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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