I think Valve added alternative counting system servers rankings.
Ranking server will now be calculated based on the sum of the individual
ratings of players playing on the server.
If the server meets quickplay, server ranking highest - the server will be
visible for a hi skill player.
This is what i said earlier. The Valve should be divided beginners and hi
skill players.
If so, then Valve is probably cancel separation: official server /
community server.

2016-07-07 20:59 GMT+03:00 <hlds-requ...@list.valvesoftware.com>:

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>    1. Re: TF2: Meet Your Match update and QuickPlay? (Rowedahelicon)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Thu, 7 Jul 2016 13:57:10 -0400
> From: Rowedahelicon <theoneando...@rowedahelicon.com>
> To: Half-Life dedicated Win32 server mailing list
>         <hlds@list.valvesoftware.com>
> Subject: Re: [hlds] TF2: Meet Your Match update and QuickPlay?
> Message-ID:
>         <
> caodin9oaj9uptbrmk2doh5pyr8vfymp6nghxpgwpfn1+fwb...@mail.gmail.com>
> Content-Type: text/plain; charset="utf-8"
>
> I'd have to disagree, giving incentive to level up removes fun and replaces
> it with personal skill, play ability. It takes away the focus on fun team
> play and puts it towards I NEED TO DO GOOD BECAUSE THIS IS MY ELO THAT IS
> ON THE LINE.
>
> I have a huge feeling that competitive TF2 overall will be a failure, there
> just isn't a market for it. It's been dying out even before Valve took over
> because the lack of variety / diversity of new players entering the
> leagues. This wouldn't be a problem if you could just provide a safe place
> for players to play the game where they can learn how to play. You can't do
> that in Valve servers, the toxicity on average is way too high.
>
> On Thu, Jul 7, 2016 at 1:49 PM, E. Olsen <ceo.eol...@gmail.com> wrote:
>
> > I'm 100% sure community servers will be limited to casual play (which,
> > frankly, is fine by me).
> >
> > The way I interpret this, folks, is that basically everything with
> > Quickplay will remain as it is (i.e. the current quickplay policies
> > regarding allowed server settings/maps, etc.). The only change I see here
> > is that they've made quickplay "smarter" in that it will now try to take
> > overall skill level of both the player and the server into account when
> > distributing players (which SHOULD mean noobs will be more often directed
> > to Valve's servers, and more experienced players to community servers -
> > provided they allow those in their options).
> >
> > That, and the fact that auto-balance is going away (which probably means
> > that while you'll be able to direct-connect to a server, you won't be
> able
> > to choose/switch teams).
> >
> > I doubt Valve would go through all the trouble of creating GSLT's (and
> all
> > the requirements to qualify to use them) if they intended to throw
> > community servers out of the mix completely.
> >
> > Frankly, I'm encouraged that they've included a mechanic that encourages
> > player to "play more" to level up.
> >
> > On Thu, Jul 7, 2016 at 1:36 PM, Rowedahelicon <
> > theoneando...@rowedahelicon.com> wrote:
> >
> >> I'm pretty sure (and scared) it'll just be that we can host casual
> >> servers. Meaning it probably will be the standard (keep your settings
> the
> >> way we want them, no mods!). I feel perferrably the best thing they can
> do
> >> is close down quickplay for conventional games and re-promote the server
> >> browser. Save quickplay for casual games, and then have the competitive
> >> games.
> >>
> >> I mean, it seems like a fair distribution of players over all facets of
> >> TF2.
> >>
> >> On Thu, Jul 7, 2016 at 11:11 AM, Tohru Adachi <tohruada...@8chan.co>
> >> wrote:
> >>
> >>> Yeah, I think we need some word here from Eric or John on what's
> >>> happening to community servers.
> >>>
> >>> We're only speculating at this point, and I don't have the best feeling
> >>> about this
> >>>
> >>> On 07/07/2016 16:07, Thomas Deisinger wrote:
> >>>
> >>> Good question. This is why I was wondering if people would still be
> able
> >>> to join community servers at any time if they are in the quickplay.
> >>>
> >>> On Thu, Jul 7, 2016 at 10:00 AM, Nathaniel Theis <ntth...@gmail.com>
> >>> wrote:
> >>>
> >>>> If community servers are filled with randoms from casual, and have the
> >>>> same gameplay as Valve servers, isn't the community just paying to
> host
> >>>> Valve's servers for them?
