It's my understanding that if the server is on a custom map, you will get no
quickplay traffic until the map changes to a stock map.
I'd like to see Valve add a tick-box option for players to "Allow custom
maps".


On Sun, Jul 10, 2011 at 7:39 PM, Sazpaimon <[email protected]> wrote:

> I believe it simply does not send you any quickplay traffic. I have TF2Ware
> on my stock rotation server, and occasionally people nominate it. Once
> that's done and we move on to a stock map, quickplay traffic comes flooding
> in.
>
>
> On 7/10/2011 7:03 PM, msleeper wrote:
>
>> Also, what exactly is the penalty for a custom map coming up on an
>> otherwise stock rotation? Does it wipe your reputation entirely or
>> does it simply just not send quickplay traffic to you when there is a
>> custom map playing?
>>
>> What are the chances of some sort of mechanism to allow quickplay
>> clients to be able to join custom map quick play servers?
>>
>> On Sun, Jul 10, 2011 at 6:49 PM, 
>> msleeper<msleeper@**ismsleeperwrong.com<[email protected]>>
>>  wrote:
>>
>>> "Payload is the default game mode choice.  You might get more
>>> quickplay traffic on payload maps."
>>>
>>> Do you have any other data like this to help us figure out the best
>>> quick play servers to run? Do you have a quickplay-optimal server.cfg
>>> we should be using (replay enabled, voting enabled, etc.)? Could you
>>> post the server.cfg that the Valve servers are using as an example?
>>>
>>> On Sun, Jul 10, 2011 at 5:35 PM, Fletcher Dunn
>>> <[email protected]>  wrote:
>>>
>>>> If you want to know if matchmaking is working or not, looking at your
>>>> own
>>>> server will tell you very little.  You have to play the game.  Our
>>>> current
>>>> goals for quickplay are pretty limited: to match players (especially new
>>>> players, who we expect to be the ones using this feature) to the best
>>>> server
>>>> for them.  In other words, we define success solely from the client's
>>>> perspective.  We don't have any criteria that attempts to optimize
>>>> results
>>>> from servers' perspective, with the exception of reducing unwanted
>>>> traffic
>>>> (in the form of query pings or quickplay player traffic in general).
>>>> Last weekend (July 2) all of the Valve servers went down.  This
>>>> undoubtedly
>>>> sent a lot of quickplay traffic your way.  Then, on Monday, they came
>>>> back
>>>> up.  This almost certainly resulted in less quickplay traffic coming
>>>> your
>>>> way.  Our overall player counts are reduced since the initial surge, but
>>>> we
>>>> still have a pretty large number of Valve servers up.  I'd guess that
>>>> ratio
>>>> of Valve servers versus players using quickplay is the single largest
>>>> factor
>>>> in determining how much quickplay traffic comes your way.
>>>> On the other hand, last week's update reduced the scoring advantage that
>>>> Valve servers get.  We are still tweaking this.  We may make the scoring
>>>> advantage a function of player experience, to get totally new players on
>>>> Valve servers, but over time transition them into the general
>>>> population.
>>>> Payload is the default game mode choice.  You might get more quickplay
>>>> traffic on payload maps.
>>>> We are experimenting with certain rules changes being score penalties
>>>> rather
>>>> than deal-breakers.  (nocrits is the first test.)  But right now, there
>>>> are
>>>> so many good Valve servers available, unless your server is vanilla with
>>>> a
>>>> good ping and 15-20 players in it, most clients will score the Valve
>>>> server
>>>> higher anyway, so pretty much any scoring penalty can effectively rule
>>>> you
>>>> out.  This is just a function of the number of players and the number of
>>>> (Valve) servers.
>>>> The fix for the replay off-by-one player count bug should be in the next
>>>> update.  We have received some helpful reports about zombie players and
>>>> hopefully will have that fixed, too.  We also read the suggestions for
>>>> how
>>>> our codebase could be improved and features implemented more simply.
>>>>  Rest
>>>> assured that those suggestions are being given all the attention they
>>>> deserve.
>>>> The reputation scoring system will take some time to tune.  Currently it
>>>> can
>>>> be dwarfed by the other factors.  We are not certain it is the best long
>>>> term solution, perhaps creating a more persistent server identity at the
>>>> Steam level is better.  For example, so you can change your IP and not
>>>> lose
>>>> all of your loyal players who added your server to their favorites list.
>>>>  We
>>>> have heard you loud and clear on this point and it is something I
>>>> personally
>>>> am very interested in working on.  Having a less anonymous system will
>>>> benefit good servers and players and is a good thing all around.
>>>> Your humble servant.
>>>> - Fletch
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>>>>
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