There were plenty of rotation servers before quickplay. I ran a bunch
myself as did my friends/competitors. If it's something the community wants
you can bet servers will pop up to provide it again.
On Jul 8, 2016 3:27 PM, "Lucas Wagner" <lgwag...@gmail.com> wrote:

> I think the thing that worries me the most is that, at least with Valve
> servers, there is a nice assortment of different maps, etc. I can find a
> game on most maps with little or no effort. Communities largely serve the
> interests of the server owners and operators. I know right before QP died
> that it was very difficult to find anything but 24/7 servers focused on a
> small handful of maps, mostly 2Fort, Dustbowl, Turbine, Harvest, etc. If
> you wanted to play something like Frontier, for example, it wasn't easy to
> find a community server offering that.
>
> Perhaps Valve can provide some bonus referrals to servers hosting maps
> that are not being played currently, and an interface for server operators
> to queue what the community needs (Hey it'd be really great if you host
> upward next) and set the next map to it within 2-3 minutes of a map ending.
> Or it can just give more referrals to maps that aren't very well supported,
> thus giving some incentive for operators to branch out.
>
> I'm all for community servers provided the plugin set is clean (I don't
> need to download all of your special files just to play a map), is
> unobtrusive or interferes with my gaming experience (i hate plugins that
> make me acknowledge the open menu before I can do anything), are fair (my
> friends and I know of a few servers in which mods are abusing critical
> chance plugins, and SM plugins in general), and perform well. Running
> custom plugins is great and all, but it was definitely out of hand. I've
> come to appreciate the vanilla playstyle on Valve pubs and quite frankly, I
> will miss them if the community cannot provide a reasonable replacement for
> that system. I played on some last night and some were fun, some had god
> awful performance, and some were unnecessarily encumbered with plugins.
> Quite frankly, I wouldn't mind requiring sv_pure 1 or sv_pure 2 even for QP
> servers receiving referrals.
>
> On Fri, Jul 8, 2016 at 2:09 PM, Robert Paulson <thepauls...@gmail.com>
> wrote:
>
>> People said the same thing about quickpick at the time and we all know
>> how that turned out. Everyone was claiming higher player counts at first
>> and now they are dead.
>>
>> On Fri, Jul 8, 2016 at 11:52 AM, E. Olsen <ceo.eol...@gmail.com> wrote:
>>
>>> Frankly, it's a win just by shining light on the fact that there ARE
>>> community servers at all. For years now, they've been effectively hidden to
>>> the point that a large portion of the F2P playerbase didn't even know they
>>> existed. At least with this UI change we've got the chance for players to
>>> find us.
>>>
>>> On Fri, Jul 8, 2016 at 2:47 PM, Lucas Wagner <lgwag...@gmail.com> wrote:
>>>
>>>> I would imagine a big reason why things were so great last night was
>>>> people just wanted to play TF2 and the only servers they could connect to
>>>> were community servers. Not trying to rain on the parade, bu I think Robert
>>>> is right. It'll be a few weeks before we have any clue how this will all
>>>> play out.
>>>>
>>>> Lucas
>>>>
>>>> On Fri, Jul 8, 2016 at 1:28 PM, Robert Paulson <thepauls...@gmail.com>
>>>> wrote:
>>>>
>>>>> I am not sure why everyone is celebrating so early.
>>>>>
>>>>> Population is only high likely because of a new patch, summer time,
>>>>> and reportedly many Valve servers being temporarily down.
>>>>>
>>>>> Maybe casual mode is bringing in more players, but it is just as
>>>>> likely that matchmaking is yet another drain players that community 
>>>>> servers
>>>>> will never be allowed to participate in, while some of you are excited
>>>>> about fighting for scraps from other community servers.
>>>>>
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>>>>>
>>>>
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>>>>
>>>
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>>
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