the vanilla playstyle on Valve pubs and quite frankly, I
>> will miss them if the community cannot provide a reasonable replacement for
>> that system. I played on some last night and some were fun, some had god
>> awful performance, and some were unnecessarily encumbered with plugins.
>> Quite frankly, I wouldn't mind requiring sv_pure 1 or sv_pure 2 even for QP
>> servers receiving referrals.
>>
>> On Fri, Jul 8, 2016 at 2:09 PM, Robert Paulson 
>> wrote:
>>
>>> People said the same thing about quickpick at the time and we all know
>>> how that turned out. Everyone was claiming higher player counts at first
>>> and now they are dead.
>>>
>>> On Fri, Jul 8, 2016 at 11:52 AM, E. Olsen  wrote:
>>>
 Frankly, it's a win just by shining light on the fact that there ARE
 community servers at all. For years now, they've been effectively hidden to
 the point that a large portion of the F2P playerbase didn't even know they
 existed. At least with this UI change we've got the chance for players to
 find us.

 On Fri, Jul 8, 2016 at 2:47 PM, Lucas Wagner 
 wrote:

> I would imagine a big reason why things were so great last night was
> people just wanted to play TF2 and the only servers they could connect to
> were community servers. Not trying to rain on the parade, bu I think 
> Robert
> is right. It'll be a few weeks before we have any clue how this will all
> play out.
>
> Lucas
>
> On Fri, Jul 8, 2016 at 1:28 PM, Robert Paulson 
> wrote:
>
>> I am not sure why everyone is celebrating so early.
>>
>> Population is only high likely because of a new patch, summer time,
>> and reportedly many Valve servers being temporarily down.
>>
>> Maybe casual mode is bringing in more players, but it is just as
>> likely that matchmaking is yet another drain players that community 
>> servers
>> will never be allowed to participate in, while some of you are excited
>> about fighting for scraps from other community servers.
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list
>> archives, please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>

 

Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread 1nsane
There were plenty of rotation servers before quickplay. I ran a bunch
myself as did my friends/competitors. If it's something the community wants
you can bet servers will pop up to provide it again.
On Jul 8, 2016 3:27 PM, "Lucas Wagner"  wrote:

> I think the thing that worries me the most is that, at least with Valve
> servers, there is a nice assortment of different maps, etc. I can find a
> game on most maps with little or no effort. Communities largely serve the
> interests of the server owners and operators. I know right before QP died
> that it was very difficult to find anything but 24/7 servers focused on a
> small handful of maps, mostly 2Fort, Dustbowl, Turbine, Harvest, etc. If
> you wanted to play something like Frontier, for example, it wasn't easy to
> find a community server offering that.
>
> Perhaps Valve can provide some bonus referrals to servers hosting maps
> that are not being played currently, and an interface for server operators
> to queue what the community needs (Hey it'd be really great if you host
> upward next) and set the next map to it within 2-3 minutes of a map ending.
> Or it can just give more referrals to maps that aren't very well supported,
> thus giving some incentive for operators to branch out.
>
> I'm all for community servers provided the plugin set is clean (I don't
> need to download all of your special files just to play a map), is
> unobtrusive or interferes with my gaming experience (i hate plugins that
> make me acknowledge the open menu before I can do anything), are fair (my
> friends and I know of a few servers in which mods are abusing critical
> chance plugins, and SM plugins in general), and perform well. Running
> custom plugins is great and all, but it was definitely out of hand. I've
> come to appreciate the vanilla playstyle on Valve pubs and quite frankly, I
> will miss them if the community cannot provide a reasonable replacement for
> that system. I played on some last night and some were fun, some had god
> awful performance, and some were unnecessarily encumbered with plugins.
> Quite frankly, I wouldn't mind requiring sv_pure 1 or sv_pure 2 even for QP
> servers receiving referrals.
>
> On Fri, Jul 8, 2016 at 2:09 PM, Robert Paulson 
> wrote:
>
>> People said the same thing about quickpick at the time and we all know
>> how that turned out. Everyone was claiming higher player counts at first
>> and now they are dead.
>>
>> On Fri, Jul 8, 2016 at 11:52 AM, E. Olsen  wrote:
>>
>>> Frankly, it's a win just by shining light on the fact that there ARE
>>> community servers at all. For years now, they've been effectively hidden to
>>> the point that a large portion of the F2P playerbase didn't even know they
>>> existed. At least with this UI change we've got the chance for players to
>>> find us.
>>>
>>> On Fri, Jul 8, 2016 at 2:47 PM, Lucas Wagner  wrote:
>>>
 I would imagine a big reason why things were so great last night was
 people just wanted to play TF2 and the only servers they could connect to
 were community servers. Not trying to rain on the parade, bu I think Robert
 is right. It'll be a few weeks before we have any clue how this will all
 play out.

