I think I can confirm that as a css server operator.
I believed it was because of the new tf2 update, but I guess BF3 and
other games have some influence too.

2011/11/4 E. Olsen <ceo.eol...@gmail.com>:
> Actually, if you'll look at the Steam stats, it's pretty obvious that
> overall TF2 traffic has taken a downturn. Add to that all the additional
> servers that went up after F2P went live, along with a pretty cluttered
> release schedule of new PC games (BF3, etc.), and I think what most
> operators are seeing is simply a symptom of less public players overall, and
> too many servers - not a problem with quickplay. With only 40k or so TF2
> players to go around, if you haven't built up a relatively large group of
> regulars, you're going to be struggling.
>
> We've seen a downturn as well (although, not in our UK-based servers, only
> in the US), but it's simply moving toward where traffic levels were prior to
> F2P/quickplay. Personally, I think operators that have been relying solely
> on quickplay to fill their servers are going to have a tough go at keeping
> full servers from now on (unless, of course, Valve has another big update up
> their sleeve to kick TF2 in the pants again). TF2 is a 4 year old game - and
> without a large group of regulars already built up, I doubt I would launch
> and TF2 servers today. Building consistent traffic takes a ton of time and
> dedication - even when a game is new. Quickplay is a crutch, and if your
> servers can't fill without it, you're already sunk.
>
> On Fri, Nov 4, 2011 at 12:57 PM, Tyler Davies <tyler.k.dav...@gmail.com>
> wrote:
>>
>> I'm having the same ordeal with my servers. And I know that it's totally
>> unrelated to the amount of time people have been playing in it because over
>> 10 people (almost constantly) had been connected for more than one hour on
>> the day of the most recent update. Everyone who connected to the three of my
>> servers stayed in for an avg. of 45 minutes to an hour and a half. Yet the
>> next day, not a single soul from quickplay to be found, only the regular
>> players. This all started happening after the Halloween update. This is very
>> bizarre because we're normally full and people stay on for an extended
>> amount of time (I'd say about 45 min - 1 1/2 hours) give or take 65-70% of
>> the time. Maybe this should be looked into? I don't know. But I will say
>> that people play on the servers quite a bit and now quickplay is
>> discriminating my servers. I've seen other servers that cannot hold a single
>> person in for more than 45 minutes yet quickplay keeps them full all day and
>> night. I don't like saying there is something wrong.... but I think there is
>> something wrong.
>>
>> On Fri, Nov 4, 2011 at 1:12 AM, Team BOOM! <teamb...@comcast.net> wrote:
>>>
>>> I'm seeing the same thing as msleeper. I have 7 TF2 servers and all of
>>> them
>>> were running totally full of players until the day after Halloween. In
>>> fact
>>> they've been running full for months. Now all but one or two usually sit
>>> empty. It's like quickplay is not directing traffic to them anymore.
>>> Something is weird here. I don't get it. Is anyone else seeing something
>>> goofy like this.
>>>
>>> Mike
>>>
>>> -----Original Message-----
>>> From: hlds-boun...@list.valvesoftware.com
>>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
>>> Sent: Thursday, November 03, 2011 3:09 PM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: Re: [hlds] TF2 Quickplay Server Capacity Penalty
>>>
>>> So I'm not sure if this is related to quickplay or not, but I've
>>> noticed the past 2 days that my (pure vanilla, no SM or anything)
>>> quickplay servers have gotten next to no traffic. Which is very
>>> strange considering at least 1 of them usually is full of players, and
>>> since the start of the Halloween event they've been full nearly 20
>>> hours a day. Am I just drawing the short stick getting quickplay
>>> players, or are people just bored with the Halloween stuff already? Or
>>> was there a change in the backend that I might be affected by?
>>>
>>> On Thu, Nov 3, 2011 at 6:03 PM, Fletcher Dunn
>>> <fletch...@valvesoftware.com> wrote:
>>> > Quickplay operates based upon the same data used by the server
>>> > browser.
>>> So
>>> > whatever the max player count is as reported to the server player.
>>> >
>>> >
>>> >
>>> > Of course, the current player count is also relevant! :)
>>> >
>>> >
>>> >
>>> > - Fletch
>>> >
>>> >
>>> >
>>> > From: hlds-boun...@list.valvesoftware.com
>>> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Terry
>>> > Robinson
>>> > Sent: Thursday, November 03, 2011 1:43 PM
>>> > To: hlds@list.valvesoftware.com
>>> > Subject: [hlds] TF2 Quickplay Server Capacity Penalty
>>> >
>>> >
>>> >
>>> > Does the quickplay penalty apply to servers with maxplayer set above
>>> > 24,
>>> to
>>> > servers with sv_maxvisibleplayers above 24, or to servers whose current
>>> > player count is above 24?
>>> >
>>> > _______________________________________________
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>>> >
>>> >
>>>
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>>
>>
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