This whole ordeal makes me just want to shut off my servers and walk away.

localhost wrote:
> Aaaargh, frankly.
>
> I posted this a while back, but have only just noticed I failed at setting
> the reply address to my subscription address.  Most of what I said has now
> been said already, but I'm saying it already dammit!
>
> -----
>
> "Classic" / "Modded" as opposed to "Internet" / "Custom" seems a rather good
> change, whether one tab or two.  Though as a player, sometimes I just want
> to find a half-full server so me and my mates can join, and whether it is
> modded or not is secondary (hence filters / buttons seems a good idea)
>
> Browsing the steam forums, there seems to be a quite large contingent that
> LIKES having significant gameplay differences in servers marked out; this is
> not going away.
>
> Proposition 1: The contents of a server's sv_tag cvar should accurately
> reflect the nature of the server.  I don't know anyone who has an issue with
> that; before the tags were implemented most game admins wanted to fling all
> KINDS of information in there
>
> Proposition 2: Some of the contents of sv_tags should be auto-set and not
> changeable.  If you're alltalk, that tag goes in there.  Low gravity, high
> gravity, anything that might be a "feature" to attract or repel players.
> This just means some of #1 is automated, reducing work for server admins
>
> Proposition 3: Only some specific autogenerated tags should automatically
> mark the server as being custom/modded.  Gravity adjustments, for example.
> If I'm going to connect to a lowgrav server I damn well want to know it
> first.  Tags the system does not know about are assumed to be benign (ie GSP
> tags)
>
> Proposition 4: Some non-autogenerated tags, or some mods whether mention in
> tags or not, should also result in a server being custom/modded.  To that
> end, there should be a cvar which overrides classic listing and forces a
> server to be custom/modded.
>
> Proposition 5: There should be an "all" view mode (or tab if valve
> absolutely insist :/ ), and it should be default (The default should be
> player-configurable or remember their last option).  In this mode, classic
> servers should be clearly distinguishable from custom/modded, presumably by
> way of colours.  When a player is using the "All" mode and clicks to connect
> to a custom/modded server, he should get a pop-up notifying him that this
> server could have signigicant gameplay differences from classic TF2, which
> one of those "don't tell me again" checkboxes.
>
> Proposition 6: If this makes finding the servers players want easier for
> them, it is a success.  Accordingly, Valve should aggressively de-list game
> servers which attempt to subvert the auto-generated portion of the system,
> and strongly encourage mod authors to set appropriate tags and raise the
> custom/modded flag when gameplay-altering aspects of their mods are enabled.
>
> Problems:
>
> Do higher player numbers count as custom?  It can be argued the maps are
> only designed for 24 players; then do LOWER player numbers count as custom?
> What other cvar-derived settings might be assumed to be gameplay-altering?
> Alltalk should be listed as a tag (in casual play I find it much better and
> is an attractant, though serious players might be repelled due to the
> inherent loss in team coordination) but is presumably not gameplay altering?
>
> Would players play on servers marked as custom/modded?  Some always will,
> especially on servers with strong communities, but the transient masses?  If
> they won't, then shouldn't game admins maybe tone down the mods anyway?
>
> Would game admins cooperate?  Or would they still attempt to subvert the
> classification system? Assuming the system is implemented as proposed,
> again, doesn't that imply the admins are attempting to "trap" players and
> lure them into servers under false pretences?
>
> Do I talk too much? (YES!)
>
> Opinions please
>
> Frymaster on behalf of games.127001.org
>
>
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