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 >>>> ______________________________**_________________ >>>> To unsubscribe, edit your list preferences, or view the list archives, >>>> please visit: >>>> http://list.valvesoftware.com/**mailman/listinfo/hlds<http://list.valvesoftware.com/mailman/listinfo/hlds> >>>> >>>> >>>> ______________________________**_________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux<http://list.valvesoftware.com/mailman/listinfo/hlds_linux> >> >> > > ______________________________**_________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/**mailman/listinfo/hlds_linux<http://list.valvesoftware.com/mailman/listinfo/hlds_linux> > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux

