You're wasting your time and effort with this group. You don't think Valve is 
reading this thread and the hype it gets every few weeks - they choose to 
ignore it and they don't want to change their decision.

Like I suggested in my post earlier, it's better to take matters into our own 
hands and create a change in the quickplay system. That's where community ops 
have more power.

If you are really against it idea, please remove and blacklist servers from the 
pool right now that are breaking the rules because there's a lot of them on 
there and they're still on quickplay.

Valve needs to either shut this quickplay crap down or make it exclusive to 
valve servers and all community servers to server browser list.

-----Original Message-----
From: "hlds-requ...@list.valvesoftware.com" 
<hlds-requ...@list.valvesoftware.com>
Sent: ‎2/‎9/‎2015 8:49 PM
To: "hlds@list.valvesoftware.com" <hlds@list.valvesoftware.com>
Subject: hlds Digest, Vol 46, Issue 23

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Today's Topics:

   1. Re: Rethinking the community quickplay ban (Ahmed Kandeel)
   2. Re: Rethinking the community quickplay ban (Weasels Lair)
   3. Re: Rethinking the community quickplay ban (Asher Baker)
   4. Re: Rethinking the community quickplay ban (Ahmed Kandeel)


----------------------------------------------------------------------

Message: 1
Date: Tue, 10 Feb 2015 02:21:00 +0000
From: Ahmed Kandeel <astrida...@googlemail.com>
To: Half-Life dedicated Win32 server mailing list
        <hlds@list.valvesoftware.com>
Subject: Re: [hlds] Rethinking the community quickplay ban
Message-ID:
        <CA+k=rzsdiqrzhynjowa97qtap_7pofkkzn+qdgm+9r05+ie...@mail.gmail.com>
Content-Type: text/plain; charset="utf-8"

*Okay guys, I enacted on my idea and would like some support. I've created
a steam group <http://steamcommunity.com/groups/fixquickplay> (Fix
Quickplay Now!) as a form of petition against the changes to the Quickplay
system.* With this group I'd like to show the will of the TF2 community and
educate any of the newer players what it was like in "the good ol' days"
before QP even existed, or just after it launched when community servers
were still matched.

The group text needs to be concise in describing the problem, how it has
affected communities and possible solutions to fix the situation while
still taking into consideration the quality of play for the players. I have
tried my best.

So far the two strongest suggestions I've read have been phased entry into
community servers. You are put onto Valve servers initially for a couple of
hours or more after which community servers are suggested. This could be
combined in the future with a simple big button to select between community
 suggestions and valve suggestions.

This coupled with maybe some form of comprehensive rating system that could
be used to rank servers and/or a individually based blacklist system.

I might try and dig up some other ideas from previous discussions on this
mailing list.

*I'd greatly appreciate it if you'd pass this group around to your group's
members and ask them to join. I am willing to make any of the server admins
on here admins of the group, especially if you are willing to make this
happen.*

On 9 February 2015 at 23:17, E. Olsen <ceo.eol...@gmail.com> wrote:

> I certainly agree that adopting an adversarial tone is the wrong course,
> but I can also understand the folks that feel that way - and lack of
> communication is the cause.
>
> There are some easy fixes here that could restore both good faith and help
> get the dialog going again between server operators and the TF2 team (good
> ideas come from all kinds of places, and games are better off when the devs
> keep the lines open).
>
> First - I think the team needs to simply let us all know what they think
> necessitated the change in the first place. That was something they've
> never specifically told us, and it's certainly hard for a server operator
> to help fix something if they don't know what's (perceived to be) broke.
>
> Second - they need to take some feedback about the best way to go about
> fixing that problem while still treating the community servers as equals
> within the system. There is a ton of good ideas this community can
> generate, but we need to be allowed to offer solutions to the problem, not
> simply thrown under the bus with no explanation.
>
> Third - I think we all need to approach this the way the Valve team
> probably is, and that is "what is the best thing for TF2 in a "business"
> sense?" Looking at the overall traffic stats, despite TF2's popularity, the
> worldwide player traffic for the game has remained stagnant for the last
> couple of years (neither growing, nor shrinking to a great degree). Now,
> perhaps the TF2 team considers that a validation of their decision to route
> the majority of players to their own servers, BUT I would instead suggest
> that player traffic is stagnant because the game is no longer developing
> the kind of long-term players that community server fostered.
>
> New players are no longer finding "regular" servers to play on, and are
> instead playing random games on random (official) servers for a short
> amount of time, getting bored with the lack of diversity (not to mention
> the lack of TF2's teamwork-oriented "culture" that community servers
> build), and moving on to other games. If that were not the case, the
> numbers would be seeing a slow, steady climb...instead of the virtual flat
> line we've seen for the past 18 or so months.
>
> The problem with that (in a business sense) is that new players are a
> finite resource, and sooner or later that well is going to start drying up.
> The question the TF2 team needs to ask itself is it then worth it to try
> and once again support and advocate communities built around TF2 that
> foster longer-term players, or are they simply resigned to allow the
> cash-cow that TF2 is to continue to stagnate and die on the vine?
>
> In short - I believe the way to bring Valve around to our way of thinking
> (i.e. that community-driven servers are essential to TF2's continued
> profitability and success) is to show them the value we bring to the game.
>
> ....but first, we need to know that they're listening.
>
> On Mon, Feb 9, 2015 at 3:51 PM, Robert Paulson <thepauls...@gmail.com>
> wrote:
>
>> SNIP
>>
> _______________________________________________
> 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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Message: 2
Date: Mon, 9 Feb 2015 18:42:06 -0800
From: Weasels Lair <wea...@weaselslair.com>
To: Half-Life dedicated Win32 server mailing list
        <hlds@list.valvesoftware.com>
Subject: Re: [hlds] Rethinking the community quickplay ban
Message-ID:
        <CAEpdgaDX9YNHoBEeF_bb9QOE7vv25NqiYZ=rjeXy=b1pnx3...@mail.gmail.com>
Content-Type: text/plain; charset="utf-8"

This thread was still-born.
On Feb 9, 2015 10:38 AM, "Andreas Willinger" <aw...@gmx.at> wrote:

> So, we will let this thread die again?
>
> Great Valve, really great, you used to be a nice company.
>
>
>
> *Von:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *Im Auftrag von *Tim Anderson
> *Gesendet:* Donnerstag, 05. Februar 2015 22:12
> *An:* hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
> *Betreff:* [hlds] Rethinking the community quickplay ban
>
>
>
> 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
>
>
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Message: 3
Date: Tue, 10 Feb 2015 03:20:08 +0000
From: Asher Baker <asher...@gmail.com>
To: Half-Life dedicated Win32 server mailing list
        <hlds@list.valvesoftware.com>
Subject: Re: [hlds] Rethinking the community quickplay ban
Message-ID:
        <CA+Q08fGTBKjEAnTRD6pjFivL99JyMF3dX=0xwsdlpf0wbkv...@mail.gmail.com>
Content-Type: text/plain; charset="utf-8"

On Tue, Feb 10, 2015 at 2:21 AM, Ahmed Kandeel <astrida...@googlemail.com>
wrote:

> *Okay guys, I enacted on my idea and would like some support. I've created
> a steam group <http://steamcommunity.com/groups/fixquickplay> (Fix
> Quickplay Now!) as a form of petition against the changes to the Quickplay
> system.*


Because the last time this was done
<http://steamcommunity.com/groups/SaveTF2AttachmentsPetition/> it worked
out great...

~~~~~
"Their heads are green, and their hands are blue,
      And they went to sea in a Sieve." - Edward Lear
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Message: 4
Date: Tue, 10 Feb 2015 03:47:43 +0000
From: Ahmed Kandeel <astrida...@googlemail.com>
To: Half-Life dedicated Win32 server mailing list
        <hlds@list.valvesoftware.com>
Subject: Re: [hlds] Rethinking the community quickplay ban
Message-ID:
        <CA+k=RZRa32-=j2Vvd+riB=tbdgsopkzgpfx18sevov05n0s...@mail.gmail.com>
Content-Type: text/plain; charset="utf-8"

I understand your misgivings Asherkin, but this issue affects more than
just modders and plugin creators. This concerns nearly every admin out
there and the hundreds if not thousands of group owners who have at some
point in time spent (lots) of time and money on servers for TF2. While this
may appear futile, we have to at least try and hope. Let alone this would
give us somewhere to co-ordinate efforts.

Already people from some pretty large and wide reaching communities have
joined the group. With their help and help from any links we may have, this
may be successful in attracting enough attention to get Valve to
reconsider. It'll be tough though. (We'd have to gather at least a good
60-100K+ people). I'm in discussion with someone on Steam who suggests we
do similar to this guy
<http://forums.steampowered.com/forums/showpost.php?p=35942239&postcount=63>
and look to youtube to get out the message.

It doesn't hurt to try (and join a group) and I think with the combined
effort of people in this mailing list trying to spread the word and a
unified message and place to find it, it might just work.

On 10 February 2015 at 03:20, Asher Baker <asher...@gmail.com> wrote:

>
> On Tue, Feb 10, 2015 at 2:21 AM, Ahmed Kandeel <astrida...@googlemail.com>
> wrote:
>
>> *Okay guys, I enacted on my idea and would like some support. I've
>> created a steam group <http://steamcommunity.com/groups/fixquickplay> (Fix
>> Quickplay Now!) as a form of petition against the changes to the Quickplay
>> system.*
>
>
> Because the last time this was done
> <http://steamcommunity.com/groups/SaveTF2AttachmentsPetition/> it worked
> out great...
>
> ~~~~~
> "Their heads are green, and their hands are blue,
>       And they went to sea in a Sieve." - Edward Lear
>
> _______________________________________________
> 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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