 Lucas

 On Fri, Jul 8, 2016 at 1:28 PM, Robert Paulson 
 wrote:

> I am not sure why everyone is celebrating so early.
>
> Population is only high likely because of a new patch, summer time,
> and reportedly many Valve servers being temporarily down.
>
> Maybe casual mode is bringing in more players, but it is just as
> likely that matchmaking is yet another drain players that community 
> servers
> will never be allowed to participate in, while some of you are excited
> about fighting for scraps from other community servers.
>
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> please visit:
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Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread Lucas Wagner
I think the thing that worries me the most is that, at least with Valve
servers, there is a nice assortment of different maps, etc. I can find a
game on most maps with little or no effort. Communities largely serve the
interests of the server owners and operators. I know right before QP died
that it was very difficult to find anything but 24/7 servers focused on a
small handful of maps, mostly 2Fort, Dustbowl, Turbine, Harvest, etc. If
you wanted to play something like Frontier, for example, it wasn't easy to
find a community server offering that.

Perhaps Valve can provide some bonus referrals to servers hosting maps that
are not being played currently, and an interface for server operators to
queue what the community needs (Hey it'd be really great if you host upward
next) and set the next map to it within 2-3 minutes of a map ending. Or it
can just give more referrals to maps that aren't very well supported, thus
giving some incentive for operators to branch out.

I'm all for community servers provided the plugin set is clean (I don't
need to download all of your special files just to play a map), is
unobtrusive or interferes with my gaming experience (i hate plugins that
make me acknowledge the open menu before I can do anything), are fair (my
friends and I know of a few servers in which mods are abusing critical
chance plugins, and SM plugins in general), and perform well. Running
custom plugins is great and all, but it was definitely out of hand. I've
come to appreciate the vanilla playstyle on Valve pubs and quite frankly, I
will miss them if the community cannot provide a reasonable replacement for
that system. I played on some last night and some were fun, some had god
awful performance, and some were unnecessarily encumbered with plugins.
Quite frankly, I wouldn't mind requiring sv_pure 1 or sv_pure 2 even for QP
servers receiving referrals.

On Fri, Jul 8, 2016 at 2:09 PM, Robert Paulson 
wrote:

> People said the same thing about quickpick at the time and we all know how
> that turned out. Everyone was claiming higher player counts at first and
> now they are dead.
>
> On Fri, Jul 8, 2016 at 11:52 AM, E. Olsen  wrote:
>
>> Frankly, it's a win just by shining light on the fact that there ARE
>> community servers at all. For years now, they've been effectively hidden to
>> the point that a large portion of the F2P playerbase didn't even know they
>> existed. At least with this UI change we've got the chance for players to
>> find us.
>>
>> On Fri, Jul 8, 2016 at 2:47 PM, Lucas Wagner  wrote:
>>
>>> I would imagine a big reason why things were so great last night was
>>> people just wanted to play TF2 and the only servers they could connect to
>>> were community servers. Not trying to rain on the parade, bu I think Robert
>>> is right. It'll be a few weeks before we have any clue how this will all
>>> play out.
>>>
>>> Lucas
>>>
>>> On Fri, Jul 8, 2016 at 1:28 PM, Robert Paulson 
>>> wrote:
>>>
 I am not sure why everyone is celebrating so early.

 Population is only high likely because of a new patch, summer time, and
 reportedly many Valve servers being temporarily down.

 Maybe casual mode is bringing in more players, but it is just as likely
 that matchmaking is yet another drain players that community servers will
 never be allowed to participate in, while some of you are excited about
 fighting for scraps from other community servers.

