I think that these plugins that Todd posted are really breaking the
rules of quickplay and the owners should be punished accordingly. They
might not do it willingly, might have just grabbed a plugin and now know
about the rules of quickplay. Then again, if they registered their
servers to receive traffic, they will know about the rules too. So,
there should be made a check which of these servers that use these 2
plugins are using it as is, without setting the tag. Those plugins do
not set the tag and they have been disproved for it.
Also, it's not so easy to keep server populated after quickplay came in.
A lot of custom map servers and over 24 slotters took a big hit. Even if
you have regulars, there never isn't going to be enough of those in
every area and some regulars have gone, what is replacing them is new
players through quickplay and that is impossible if there are more than
24 slots (penalty is too high) or custom maps (no traffic while they are
on, except through server browser). So those people that cheat with the
plugins and faking tags are winning. I don't mind competition but
servers breaking the rules - it's hard to compete against them. It means
less players for rest of us, while the rulebreakers get players through
quickplay despite having modified respawn times with plugins that don't
set the tags.
-ics
31.7.2012 21:58, E. Olsen kirjoitti:
Of course I agree that rules should apply to everyone equally.
However, saying that a "/a 32 player server using mp_respawnwavetimes
has no chance against violators of the policy./" isn't even remotely
true. I'm looking at 10 of my servers that are full (32-players) right
now that have the following tags set:
*HlstatsX:CE,_registered,increased_maxplayers,noquickplay,replays,respawntimes*
Obviously, with those tags set, they are not currently receiving any
quickplay traffic, yet they will remain full until 1-3am EST.
Are modified servers like that harder to fill since the addition of
quickplay? Of course - but it is certainly not impossible. Hell, we
run a 32-player server that runs nothing but 26 custom payload maps,
and it is the busiest server in our fleet.
My point being that while I understand and agree that everyone should
be held to the same standard to maintain a level playing field - the
fact that some people break the rules does not prevent your server (or
any server) from being successful. It makes it slightly more
difficult, perhaps....but certainly not impossible with consistent
traffic-building/server seeding efforts.
Building a core-group of server "regulars" is something that takes a
huge amount of time - and with the age of TF2, it is only going to get
harder, but I don't think anything any other server operator does can
"prevent" someone else's success. Sure, server admins are within their
"rights" to seek out and report violators if they wish to - my point
was that their time would probably be better spend focusing on what
they're doing, as opposed to what the other guys are. I honestly have
not set foot on anyone else's TF2 servers in 3+ years, nor do I try to
bird-dog the server browser - simply because I don't care what they
are doing - my focus is on my servers, and delivering the experience
my players want. Take that for what it's worth.
On Tue, Jul 31, 2012 at 2:37 PM, Todd Pettit <pettit.t...@gmail.com
<mailto:pettit.t...@gmail.com>> wrote:
That is the whole point of my argument. It is very apparent the
thousands of new players who joined after TF2 went F2P prefer fast
respawntimes and often prefer 32 player servers.
However, if you run a server within the rules of Valve's policy of
truth you do not get the benefit of the quickplay system and a 32
player server using mp_respawnwavetimes has no chance against
violators of the policy. Do not say its because I don't know how
to run a server either. All my 24 player servers are 100 percent
full for 3/4 of the day.
People who play 32 player expect fast respawns and the rules
should apply to us all.
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