I spoke with them, they're working on a way to pre-emptively ban with
the CBS extension so the client doesn't load in before they get
rejected.

- Neph

On Thu, Mar 12, 2009 at 6:04 PM, 1nsane <1nsane...@gmail.com> wrote:
> That's what I do. Really no reason to have people join into reserved slots.
> Just hide them.
> This might actually force other server admins to re-evaluate their reserved
> slot system... But what about banning? Sourcebans and the like?
>
> On Thu, Mar 12, 2009 at 8:58 PM, Donnie Newlove 
> <donnie.newl...@gmail.com>wrote:
>
>> Then don't kick players. Players that get kicked for no apparent
>> reason will have a bad experience and thus reducing score because of
>> reserved slots is not a problem, it's a feature. This system is not
>> made for you, it’s made for the players.
>>
>> But there is an easy solution. Make your server use 26 slots or 32 or
>> whatever is needed, hide those extra slots and then use them for
>> reserved players. No one gets kicked and players with reserved slots
>> will join their extra reserved slots. It's already built into
>> SourceMod.
>>
>> On Fri, Mar 13, 2009 at 1:47 AM, SmOoThEm <ad...@righttorule.com> wrote:
>> > What about reserve slots? Everyone uses those to provide their special
>> > people with access without admin intervention.
>> >
>> > A user must connect to a server before he is then kicked to clear the
>> slot.
>> > Ive been watching my Badwater server for the past 20 mins and ive seen
>> over
>> > 20+ people get kicked for joining the 32nd slot.
>> >
>> > Delisting servers is not a good idea at all, but awarding popular servers
>> > is! A simple server list sorting ability for the new "server ranks" would
>> be
>> > the best way to go.
>> >
>> > -----Original Message-----
>> > From: hlds-boun...@list.valvesoftware.com
>> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
>> > gamead...@127001.org
>> > Sent: Thursday, March 12, 2009 5:33 PM
>> > To: 'Half-Life dedicated Win32 server mailing list'
>> > Subject: Re: [hlds] TF2 Blog Post: Server Scoring
>> >
>> > I'd agree that now that this is out in the open, its usefulness for
>> > blacklisting is over, but I'd argue that up until now, the only servers
>> that
>> > matched the pattern of consistent connections followed by immediate
>> > disconnections would be fakeclients servers, so, assuming the stats can't
>> be
>> > manipulated, I don't have a problem with delisting.
>> >
>> > I'd also argue that, up until now, the secrecy has ensured no
>> manipulation
>> > and, from now on, the situation is reversed.
>> >
>> >> -----Original Message-----
>> >> From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
>> >> boun...@list.valvesoftware.com] On Behalf Of SmOoThEm
>> >> Sent: 13 March 2009 00:27
>> >> To: 'Half-Life dedicated Win32 server mailing list'
>> >> Subject: Re: [hlds] TF2 Blog Post: Server Scoring
>> >>
>> >> You guys are missing the point here, and it's going to be a big
>> >> problem.
>> >>
>> >> Let's say I get 15 people to join a server and then leave just because
>> >> I
>> >> don’t like the owners etc.
>> >> There goes 225 points from the server for no reason at all. I can see
>> >> people
>> >> like mygot getting servers delisted even if it only counts each player
>> >> once
>> >> per month. Also when a player joins a server and gets kicked for a
>> >> reserve
>> >> slot or cause of the steambans plugin this will really trash a server
>> >> score
>> >> because the player is actually connected before getting kicked.
>> >>
>> >> Taking away points is a horrible idea, but giving points based upon
>> >> play
>> >> time really has potential. I can see where this idea is going but
>> >> removing
>> >> servers that people pay for from the list just because it isn't popular
>> >> is
>> >> bullshit. Everyone has to start somewhere and it takes a lot of work to
>> >> get
>> >> a new server full of regular returning players. Before valve does
>> >> anything
>> >> like this they need to consult the community! I don’t think valve
>> >> really
>> >> understands how much money is spent each year from organizations to
>> >> provide
>> >> servers for the games they create. Personally we spend thousands. If
>> >> they
>> >> would do something like this to benefit the server owners and the
>> >> players at
>> >> the same time it would prevail a success and actually give merit to
>> >> established servers.
