Modern Warfare 3 is next. That should give us a nice drop as well.

On Fri, Nov 4, 2011 at 3:14 PM, Herover <leon.l.a.niel...@gmail.com> wrote:

> 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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> >>> > please visit:
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> >>> >
> >>> >
> >>>
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> >>>
> >>>
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> >>
> >>
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> >>
> >
> >
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