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


>>>
>>> ___
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>>> please visit:
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>>>
>>
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Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread Weasels Lair
My feelings, "ditto".
On Jul 8, 2016 11:54 AM, "E. Olsen"  wrote:

> Frankly, it's a win just by shining light on the fact that there ARE
> community servers at all. For years now, they've been effectively hidden to
> the point that a large portion of the F2P playerbase didn't even know they
> existed. At least with this UI change we've got the chance for players to
> find us.
>
> On Fri, Jul 8, 2016 at 2:47 PM, Lucas Wagner  wrote:
>
>> I would imagine a big reason why things were so great last night was
>> people just wanted to play TF2 and the only servers they could connect to
>> were community servers. Not trying to rain on the parade, bu I think Robert
>> is right. It'll be a few weeks before we have any clue how this will all
>> play out.
>>
>> Lucas
>>
>> On Fri, Jul 8, 2016 at 1:28 PM, Robert Paulson 
>> wrote:
>>
>>> I am not sure why everyone is celebrating so early.
>>>
>>> Population is only high likely because of a new patch, summer time, and
>>> reportedly many Valve servers being temporarily down.
>>>
>>> Maybe casual mode is bringing in more players, but it is just as likely
>>> that matchmaking is yet another drain players that community servers will
>>> never be allowed to participate in, while some of you are excited about
>>> fighting for scraps from other community servers.
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>>>
>>
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Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread Robert Paulson
People said the same thing about quickpick at the time and we all know how
that turned out. Everyone was claiming higher player counts at first and
now they are dead.

On Fri, Jul 8, 2016 at 11:52 AM, E. Olsen  wrote:

> Frankly, it's a win just by shining light on the fact that there ARE
> community servers at all. For years now, they've been effectively hidden to
> the point that a large portion of the F2P playerbase didn't even know they
> existed. At least with this UI change we've got the chance for players to
> find us.
>
> On Fri, Jul 8, 2016 at 2:47 PM, Lucas Wagner  wrote:
>
>> I would imagine a big reason why things were so great last night was
>> people just wanted to play TF2 and the only servers they could connect to
>> were community servers. Not trying to rain on the parade, bu I think Robert
>> is right. It'll be a few weeks before we have any clue how this will all
>> play out.
>>
>> Lucas
>>
>> On Fri, Jul 8, 2016 at 1:28 PM, Robert Paulson 
>> wrote:
>>
>>> I am not sure why everyone is celebrating so early.
>>>
>>> Population is only high likely because of a new patch, summer time, and
>>> reportedly many Valve servers being temporarily down.
>>>
>>> Maybe casual mode is bringing in more players, but it is just as likely
>>> that matchmaking is yet another drain players that community servers will
>>> never be allowed to participate in, while some of you are excited about
>>> fighting for scraps from other community servers.
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>>>
>>
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Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread E. Olsen
Frankly, it's a win just by shining light on the fact that there ARE
community servers at all. For years now, they've been effectively hidden to
the point that a large portion of the F2P playerbase didn't even know they
existed. At least with this UI change we've got the chance for players to
find us.

On Fri, Jul 8, 2016 at 2:47 PM, Lucas Wagner  wrote:

> I would imagine a big reason why things were so great last night was
> people just wanted to play TF2 and the only servers they could connect to
> were community servers. Not trying to rain on the parade, bu I think Robert
> is right. It'll be a few weeks before we have any clue how this will all
> play out.
>
> Lucas
>
> On Fri, Jul 8, 2016 at 1:28 PM, Robert Paulson 
> wrote:
>
>> I am not sure why everyone is celebrating so early.
>>
>> Population is only high likely because of a new patch, summer time, and
>> reportedly many Valve servers being temporarily down.
>>
>> Maybe casual mode is bringing in more players, but it is just as likely
>> that matchmaking is yet another drain players that community servers will
>> never be allowed to participate in, while some of you are excited about
>> fighting for scraps from other community servers.
>>
>> ___
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>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>
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Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread Lucas Wagner
I would imagine a big reason why things were so great last night was people
just wanted to play TF2 and the only servers they could connect to were
community servers. Not trying to rain on the parade, bu I think Robert is
right. It'll be a few weeks before we have any clue how this will all play
out.

