If you start breaking rules as somebody here suggested, all that will do is
prove Valve right - that community servers are not to be trusted. There
must be some other way to take action.

On 6 February 2015 at 21:08, Paul <ubyu....@gmail.com> wrote:

> I'm wondering if, for some daft reason, Valve actually wants TF2 to slowly
> become quieter until it's eventually dead. Still, they haven't made any
> comment here so far which leads me to believe they don't give a care. I
> agree with what someone else said earlier though, more drastic methods
> might be needed to force or encourage Valve to take notice of us - the
> people involved in making the game what it was a short time ago.
>
> On 6 February 2015 at 18:31, E. Olsen <ceo.eol...@gmail.com> wrote:
>
>> I think you are misunderstanding my meaning on the use of a client
>> "blacklist'. The blacklist would only be functional on YOUR personal
>> client. In other words, no hackers can get your server "blacklisted" across
>> the board, only players can blacklist your server, and ONLY for themselves
>> (i.e. they would be insuring that THEY don;t connect to it again).
>>
>> As far as a "server scoring system" - again, that is something that can
>> (and was) gamed (if it had truly worked as intended, Valve would have never
>> made this change in the first place)....but a client-only blacklist would
>> have the same effect, WITHOUT the possibility for a nefarious server
>> operator to influence the result. Good servers would get the traffic they
>> deserve, while bad servers would result in tons of players blacklisting
>> them.
>>
>> I think Valve HAD the right intention in mind - to give the players the
>> best experience they can -but where they went off the rails is that they
>> took the step of deciding FOR the players what they think the best
>> experience IS. The fact is - there are folks that like (or would like)
>> virtually every game type, from vanilla, to a 32-slot, all crit, instant
>> respawn spam-fest. The key to garnering a long-term player base (instead of
>> the short term F2P playerbase they are building now) is to insure that
>> players are exposed to every possible game type, and allow those same
>> players to OPT OUT of the ones they don't like, instead of the current
>> system of having them OPT IN to more choices.
>>
>> I really don't understand Valve's thinking, to be honest. They see all
>> the games that "lock" players into a particular experience (the battlefield
>> series comes to mind), and those games always have a beginning, middle, and
>> end to their player traffic, forcing annual updates/sequels just to keep
>> the player base interested.
>>
>> ...and those games don't have the built-in backend income that TF2 does.
>> TF2's traffic levels have been in a slight decline and/or static for
>> several years now, when the truth is they could be continually headed up if
>> more new players were exposed to all the diversity that community servers
>> have to offer. How many potential long-term players have been lost because
>> they quickly tired of the "vanilla" TF2 experience but didn't know there
>> was anything else out there simply because the quickplay button is
>> mis-labeled "Play Mutliplayer" (probably one of the worst UI decisions the
>> TF2 team ever made)?
>>
>> What if, instead, there were two buttons - one that said "Join a Valve
>> Server", and one that said "Join a Community Server"? A system like that
>> could do away with any and all "server scoring", or "rules" for a community
>> server to receive traffic, and leave it up to the players to blacklist any
>> servers they don't wish to be connected to again.
>>
>> I don't just want my community/servers to survive, I want TF2 to survive
>> - and funneling a bunch of F2P players with short attention spans into the
>> un-moderated chaos of Valve's servers is probably the worst thing they can
>> do to build the game's long-term traffic.
>>
>> On Fri, Feb 6, 2015 at 11:49 AM, 2xcombatvet <2xcombat...@gmail.com>
>> wrote:
>>
>>> Olsen, I agree with the blacklisting servers. But there are soo many
>>> scammers and hackers out there that if you are running a really good
>>> server. Some A holes could just come along and blacklist your server and
>>> negatively effect ur server that u worked so hard on... And trust me there
>>> are a lot!!!! Of people who go around and just ruin servers just for fun.
>>>
>>>
>>> Sent from my T-Mobile 4G LTE Device
>>>
>>>
>>> -------- Original message --------
>>> From: "E. Olsen" <ceo.eol...@gmail.com>
>>> Date:02/06/2015 11:39 (GMT-05:00)
>>> To: Half-Life dedicated Win32 server mailing list <
>>> hlds@list.valvesoftware.com>
>>> Cc:
>>> Subject: Re: [hlds] Rethinking the community quickplay ban
>>>
>>> That's my point, though. Even if there are servers who break the rules
>>> (there always will be), putting the power back into the hands of the
>>> players by making their personal blacklist work with both the server
>>> browser AND quickplay solves that problem all together. If the server IS
>>> breaking the rules, and that rule-breaking also detracts from the game
>>> environment, then more and more players will blacklist those servers, they
>>> will lose traffic, etc. etc.
>>>
>>> Let's keep in mind, some of those rules are now even being (technically)
>>> broken by Valve themselves. I asked on this very list a few months ago if
>>> the quickplay policy against class limits was still in effect, since Valve
>>> added the ability to do so via vote to their own servers, but got no reply.
>>> Does that mean every time a class limit vote passes on a Valve server, that
>>> they are technically in violation of their own policy?
>>>
>>> That's just an off-the-cuff example showing how certain things (like
>>> class limits)  are ridiculous to have rules "against" for receiving player
>>> traffic. I've yet to see or hear of a single server who imposed class
>>> limits as a "punitive" measure - most server operators do so in order to
>>> tailor the experience to what their players want to see. In that, they are
>>> doing absolutely the right thing, and the players should be able to decide
>>> for themselves (via their own blacklist) if they like those "tweaks" a
>>> server operator makes, or if they want to never set foot on that server
>>> again.
>>>
>>> ...and frankly, that goes for most of the "rules" in place -
>>> customization was the lifeblood that kept people playing TF2 for years and
>>> years. Instant respawn, 32 players, custom maps, custom game modes....none
>>> of that is/was "bad" for the game. It was simply "different" - which means
>>> some people like it, and some don't....the only difference being that for
>>> the last couple of years, Valve has been pushing "their" version of what
>>> they think the game should be (which is made all the more tragic, as I
>>> doubt many of them play anything but DOTA these days), as opposed to
>>> allowing each individual player to decide on their own the game style/mode
>>> that they prefer.
>>>
>>> Valves' current approach to the game is synonymous with handing a
>>> restaurant patron a menu with a single meal option on it, and only telling
>>> them about their other hundreds of meal options if they happen to notice
>>> the fine print on the menu that tell them those options exist. The vast
>>> majority of people simple see that, and think "I guess that's all I can
>>> get", otherwise known as the default effect
>>> <http://en.wikipedia.org/wiki/Default_effect_%28psychology%29>.
>>>
>>> Diversity should be brought back and encouraged again. All Valve need do
>>> is give the players a "Never show me that server again" button that works
>>> across the board, and they can sit back and watch the cream rise to the top.
>>>
>>> I'd love to see an active mapping & modding scene again, but this
>>> years-long push to homogenize the game is damaging to the very thing that
>>> made it great.
>>>
>>> It's been long enough, TF2 team. Time to start treating community
>>> servers with fairness again.
>>>
>>> On Fri, Feb 6, 2015 at 7:52 AM, spacebur...@gmail.com <
>>> spacebur...@gmail.com> wrote:
>>>
>>>> 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.
>>>>>
>>>>>
>>>>>
>>>>> _______________________________________________
>>>>>
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>>>>>
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>>>>>
>>>>>
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>>>>>
>>>>>
>>>>>
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>>>>>
>>>>>
>>>>
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>>>>
>>>>
>>>
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>>
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