And redirect servers!

On Fri, Mar 13, 2009 at 2:52 PM, msleeper <mslee...@cyberwurx.com> wrote:

> I 1000% agree with you Neph, and to reiterate what Richard said. "It's
> all about working with the system and not around it."
>
> The bottom line is that the only people who are going to be affected
> probably know who they are. Not Mr. "Server in my spare time and few
> players who stay", not Mr. "32 players are better than 24", not Mr.
> "24/7 pl_dustbowl_v2_noscouts_finaldestination ALL CRITS LOWGRAV LOL".
>
> Not anyone but the people who know what they are doing that hurts
> themselves in the end - fake clients.
>
>
> On Fri, 2009-03-13 at 12:27 -0700, Nephyrin Zey wrote:
> > PROTIP: This system is *only* used to find the bottom X percent of
> > really bad servers. Hurr i kick a lot of people or hurr i only have 24
> > slots doesn't mean you're suddenly the worst 1% online. They never
> > said "We're publishing standings so higher score servers get somehow
> > rewarded!" that would be stupid.
> >
> > - Neph
> >
> > On Fri, Mar 13, 2009 at 11:31 AM, Cc2iscooL <cc2isc...@gmail.com> wrote:
> > > Biased towards higher-slot servers.
> > >
> > > On Fri, Mar 13, 2009 at 12:47 PM, Greg Williams <greg_wi...@yahoo.com
> >wrote:
> > >
> > >> This is easy enough, as some have stated. Do not do negative scoring.
> High
> > >> population servers get higher scores.. Oh, and this is already done..
> > >>
> > >> http://www.gametracker.com/search/tf2/
> > >>
> > >>
> > >>
> > >>
> > >> ________________________________
> > >> From: Mike Stiehm <mikesti...@gmail.com>
> > >> To: Half-Life dedicated Win32 server mailing list <
> > >> hlds@list.valvesoftware.com>
> > >> Sent: Friday, March 13, 2009 12:08:33 PM
> > >> Subject: Re: [hlds] TF2 Blog Post: Server Scoring
> > >>
> > >> Well I not so sure this is all setup to stop fake-clients... Seems
> like you
> > >> just need to provide a good experience for the end user.. If you pass
> off a
> > >> server as full when there is no one in the server this will kill your
> > >> server
> > >> over time (redirect servers also).  If you use fake clients to add
> maybe a
> > >> few players to your player count and have a system to turn off your
> fake
> > >> clients when your server has a low population. So people are not so
> much
> > >> thinking that they are joining a 'full' server you should still be ok
> from
> > >> what it looks like.
> > >>
> > >> -----Original Message-----
> > >> From: hlds-boun...@list.valvesoftware.com
> > >> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AnAkIn .
> > >> Sent: Friday, March 13, 2009 6:26 AM
> > >> To: Half-Life dedicated Win32 server mailing list
> > >> Subject: Re: [hlds] TF2 Blog Post: Server Scoring
> > >>
> > >> Nice to see that VALVe finally did something about fake client
> servers. I
> > >> hope it'll work.
> > >>
> > >> 2009/3/13 Ronny Schedel <i...@ronny-schedel.de>
> > >>
> > >> >
> > >> > 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.
> > >> > >
> > >>
> > >>
> > >>
> > >> _______________________________________________
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> > >>
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> > >
> >
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>
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