Lucas

On Fri, Jul 8, 2016 at 1:28 PM, Robert Paulson 
wrote:

> I am not sure why everyone is celebrating so early.
>
> Population is only high likely because of a new patch, summer time, and
> reportedly many Valve servers being temporarily down.
>
> Maybe casual mode is bringing in more players, but it is just as likely
> that matchmaking is yet another drain players that community servers will
> never be allowed to participate in, while some of you are excited about
> fighting for scraps from other community servers.
>
> ___
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> please visit:
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Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread Robert Paulson
I am not sure why everyone is celebrating so early.

Population is only high likely because of a new patch, summer time, and
reportedly many Valve servers being temporarily down.

Maybe casual mode is bringing in more players, but it is just as likely
that matchmaking is yet another drain players that community servers will
never be allowed to participate in, while some of you are excited about
fighting for scraps from other community servers.
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Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread Thomas Deisinger
No hypocrisy here. For the server owners/community runners who have put
hundreds if not thousands of hours into paying for servers, attracting
people who like well-policed and mature communities, all the changes over
the past years have been disheartening. We spend all this time that was
very worthwhile years ago, then suddenly, all the players are put into
thrown up and forgotten valve servers by default. All those people
complaining about "no pubs" don't even seem to realize that the server
browser exists. They will learn. They think that community servers are only
idle/trade servers are have a bunch of gameplay-changing plugins. Are there
some? Yes, but certainly not all of them. And, if this change is permanent,
more vanilla servers will pop up.

So, instead of Valve using valuable resources on a job that WAS filled by
community servers years ago, they are wisely changing it to doing the
game-official modes; matchmaking, MvM, etc.

They have spent six months working on this update, and they did not make
this change lightly I'm sure. They made the decision in this stage of the
game to let community servers take the handle again on the pub aspect of
the game.

I do think they should make sure all the quickplay stuff is sorted out so
that people who do it have a good experience, like removing the penalty for
leaving casual, and making people get in games in a good time, but it
hasn't even been 24 hours.

To the server owners, I suggest having your members/regulars who are happy
with the change send an email to the TF team showing their gratitude, how
they are hopeful for community servers (plus anything else they like about
the update). They are unfortunately probably getting inundated with loads
of "bring back pubss!1" so it will be nice for them to get some positive
feedback.

On Fri, Jul 8, 2016 at 1:10 AM, Phillip Vector 
wrote:

> >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 stupid to find your servers and it's because of quickplay that
> you lost all your traffic.
>
> I could answer.. 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 back and forth without allowing time for a decent
> amount of data.
>
> to it at that time (and I suspect I did). But I was shouted down and the
> complaining continued.
>
> I just find it funny that when it goes against you, you whine and want it
> changed IMMEDIATELY and when it goes in your favor, "Oh.. Let's wait to see
> what happens".
>
> The hypocrites are amusing.
>
> On Thu, Jul 7, 2016 at 11:02 PM, Rowedahelicon <
> theoneando...@rowedahelicon.com> wrote:
>
>> 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 Quickplay came into the mix.
>>
>> On Fri, Jul 8, 2016 at 1:54 AM, Phillip Vector 
>> wrote:
>>
>>> 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 will have if
>>> they waffle back and forth without allowing time for a decent amount of
>>> data.
>>>
>>> was the reaction by Valve over the hissy fit the server owners threw
>>> when they got taken off something. Amazing how you now agree with that idea
>>> when it benefits you.
>>>
>>> On Thu, Jul 7, 2016 at 10:49 PM, E. Olsen  wrote:
>>>
 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 back and forth without allowing time for a decent amount of
 data.

 What we're seeing here is the result of training several years worth of
 F2P TF2 players into thinking that pubbing in TF2 shouldn't be a
 "Competitive" experience, but just a silly, low skilled, pub stomp.
 Frankly, I'd be more than happy to see most of those folks screaming to
 bring back "silly" TF2 to leave the game for greener pastures.

