I agree that going out of our way to abuse quickplay & break the rules is
pretty shortsighted and ill-conceived.

Having said that, there are always people that say "it was not about ads"
or "they made the change because of THIS", but the truth is no one really
knows, because the TF2 team never TOLD US why they thought the drastic
change was necessarily. The most I heard from Fletcher Dunn at the time was
that it was "getting bad for the players". Of course, he said that in the
same sentence that he told us that the change was a temporary solution (I'm
paraphrasing here, as I don't have the direct quote saved).

I have my theories, and I'm sure they conflict with those that love the
idea of pinion ads plastered all over their servers, but that's neither
here nor there.

I like the idea of Valve charging for a server hosting license, I've never
thought of that before, but it would probably be a great way to keep the
more nefarious folks from throwing up those terrible anonymous "TF2
ad-farms" (the ones that used fake clients/bots to trick quickplay, etc.)
that plagued quickplay prior to the change.

Even if they only charged $5 per year per server, it would probably do the
trick (the same way charging for TF2 kept more hackers out, etc.)

The thing that gets rattles me most about quickplay is that TF2 was
flourishing before it came along, with the "good" community servers rising
to the top (traffic-wise) while the "premium" and low-quality servers
languished. It wasn't until the "easy" quickplay traffic came along that we
had the 100+ server "ad-farms" and "premium" operators launching server
after server in order to cash in on the easy traffic.

I think they need to really step back and ask themselves if quickplay has
actually improved the game. There is a "culture" that TF2 brought with it
in its first few years of operation that the "random games with random
strangers" that quickplay encourages is destroying. The days of server
"regulars" are on the wane, and all the high-quality teamwork & camaraderie
that it created is going with it.

New players never get to see how great TF2 can really be, and that's the
biggest casualty of the quickplay system. I wish there were some member of
the TF2 team that still understood that and would advocate for it, but the
lack of any kind of communication from the TF2 team outside of update
announcements make me doubt it.

On Fri, Feb 6, 2015 at 4:47 PM, Robert Paulson <thepauls...@gmail.com>
wrote:

> Abusing quickplay is the dumbest idea I ever heard. The entire point of
> these complaints is that almost no one is using community quickplay because
> the UI is so bad and skewed in favor of official servers.
>
> Since everyone else is putting forth their own solutions and theories, I
> will repeat mine. Default to community servers after 1 hour of gameplay.
> After 1 hour new players should know how vanilla TF2 is and be able to find
> a proper community server.
>
> This is not about the complete distrust in community servers for all
> players because they would not have bothered to add a community servers
> option. \
>
> This is not about ads because they were already completely blocked from
> people joining through quickplay long before the official servers change.
>
> Short of removing community servers completely or charging for a hosting
> license, someone will always have something to complain about. Everything
> is a trade-off and having community servers is better than idiot-proofing
> the game for the whiners who can't even figure out how to use the server
> browser.
>
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