Followed the latest "Tribes" (in Dec)....and then first quarter 2012 will
be CS:GO.....so is this the inevitable slow and painful TF2 death?  Who
knows....but 4 years for a popular FPS with constant updates?  I say it's
still here for a bit longer and hats off to Valve for it.

On Fri, Nov 4, 2011 at 3:41 PM, 1nsane <1nsane...@gmail.com> wrote:

> 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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