It doesnt always mean that your own server is the cause. The ranking is relative and might just as well mean that your server stayed the same but there are now others that are more popular (for whatever mysterious reasons). While I've changed nothing with my servers for months I've still experienced extreme fluctuations in the quickplay popularity. The servers have been empty for weeks, but since the last few days I've seen a positive trend...

On 2012/01/08 00:37, Stephen Yates wrote:
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: [email protected]
[mailto:[email protected]] On Behalf Of Ravnox
Sent: Saturday, January 07, 2012 5:15 PM
To: [email protected]
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"<[email protected]>:

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?




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