I get the feeling Valve simply doesn't trust the community to provide a quality experience anymore. Some of it is justified, but lumping all the community server providers with the likes of Saigns and Nighteam is hardly fair.
On 6 February 2015 at 13:30, Anthony James Duncan <anth...@kinevonetwork.com > wrote: > To be honest the new quick play rules don’t even seem to be followed at > all, An example being Skial now kicking people to make room of reserve > slots if they so happen to dare to block ads when the server is full. > > > > *From:* hlds-boun...@list.valvesoftware.com [mailto: > hlds-boun...@list.valvesoftware.com] *On Behalf Of *E. Olsen > *Sent:* 06 February 2015 02:11 > *To:* Half-Life dedicated Win32 server mailing list > *Subject:* Re: [hlds] Rethinking the community quickplay ban > > > > The thing is - the solution is as simple as can be. They don't need to > re-invent the scoring system, add server grouping, or even more server > penalties.....all they need to do is have a truly functional blacklist > system that works across the board on a player's client (i.e. a server that > is blacklisted will not appear in that player's server browser OR quickplay > destinations). > > > > That small change alone would do what should have been done in the first > place - put the decision(s) about the quality of a server back in the > player's hands. Truly bad servers would naturally lose traffic over time, > and the good ones would rise to the top. Doing that would allow players to > once again discover custom maps & game modes that are currently effectively > hidden from them, AND give them the power to prevent themselves from ever > being connected to a server they didn't like. > > > > The problem with any kind of automated system is that there are always > those folks who will figure out a way to game them - but players know a > good gaming environment when they see it, and that's where the judgment > should lie - with the players where it belongs. > > > > On Thu, Feb 5, 2015 at 7:04 PM, 2xcombatvet <2xcombat...@gmail.com> wrote: > > I started cs go maybe a month ago after serving sometime in the military. > I didn't enjoy matching making seemed pointless when u can get sounds and > crates through PvP servers. So I got a server running 5v5 cevo config and > my community has grown to 60+ people with regulars always on server. So I > had to buy two servers now. Both are always full for the most part. I > played a lot of cs 1.6 and TF1 didn't really get into tf2 > > > > > > Sent from my T-Mobile 4G LTE Device > > > > -------- Original message -------- > From: wickedplayer494 <wickedplayer...@gmail.com> > Date:02/05/2015 18:42 (GMT-05:00) > To: Half-Life dedicated Win32 server mailing list < > hlds@list.valvesoftware.com> > Cc: > Subject: Re: [hlds] Rethinking the community quickplay ban > > I fully agree. I've seen some of my favorite servers drop like flies over > the past few months (and by extension the last 2 years), and the > assimilation of players into Valve-hosted servers is downright alarming. > Having a Valve-dominated server ecosystem only makes sense for three > things: Dota 2, CS:GO competitive matchmaking, and TF2 MvM Mann Up. It > doesn't make sense for PvP. > > Truth be told, people are somewhat right about the game "dying", but only > in some very, very specific components of the game, one of those being > community-run servers. Here's an example: TrashedGamers' Chicago server. A > few months ago, it would fill up every night with players. Now? You're > lucky to find even 4 people playing on a good night. This is illustrated > very well by the HLStatsX graphs for the server, found at > http://stats.trashedgamers.org. Here's an image for people browsing very, > very far into the future: http://i.imgur.com/u8FCWMJ.png > > What happened to the days of picking a server yourself through the > browser? Is it *really* that hard for the community? I think at this > point the only real solution is having to make people go through hoops to > get to quickplay. All it has done is open a can of worms, which Valve has > tried to clean up after (with the Policy of Truth memo long ago from > Fletcher and other measures), but people were still trying to cheat the > system, which forced the hand of Valve. Reducing its exposure would make it > not worthwhile for people to keep trying to cheat the system. There should > be a better emphasis placed on the server browser. To make it as usable, > make scores visible in the browser, and let users decide for themselves > (unless they go through those hoops to get to quickplay). That way people > can pick a server that they believe looks good to them, instead of chancing > that the server they get placed on looks good. While we're at it, add > server grouping to the browser, so say if someone wants to view all the > servers "Organization A" has, because they look better than "Organization > B", they can pop open all of A's servers instead of needing to scroll > through all of B's servers, leaving them hidden. Similar named servers that > aren't grouped together by the server operator would be given a score > penalty. > > On 2/5/2015 3:11 PM, Tim Anderson wrote: > > To the TF2 team, > > > > It has now been over a year since the decision to essentially ban > community servers from quickplay by defaulting to official ones. Here are > some facts of what has happened since then. > > > > - Player gain dropped 4% from the year before. > > - UGC highlander teams dropped 17% > > - Highly reduced map variety from community servers. > > - Even top non-quickplay servers have drastically fewer players than in > 2013. > > > > You may have guaranteed new players a vanilla experience, but this is > ruining the experience for the rest. > > > > Maybe nothing is being done because you do not see enough complaints about > this from reddit or spuf. This is because the problem is obvious when > someone connects to a pay to win server while it is not as obvious when a > server is dying over the span of several months because official ones are > getting all the new players. > > > > Most of the people that I talked to even knew about this change so the > thought about complaining about it never crossed their minds. But just > because they never knew about it doesn't mean it wasn't a problem. > > > > I hope you realize that this change is doing more harm than good. It may > have stopped some complaints but this is hurting TF2 in the long run. > > > > _______________________________________________ > > 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 > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > >
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