 As it stands, 

Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread Nicholas Hastings
While the menu option may be gone (I haven't checked), the functionality
is probably still there. Just type "map " in client console.

-- 
Nicholas Hastings
AlliedMods.net 



> Weasels Lair 
> Thursday, July 7, 2016 11:23 PM
> 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 crappy / laggy servers - if they got it working
> at all.  However, it often used that feature to do a quick QA of a
> map, or enable sv_cheats to allow for a nav_generate for a new map and
> things like that.
>
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> Christian Deacon 
> Thursday, July 7, 2016 10:26 PM
>
> 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:
>
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> Jan 
> Thursday, July 7, 2016 10:19 PM
> Server browser now only shows community servers.
>
> On 8.7.2016 3:50, Christian Deacon wrote:
>
>
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> Christian Deacon 
> Thursday, July 7, 2016 9:50 PM
>
> 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 community servers will
> have the same visibility issue as before due to Valve servers spamming
> the list.
>
>
> Thanks.
>
>
> On 7/7/2016 9:36 PM, Thomas Deisinger wrote:
>
> ___
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> Thomas Deisinger 
> Thursday, July 7, 2016 9:36 PM
> Both mine are logged in and working fine. I did notice that one of the
> steam IDs was a different format
>
>
>
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Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread hl2mukkel .
Yes, please don't let people who are resistant to change spoil this great
step in the right direction. Community servers have their room again,
casual & comp their aswell.

However I disagree with penalities on leaving casual matches, they're
casual for a reason, why not replace left players with new players from the
queue like in overwatch?

On Fri, Jul 8, 2016 at 5:33 AM, Rowedahelicon <
theoneando...@rowedahelicon.com> wrote:

> 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
>> 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 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:
>>>
>>> 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 community servers will have
>>> the same visibility issue as before due to Valve servers spamming the list.
>>>
>>>
>>> Thanks.
>>>
>>> On 7/7/2016 9:36 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:
>>>
 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 server with no account logged in isn't gaining any population (both
 same game types). My second server isn't logging into the account I
 specified and I also can't list or create new identities:
 "Request to retrieve owned game server accounts--please wait." and
 "Request to create a game server account sent--please wait.".

 Anybody else have this issue?

 Thanks.


 On 7/7/2016 9:23 PM, Jan wrote:

 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 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 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 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 years since I’ve seen a
>>> response from any team member when you have this much flack about 
>>> something
>>> related to this game.
>>>
>>>
>>>
>>> *From:* hlds-boun...@list.valvesoftware.com [mailto:
>>> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Tohru Adachi
>>> *Sent:* Thursday, July 07, 2016 11:12 AM
>>> *To:* Half-Life dedicated Win32 server mailing list
>>> *Subject:* Re: [hlds] TF2: Meet Your Match update and QuickPlay?
>>>
>>>
>>>
>>> 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
>>>
>>>
>>>
>>> ___
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>>> archives, please visit:
>>> 

Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread supp...@boomgaming.net
MvM Matchmaking has been down here since the update. Literally no one can
connect to an MvM Mann-Up server . Currently, according to the MvM
coordinator, there are 84 players near me looking for servers and there is
no players in game at all. It appears the matchmaking backend is totally
offline.

On a side note, Can someone please fix the annoying MvM issue where the
Engineer's MvM store menu closes every time someone uses the teleporter on
an MvM mission? It's been going on for well over a year and it is so
freaking annoying as hell!

Other than that, I'm enjoying much of what the update has to offer. It's
great to see TF2 is stil getting some love from Valve. I love this game!

Happy Friday!

On Thu, Jul 7, 2016 at 10:21 PM, Christian Deacon 
wrote:

> 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 servers.
>
>
> In the end, I hope Valve continues to let community servers take in
> population. At least for a month or so to see how it goes (instead of
> instantly reverting the change). I guess we'll find out more after the
> maintenance event.
>
>
> P.S. I re-posted this on the mailing list since the original e-mail is
> waiting for approval (e-mail body was "too large"). Who knows how long it
> would take for the message to be approved. I apologize if this gets
> submitted twice.
>
>
> Thanks.
>
>
> ___
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> please visit:
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Re: [hlds] Optional TF2 update released

2016-07-08 Thread Saint K.
Are you absolutely nuts?



