Quickplay is for vanilla servers.  If you choose to go nocrits/nospread to
cater for the competitive crowd, that's your choice.

Why should Valve give in and give you the quick play traffic?  I can't
speak for Valve, but I assumed the whole point of quickplay is to reward
servers that provide the true TF2 experience Valve intended to be.

I know I sounded like a spoiled child who won't share his toys.  But if
that's the direction we're heading with quickplay. We might as well put
instant spawn, fast spawn and bots servers to the quick play filter too.
Where do we draw the line is what I'm trying to say here.

On Fri, Dec 9, 2011 at 10:07 AM, T Marler <bloodyi...@shaw.ca> wrote:

> 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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