>> >> A better idea would be allowing servers in the list to be sorted by
>> >> their
>> >> score and not just by names, pings, players, etc. This way no one is
>> >> de-listed and the same effect is obtained for the players.
>> >>
>> >> TALK TO US VALVE, DON’T JUST LEAVE US OUT TO DRY!!!!!!
>> >>
>> >>
>> >>
>> >> -----Original Message-----
>> >> From: hlds-boun...@list.valvesoftware.com
>> >> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie
>> >> Newlove
>> >> Sent: Thursday, March 12, 2009 4:47 PM
>> >> To: Half-Life dedicated Win32 server mailing list
>> >> Subject: Re: [hlds] TF2 Blog Post: Server Scoring
>> >>
>> >> If if is a global problem and not only a server problem then it would
>> >> not matter because every server would be penalised for it and since a
>> >> rank will only mean anything when compared to other servers it should
>> >> not matter.
>> >>
>> >> On Fri, Mar 13, 2009 at 12:36 AM, 1nsane <1nsane...@gmail.com> wrote:
>> >> > Hmm connection time... So clients dropped by steam/vac connection
>> >> issues
>> >> > will give negative points too? :D
>> >> >
>> >> > On Thu, Mar 12, 2009 at 7:21 PM, Octo <octodhd_h...@monkeyrings.com>
>> >> wrote:
>> >> >
>> >> >> Oh this is great news =)
>> >> >>
>> >> >> As long as theres not a way to game this to force the delist of a
>> >> competing
>> >> >> community.  I'll assume they only count a steamid's vote once for a
>> >> server
>> >> >> in a large time frame, so that flapping clients wont cause a huge
>> >> point
>> >> >> hit.
>> >> >>
>> >> >> Now if only you gave a vanilla server bonus....
>> >> >>
>> >> >> On Fri, Mar 13, 2009 at 10:14:24AM +1100, Andrew Armstrong wrote:
>> >> >> > Check out http://teamfortress.com/
>> >> >> >
>> >> >> >
>> >> >> >
>> >> >> > "One of the things we've been thinking about for a while now is
>> >> how to
>> >> >> > improve the player experience around finding a server to play on"
>> >> >> >
>> >> >> >
>> >> >> >
>> >> >> > .
>> >> >> >
>> >> >> >
>> >> >> >
>> >> >> > "After kicking around some proposals, we came up with a simple
>> >> system
>> >> >> built
>> >> >> > around the theory that player time on a server is a useful metric
>> >> for
>> >> how
>> >> >> > happy the player is with that server."
>> >> >> >
>> >> >> >
>> >> >> >
>> >> >> > "The very worst servers attract a large number of connections,
>> >> mostly
>> >> >> > because they're lying in ways that make them look like a very
>> >> attractive
>> >> >> > server at all times."
>> >> >> >
>> >> >> >
>> >> >> >
>> >> >> > "Our first step in improving this part of the player experience
>> >> has
>> >> been
>> >> >> to
>> >> >> > delist all the really bad servers. The master server will simply
>> >> stop
>> >> >> giving
>> >> >> > these to you when you fire up the serverbrowser. After that, we're
>> >> going
>> >> >> to
>> >> >> > keep improving our ability to measure this kind of problem."
>> >> >> >
>> >> >> >
>> >> >> >
>> >> >> > This sounds very cool, and I look forward to see what Valve can
>> >> come up
>> >> >> with
>> >> >> > in using these stats.
>> >> >> >
>> >> >> >
>> >> >> >
>> >> >> > -          Andrew
>> >> >> >
>> >> >> > _______________________________________________
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>> >> >> please visit:
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>> >> >>
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>> >> >
>> >>
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>> >>
>> >>
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>> >
>> >
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>> >
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>>
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