 From:   Jacob  
 To:   Half-Life dedicated Win32 server mailing list 
 
 Sent:   7/8/2016 7:08 AM 
 Subject:   Re: [hlds] Optional TF2 update released 



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. You do not need this update 
unless you are experiencing this problem. 
  
Thanks. 
  
-Eric 
  
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Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread Rowedahelicon
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 they don't then great! Now it will be our turn to help fix up
TF2, if they do listen to Reddit and revert everything having not given us
a chance, then it's going to be a really annoying mess for us yet again.

I mean, I do see the hypocrisy, it's just a very tense moment right now for
us.

On Fri, Jul 8, 2016 at 2:10 AM, Phillip Vector 
wrote:

> >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 stupid to find your servers and it's because of quickplay that
> you lost all your traffic.
>
> I could answer.. 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 back and forth without allowing time for a decent
> amount of data.
>
> to it at that time (and I suspect I did). But I was shouted down and the
> complaining continued.
>
> I just find it funny that when it goes against you, you whine and want it
> changed IMMEDIATELY and when it goes in your favor, "Oh.. Let's wait to see
> what happens".
>
> The hypocrites are amusing.
>
> On Thu, Jul 7, 2016 at 11:02 PM, Rowedahelicon <
> theoneando...@rowedahelicon.com> wrote:
>
>> 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 Quickplay came into the mix.
>>
>> On Fri, Jul 8, 2016 at 1:54 AM, Phillip Vector 
>> wrote:
>>
>>> 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 will have if
>>> they waffle back and forth without allowing time for a decent amount of
>>> data.
>>>
>>> was the reaction by Valve over the hissy fit the server owners threw
>>> when they got taken off something. Amazing how you now agree with that idea
>>> when it benefits you.
>>>
>>> On Thu, Jul 7, 2016 at 10:49 PM, E. Olsen  wrote:
>>>
 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 back and forth without allowing time for a decent amount of
 data.

 What we're seeing here is the result of training several years worth of
 F2P TF2 players into thinking that pubbing in TF2 shouldn't be a
 "Competitive" experience, but just a silly, low skilled, pub stomp.
 Frankly, I'd be more than happy to see most of those folks screaming to
 bring back "silly" TF2 to leave the game for greener pastures.

 As it stands, I think this could strike a good balance: The competitive
 matchmaking folks get what they want, and the opportunity once again exists
 for Diversity and Community to come back to TF2.

 My only hope is that Valve gives it a real chance to succeed.

 On Fri, Jul 8, 2016 at 1:22 AM, Rowedahelicon <
 theoneando...@rowedahelicon.com> wrote:

> 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 is making me sad honestly, I'm trying not to let it get to me.
>
> On Fri, Jul 8, 2016 at 1:21 AM, Christian Deacon  > wrote:
>
>> 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 servers.

Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread Phillip Vector
>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 stupid to find your servers and it's because of quickplay that you lost
all your traffic.

I could answer.. 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 back and forth without allowing time for a decent
amount of data.

to it at that time (and I suspect I did). But I was shouted down and the
complaining continued.

I just find it funny that when it goes against you, you whine and want it
changed IMMEDIATELY and when it goes in your favor, "Oh.. Let's wait to see
what happens".

The hypocrites are amusing.

On Thu, Jul 7, 2016 at 11:02 PM, Rowedahelicon <
theoneando...@rowedahelicon.com> wrote:

