I'm a relatively new server operator. I had two servers up and I had to
close one down because nobody can find it. I have to tell every single
person the ip if I want them to play on it. It's just not in the server
browser, not even when I search for the exact name. Pretty ridiculous.
Start a server, pay the money to run it, spend hours setting everything up,
finally get it working... no one can find it. Lol

On Wed, Nov 26, 2014 at 10:11 AM, Matthias "InstantMuffin" Kollek <
[email protected]> wrote:

>  It's a shame that this mail has almost gone lost with no official
> glance/response at it so far.
>
>
> On 26.11.2014 19:07, Kevin C wrote:
>
> Please, at least bring back a server browser that functions like CS:S.
>
>
> On 11/24/2014 4:11 PM, Gamemann wrote:
>
> Dear Counter-Strike: Global Offensive developers and server owners,
>
> I need to address the current state of the modding community and why
> things must change. The modding community is lacking major functionality at
> the moment. First, I want to talk about how important the CS:GO modding
> community is. Counter-Strike: Source and Counter-Strike are still alive due
> to the modding community. Server owners put time and effort into creating
> servers and providing a unique gaming experience for players. Ever since
> CS:GO launched, the modding community hasn’t gone anywhere due to the
> modding community not having the right tools to prosper.
>
> The first major issue in CS:GO is the unfinished community server browser.
> This issue has been discussed multiple times but Valve has been quiet about
> the issue. The community server browser will one day display 500-1000
> servers and the next day display only 10-60 servers. These servers usually
> have a password or are Valve official servers. The CS:GO’s community server
> browser should be similar to CS:S’s community server browser where it will
> show all community servers (5000+ servers), with the default region set to
> “ALL”. It should also filter all Valve’s official servers since they will
> flood the server browser results. Many well-done community servers lack
> population and the unfinished community server browser is to blame.
>
>     The next major issue in CS:GO is the “qconnect” attack. There have
> been servers down for months straight from the “qconnect” attack. Many
> communities have sent e-mails to Valve about the attack but no useful
> responses were sent back. These attacks disguise themselves as legitimate
> packets, therefore blocking the attack through the firewall blocks all
> legitimate traffic. These IPs are spoofed, therefore we cannot filter per
> IP address through the firewall. The command “sv_max_queries_sec_global”
> doesn’t work correctly, when at a ridiculously high value (9999999999), the
> server doesn’t use extra CPU and rejects legitimate packets. The e-mail
> sent to Valve with more information is here: http://pastebin.com/kLKi6fjm
>
>     The final issue is the model precache limit, usually the amount of
> models isn’t an issue, but the table includes materials. There have been
> servers crashing with errors such as
>
> “Warning:  Table modelprecache is full, can't add materials/XXXX.vtf”.
> There should be a separate material precache table for materials only. The
> limit at 1024 maximum models/materials is not enough for the modding
> community and restricts the modding community from enabling unique features
> that worked fine in CS:S.
>
> I hope these major issues can be addressed.
>
> Thanks.
>
>
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>
>
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