No, this is a mailing list for discussion. 

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> On 9 Nov 2017, at 23:15, Mitchell Clifford <mitchclifford...@hotmail.com> 
> wrote:
> Hey, I know there's things you guys may want to discuss but this isn't the 
> place. This is for server owners to be reminded when there's an update 
> coming. 100's of people are getting these emails.
> 
> If you have a suggestion/proposal for the game, Send it here where they said 
> to send it: http://www.valvesoftware.com/email.php?recipient=TF+Team
> From: hlds <hlds-boun...@list.valvesoftware.com> on behalf of Tim Anderson 
> <twjander...@gmail.com>
> Sent: Friday, 10 November 2017 9:48 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Proposal
>  
> Valve is not interested in this idea. They already deleted the
> quickplay registration system and every time this is mentioned, people
> complain the fee would be unfair to small servers.
> 
> The only viable solution that has been suggested is to have some
> community contracts. They could make the rewards smaller or untradable
> to prevent abuse.
> 
> But as people here have said, players already try to abuse the system
> by unnatural farming in casual mode, so Valve's dislike of community
> servers is more than just economic abuse.
> 
> I don't think there is any newfound drive from Valve to fixing TF2.
> They have always tried to release 1 large update each year.
> 
> The only way community servers will get any sort of concession is if
> we keep talking about it instead of remaining silent for the past
> year. And you can see how well that silence has served us.
> 
> On Thu, Nov 9, 2017 at 2:19 PM, Tohru Adachi <tohruada...@8chan.co> wrote:
> > 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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