> >>>> On Jul 6, 2016 8:11 PM, "Robert Paulson" <thepauls...@gmail.com>
> wrote:
> >>>>
> >>>>> That's not going to happen in this day and age of ranked matchmaking.
> >>>>> Right now pro players only join random pubs because it takes forever
> to
> >>>>> setup a highly skilled scrim. When official matchmaking comes out,
> many
> >>>>> will want to rank up rather than join an unranked pub where people
> don't
> >>>>> try as hard.
> >>>>>
> >>>>> There's no way that Valve will let people rank up in community
> servers
> >>>>> given that they have been excluded in everything for years from
> quickplay,
> >>>>> mvm, contracts, duck journals etc. If you are hoping something good
> will
> >>>>> happen before it actually happens, you are just setting yourself up
> for
> >>>>> disappointment.
> >>>>>
> >>>>> On Wed, Jul 6, 2016 at 5:59 PM, E. Olsen < <ceo.eol...@gmail.com>
> >>>>> ceo.eol...@gmail.com> wrote:
> >>>>>
> >>>>>> Honestly, the more I think about this, the more I like it.
> >>>>>>
> >>>>>> Think about it - where (historically) have most of the game's most
> >>>>>> talented/skilled players been found? On community servers. That
> means (if
> >>>>>> quickplay IS really going to match players to servers with their
> skill
> >>>>>> level) that as payers get better at the game, they should
> automatically get
> >>>>>> funneled towards community servers (provided, of course, that
> community
> >>>>>> servers are finally added back to the mix by default).
> >>>>>>
> >>>>>> Even better - instead of community servers that are
> quickplay-enabled
> >>>>>> getting sent players who barely know what each class does, we'll
> start
> >>>>>> getting players that are actually ready to be taught some team-play.
> >>>>>>
> >>>>>> Maybe it's pie-in-the-sky thinking on my part, but if we absolutely
> >>>>>> HAVE TO keep quickplay forever, at least that kind of
> implementation makes
> >>>>>> more sense.
> >>>>>>
> >>>>>> On Wed, Jul 6, 2016 at 7:44 PM, HD < <ad...@gamerscrib.net>
> >>>>>> ad...@gamerscrib.net> wrote:
> >>>>>>
> >>>>>>> If we don?t get some positive outcome towards community servers I?m
> >>>>>>> shutting mine down in the near future and looking at shifting
> resources to
> >>>>>>> other games and providers.
> >>>>>>>
> >>>>>>> I?m rather tired of holding out hope that Valve pushes some new
> >>>>>>> traffic my way vs Valve servers only each and every time a new
> update comes
> >>>>>>> out?THAT THE COMMUNITY MAKES!!!!!
> >>>>>>>
> >>>>>>>
> >>>>>>>
> >>>>>>> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> >>>>>>> <hlds-boun...@list.valvesoftware.com>
> >>>>>>> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Thomas
> Deisinger
> >>>>>>> *Sent:* Wednesday, July 06, 2016 4:30 PM
> >>>>>>> *To:* Half-Life dedicated Win32 server mailing list
> >>>>>>> *Subject:* Re: [hlds] TF2: Meet Your Match update and QuickPlay?
> >>>>>>>
> >>>>>>>
> >>>>>>>
> >>>>>>> That's a good point. They repurpose all their current pubs to the
> >>>>>>> new casual, plus all the actual comp servers needed...it would be
> >>>>>>> fool-hardy to not allow community servers.
> >>>>>>>
> >>>>>>>
> >>>>>>>
> >>>>>>> Hopefully we can get some official word soon...
> >>>>>>>
> >>>>>>>
> >>>>>>>
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> >>>>>>>
> >>>>>>
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> >>>>>>
> >>>>>
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> >>>>>
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> >>>
> >>
> >>
> >> --
> >> *Matthew (Rowedahelicon) Robinson*
> >> Web Designer / Artist / Writer
> >> Website - http://www.rowedahelicon.com/
> >>
> >> _______________________________________________
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> >>
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> >
>
>
> --
> *Matthew (Rowedahelicon) Robinson*
> Web Designer / Artist / Writer
> Website - http://www.rowedahelicon.com/
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> End of hlds Digest, Vol 63, Issue 9
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