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). >>>> >>>> _______________________________________________ >>>> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >>>> http://list.valvesoftware.com/mailman/listinfo/hlds >>>> >>> >>> _________________________________________________________________ >>> Windows LiveT Groups: Create an online spot for your favorite groups to >> meet. >>> http://windowslive.com/online/groups?ocid=TXT_TAGLM_WL_groups_032009 >>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlds >>> >>> >> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlds >> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlds >> > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds