TF2 is designed to have the best game experience with 24 players. So, the 
game experience changes with more or less players.


> The maximum number of players in TF2 is 32 and it's the server admin's
> choice, how many slots he wants to have.
> If an admin starts his server with 24 slots, 20 slots, 10 slots or 2 slots
> instead of 32, he accepts, that less players can score the server up. On 
> the
> other side on 32 slot servers there are more connections which give minus
> points.
>
> The score is not a result of the server settings, it's a result of active
> connected players and when a server can make more people happy (in having
> the max slots available), it should get a better score than low slotted
> servers.
>
> I don't want to see 2 slot (or 24) TF2 servers which have the same score
> than my 32 slot server.
>
> -----Original Message-----
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel
> Sent: Friday, March 13, 2009 9:15 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] TF2 Blog Post: Server Scoring
>
>
> You don't get a penalty for removing players, the penalty is for each
> connection.
>
> A score filter would honor 32 player servers again, because they earn more
> points. It would be better to have a normalized score depending on the max
> player count. So a 24 player server which is full all the day has the same
> score like a 32 player server which is full all the day.
>
>
>>I think the overall idea of this is good, but there are problems that
>> absolutely must be fixed.
>>
>> 1. Players connecting and reconnecting to the same server over and over 
>> to
>> 'attack' a server.
>>
>> 2. The server changing maps, technically all players disconnect from the
>> server, so when the map changes on a 32 player server, you get 32
>> disconnects, and then 32 connections. 32 x 15 = -480 points for simply
>> changing the map.
>>
>> If any of the players have been on for fewer than 15 minutes, you'll get
>> even more of a penalty.
>>
>> 3. Players getting kicked - I should not be punished for removing players
>> from my server. If a player is cheating or griefing, I'd like to be able
>> to
>> kick him without taking a penalty.
>>
>> 4. Server scores should be visible to the server administrator, delists
>> must
>> not be permanent if there is a delist mechanic in, negative server scores
>> must heal over time, mainly so you don't get a situation with a server
>> being
>> permanently delisted. A bad server should stay delisted, but if a bad
>> server
>> stops being bad it should not remain delisted.
>>
>> 5. Crash exploits? There's always a new crash exploit, now exploiters 
>> even
>> have more incentive to crash servers, because now servers will be
>> penalized
>> if you connect and don't remain on for at least 15 minutes.
>>
>> 6. Players getting removed from the server for reasons beyond their
>> control.
>> - connection lost
>> - steam down (yes it happens)
>> - kicked by administrator
>> - vote kicked by players
>> - and whatever other reason.
>>
>> The easiest way to prevent players from gaming the system against 
>> servers?
>> No negative scores.
>>
>> Good servers will have very high positive scores, bad servers will have
>> low
>> scores. The -15 connection penalty is not needed. You can figure out how
>> popular a server is solely by the amount of hours played on that server
>> per
>> player.
>>
>> Then simply allow players to sort the servers by score (and make sure 
>> this
>> 'score' value does not come from the server, but from the master server).
>>
>> Rather than delisting, allow players to filter the servers by score. 
>> I.e.,
>> "Don't show servers with less than x score".
>>
>> - voogru.
>>
>> -----Original Message-----
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Bengt
>> Rosenberger
>> Sent: Thursday, March 12, 2009 11:55 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] TF2 Blog Post: Server Scoring
>>
>> They will, trust me, they do atm. Each day.
>> Many, many players join servers by ping, player count and map and give a
>> damn about the server name and tags.
>> If they join my server, which they already do, they realize the mods and
>> leave. And if I switch from a stock to a custom map, I'll lose points
>> too because those who joined late, will now leave.
>>
>> This WILL affect me.
>>
>> Blood Letter schrieb:
>>> Those players go elsewhere, your players will still go to your server.
>>> I highly doubt you'd be on the de-listed end of the spectrum.
>>>
>>> I hope server score/rank is never made visible in any way.
>>> We do NOT need another e-peen measurement tool.
>>>
>>>
>>>> Date: Fri, 13 Mar 2009 04:40:03 +0100
>>>> From: bengt.rosenber...@gmx.de
>>>> To: hlds@list.valvesoftware.com
>>>> Subject: Re: [hlds] TF2 Blog Post: Server Scoring
>>>>
>>>> This is utterly shit (sorry for the language).
>>>>
>>>> - Mods: I'm running a few heavily modded TF2 server with many custom
>>>> MM:S plugins. Although its all listed in server-name AND tags, I see
>>>> people join, realize the mods, rant in chat and leave. This is going to
>>>> hurt me and my community
>>>>
>>>> - Custom maps: This will put an end to custom maps completely. Not only
>>>> the majority of players avoid custom maps, many people connect, wait 
>>>> for
>>>> the download bar 1-2 seconds and disconnect again. Also, when a custom
>>>> map is played, many players disconnect at mapchange. If they connected
>>>> on the previous map, I get minus score for that. How nice...
>>>>
>>>> - Exploiting: Some of my servers are empty at night. So a player now 
>>>> can
>>>> join it, disconnect and leave again just to hurt me?
>>>>
>>>> We KNEW for a long time valve is getting up the fight against mods 
>>>> again
>>>> after they reverted the sv_tags delist shit.
>>>> It seems this is what they thought out this time to fight custom
>>>> servers.
>>>>
>>>> I'm paying ******* money from my own pocket each month to provide
>>>> servers for THEIR game. I help them to earn money while I spend my
>>>> money.
>>>> LET MY FU***** server alone goddamn.
>>>>
>>>> (And again, sorry for the language. I'm in wrath).
>>>>
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>>>
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>>
>>
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>
>
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