I feel this helps convey what is wrong with the current systems as of right now.

I find it a chore to activate contracts and complete them, mainly because there is nothing to stop a cheater from ruining the match, or joining to find that almost everyone on your team (and sometimes the enemy team too) is just friendlying and/or farming contracts, with virtually no tools to stop it, save for the utterly useless vote system since 9 times out of 10, the vote will fail.

This is where I feel community servers would help promote the mentality of "play the game" with in-server moderators equipped with the necessary tools, while also allowing people to progress on contracts without detracting from others' experiences.

Of course, the specifics of managing this hypothetical system are another topic which we should discuss, but I feel that we should be united under the fact that, at the very least, community-run servers need a signal boost, and that Valve needs to continue to nurture this newfound attention to fixing Team Fortress by opening a dialogue with server operators and taking our feedback into account, especially with the supposed changes to matchmaking still being worked on.

On 09/11/2017 21:58, Chris Dunphy wrote:

I agree that contract farmers and friendlies create problems on Casual servers. I’ve joined games where it seems like only 5 other people on my team are actually playing the game, while the rest are off in some corner doing nothing but being Heavy with the Holiday Punch out. They’re not even playing the game, they’re off in another world doing nothing but taking up a player slot. I wish there was a way to prevent this from happening, but there isn’t. I’m not sure if there will ever be. Until then, playing on Casual will be a subpar experience.

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