> 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 Quickplay came into the mix.
>
> On Fri, Jul 8, 2016 at 1:54 AM, Phillip Vector 
> wrote:
>
>> 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 will have if
>> they waffle back and forth without allowing time for a decent amount of
>> data.
>>
>> was the reaction by Valve over the hissy fit the server owners threw when
>> they got taken off something. Amazing how you now agree with that idea when
>> it benefits you.
>>
>> On Thu, Jul 7, 2016 at 10:49 PM, E. Olsen  wrote:
>>
>>> 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 back and forth without allowing time for a decent amount of data.
>>>
>>> What we're seeing here is the result of training several years worth of
>>> F2P TF2 players into thinking that pubbing in TF2 shouldn't be a
>>> "Competitive" experience, but just a silly, low skilled, pub stomp.
>>> Frankly, I'd be more than happy to see most of those folks screaming to
>>> bring back "silly" TF2 to leave the game for greener pastures.
>>>
>>> As it stands, I think this could strike a good balance: The competitive
>>> matchmaking folks get what they want, and the opportunity once again exists
>>> for Diversity and Community to come back to TF2.
>>>
>>> My only hope is that Valve gives it a real chance to succeed.
>>>
>>> On Fri, Jul 8, 2016 at 1:22 AM, Rowedahelicon <
>>> theoneando...@rowedahelicon.com> wrote:
>>>
 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 is making me sad honestly, I'm trying not to let it get to me.

 On Fri, Jul 8, 2016 at 1:21 AM, Christian Deacon 
 wrote:

> 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 servers.
>
>
> In the end, I hope Valve continues to let community servers take in
> population. At least for a month or so to see how it goes (instead of
> instantly reverting the change). I guess we'll find out more after the
> maintenance event.
>
>
> P.S. I re-posted this on the mailing list since the original e-mail is
> waiting for approval (e-mail body was "too large"). Who knows how long it
> would take for the message to be approved. I apologize if this gets
> submitted twice.
>
>
> Thanks.
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

Re: [hlds] Optional TF2 update released

2016-07-08 Thread Christian Deacon
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 I applied this optional update, 
the server crashed on the next map change. Sadly, I can't reproduce the 
crash by simply changing the map.



There is a possibility the update wasn't applied right. Therefore, I've 
reapplied the update. I'll post here again if my server crashes with the 
same error again.



Thanks.


On 7/8/2016 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. You do 
not need this update unless you are experiencing this problem.


Thanks.

-Eric



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Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread Rowedahelicon
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 Quickplay came into the mix.

On Fri, Jul 8, 2016 at 1:54 AM, Phillip Vector 
wrote:

> 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 will have if they
> waffle back and forth without allowing time for a decent amount of data.
>
> was the reaction by Valve over the hissy fit the server owners threw when
> they got taken off something. Amazing how you now agree with that idea when
> it benefits you.
>
> On Thu, Jul 7, 2016 at 10:49 PM, E. Olsen  wrote:
>
>> 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 back and forth without allowing time for a decent amount of data.
>>
>> What we're seeing here is the result of training several years worth of
>> F2P TF2 players into thinking that pubbing in TF2 shouldn't be a
>> "Competitive" experience, but just a silly, low skilled, pub stomp.
>> Frankly, I'd be more than happy to see most of those folks screaming to
>> bring back "silly" TF2 to leave the game for greener pastures.
>>
>> As it stands, I think this could strike a good balance: The competitive
>> matchmaking folks get what they want, and the opportunity once again exists
>> for Diversity and Community to come back to TF2.
>>
>> My only hope is that Valve gives it a real chance to succeed.
>>
>> On Fri, Jul 8, 2016 at 1:22 AM, Rowedahelicon <
>> theoneando...@rowedahelicon.com> wrote:
>>
>>> 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 is making me sad honestly, I'm trying not to let it get to me.
>>>
>>> On Fri, Jul 8, 2016 at 1:21 AM, Christian Deacon 
>>> wrote:
>>>
 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 servers.


 In the end, I hope Valve continues to let community servers take in
 population. At least for a month or so to see how it goes (instead of
 instantly reverting the change). I guess we'll find out more after the
 maintenance event.


 P.S. I re-posted this on the mailing list since the original e-mail is
 waiting for approval (e-mail body was "too large"). Who knows how long it
 would take for the message to be approved. I apologize if this gets
 submitted twice.


 Thanks.



 ___
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 please visit:
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>>>
>>>
>>>
>>> --
>>> *Matthew (Rowedahelicon) Robinson*
>>> Web Designer / Artist / Writer
>>> Website - http://www.rowedahelicon.com/
>>>
>>> ___
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>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>>>
>>
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>>
>
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>


-- 
*Matthew (Rowedahelicon) Robinson*
Web Designer / Artist / Writer
Website - http://www.rowedahelicon.com/
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