We have plans for some sort of intermediate form of game server selection that allows for more user customization. Something in between quickplay and the full server browser. We are really interested in helping people locate the type of game they want to play, and if we can help them find it quickly without wading through the server browser, we'll do that.
As for whether we will change the purpose of the super-simple "press one button, get into a game" version of quickplay we have right now --- probably not. That search will probably continue to be used primarily to locate a good server for the vanilla team fortress experience, the one we expect new players to use. - Fletch From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of T Marler Sent: Thursday, December 08, 2011 1:07 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Let's be honest Hi Fletcher, Does this change in stance mean we will some day see quick matching/quickplay for nocrits/disable damage spread/disable weapon spread servers? Competitive people like fresh blood too. ----- Original Message ----- From: Fletcher Dunn <fletch...@valvesoftware.com> Date: Thursday, December 8, 2011 2:00 pm Subject: [hlds] Let's be honest To: "Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com)" <hlds_li...@list.valvesoftware.com>, "Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com)" <hlds@list.valvesoftware.com> > We all know that some server operators run mods specifically > designed to falsify information sent to the Valve backend and to > their players. These mods inaccurately report the player > count and whether players are human or not. They conceal > that significant modifications to gameplay have been made. > This is detrimental to players' experience. > > Perhaps some server operators would actually prefer to not run > these mods, but feel that it is necessary to compete and > maintain their community. For this reason, Valve has made > the decision not to take any action against any server operators > at this time. > > We will be directly contacting some of the "institutional > offenders" who are using these mods on multiple servers. > However, whether we contact you directly or not, this email > serves as warning to all server operators that we do have the > ability to detect this class of behavior, and, going forward, we > are going to be more aggressive at policing it. If we > determine that you are modifying the network stream or otherwise > circumventing basic security measures, we will take the actions > needed to maintain a positive environment for our players. > > To be perfectly clear, here are some examples of the > modifications and behaviours which we consider especially > harmful to our community: > > * Forging or > modifying network communications used to describe server > properties to the backend or directly to clients. > > * Concealing the > fact that bots are bots, and making them appear as human > players. (Running bots is OK, as long as no modifications > are made that make it difficult for players to identify which > players are bots and which are humans.) > > * Interfering > with the mechanisms that advertise modifications to gameplay > rules in the server browser. (For example, nocrits, > gravity, respawn times, etc.) Experimenting with gameplay > modifications is encouraged, but any mechanisms in the engine > designed to alert players to those modifications must be allowed > to function. > > * Listing the > same game server multiple times in the master server. > > Thank you, > Fletcher Dunn > >
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