I am not sure why they are disconnecting, but I will check to see if that is occurring. We have been running vanilla servers since the game came out and nothing has changed. About the only thing we do is change our map rotations occasionally, otherwise everything is vanilla.
Anyway, I guess we will just have to "guess" what is going on. Thanks Valve! -----Original Message----- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ravnox Sent: Saturday, January 07, 2012 5:15 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Quickplay Frustration Personally, QuickPlay as only helped grow our community. A few players end up finding our servers, they like that we have admins playing with them to make sure things stay civilized, they become regular players and come back. Furthermore, ever since Valve announced they had taken measure against bad servers, maybe it's just a coincidence, but we're having a lot more QuickPlay players than before. Now, I love the server browser and I would hate to see it go. I never liked how finding a server was handled with L4D, but TF2 offers the best of both world as it's up to the player to decide how it wants to search for servers. I'm not saying it can't be improved, for example, it would be nice to have an option to "Play a custom map", so that players could seek servers using map outside the regular rotation, but overall the system is working well for us. As for the question on the original post. If you are going downward fast, I'm guessing that it's an issue with players leaving your server too fast. If I remember correctly, when a player connects it subtracts 15 points from your score. You gain 1 points, up to 45, for every minutes the player remains. Short of asking players why they don't stay longer, there is no tool to know why they don't remain. See: http://www.teamfortress.com/post.php?id=2338 -- Ravnox Quoting "E. Olsen" <ceo.eol...@gmail.com>: > Actually, I think the issue is more that with Quickplay, Valve has > effectively split TF2's traffic, and long-established servers are suffering > as a result. Think about it - with the quickplay button, they are > conditioning a whole new group of players to not even bother using the > server browser. How many of those players will never experience anything > other than stock maps, stock settings, and vanilla TF2? Couple that with > the virtual army of valve servers that also dominate the server browser, > and it almost seems that Valve is actively trying to slowly squeeze the > life out of anything but vanilla TF2. > > I'm not saying there is anything wrong with Vanilla - to each their > own...but the fact that so many players who might have found our servers > through the browser now will never know that they even exist because of > quickplay means that unless you're willing to run homogenized, > same-as-everyone-else's stock servers, then Valve (IMHO) is actively > working to choke off your traffic. I get it - it's their game, and it's > their belief that 24-slot servers and 15-20 second respawn times is the > only way to play, and they would probably be content to see every other > configuration disappear. It makes you wonder if any future Valve FPS's (if > they ever make one again) will even have a server browser. > > Frankly, the current quickplay guidelines are a real kick in in the face to > those of us who have been playing by the rules and throwing our full > community support behind TF2 for 4+ years. I mean....what's the point of > having such a customizable game if you do everything you can to insure all > players see is stock servers? _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds