We can only advise Valvae here.
I would like to ask Valve consider several steps for the revival of the
community:
1. TF2 Quickplay Overview: in the section "Modifications not allowed in
quickplay" exclude "Enforcing class limits" - it is not acceptable for a
servers with a high level of play. Pro players do not want 5 snipers and
spies in the team.
2. Enter for the community servers special status "Valve
approved". Assign trusted servers, the relevant Quickplay rules, with a
history of more than 2-3 years on request. Show approved servers regardless
of what type of servers the player selected in the search settings in game
(official, community, whatever).

What is it for?
We understand Valve's desire to spread the players depending on the game
level (beginners - only to the official servers, pro - official and
community servers). When an beginner constantly dying - the beginner closes
the game.
But you went too far. Older players will not want to play on the official
servers because of inexperienced players. A community servers are empty. I
know a lot of old players who are so completely leave the game. You get
beginners - its very good, but lose the old players.

2016-06-18 20:30 GMT+03:00 <hlds-requ...@list.valvesoftware.com>:

> Message: 1
> Date: Fri, 17 Jun 2016 19:14:29 -0400
> From: Rowedahelicon <theoneando...@rowedahelicon.com>
> To: Half-Life dedicated Win32 server mailing list
>         <hlds@list.valvesoftware.com>
> Subject: Re: [hlds] Where VALVe (and other developers) went wrong - an
>         analysis on Quickplay-alike systems
> Message-ID:
>         <
> caodin9pzkmcq6zyso_el4rhcpeqfjdaxa-vbbb1mkpo_ram...@mail.gmail.com>
> Content-Type: text/plain; charset="utf-8"
>
> Very happy with the replies here, it's usually been such the opposite. I'll
> chime in though!
>
> I'm the same way with my community as many of you guys have. My community
> has brought together friends, relationships, irl meetings. A real sense of
> community and inclusion, I've had countless people tell me how happy
> they've been since finding mine, my corkboard also has a number of holiday
> cards I've gotten from members of my community. It's given me a real sense,
> like all of my work and input has actually mattered and my life is a little
> more valuable as a reuslt.
>
> There's a lot more to it, it's also creativity. All the map makers, model
> makers, gamemode makers, programmers, artists, so on and so forth! They all
> have a place to stretch their creativity, to find a purpose in a game. It
> sounds so sappy, but I'm sure everyone here has some friend they've met in
> a game that they cherish.
>
> It's also a big reason why I'm against a lot of the multiplayer games
> today, it squanders and limits that creativity, the drive isn't as there as
> it was here and other source games. Playing a game like Overwatch is fun,
> with friends I've known for years, but soloing it is just empty. You play
> with people who you'll never see ever again, they have no reason to be
> friendly towards you. It's all dead and monotonous. It also can't go too
> far on its own, the content will dry up and people will have to rely on
> Blizzard to keep it alive.
>
> TF2 will run it's course one day finally and I am okay with that, the game
> didn't start to tank in players and real fun overall until Valve started
> messing with their key formula. Valve was built on allowing the users to do
> so much, they did these complicated and intricate ARGs, treated the players
> with puzzles and trials. Now it's just hand holding, stream lining,
> limitations.
>
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