Like l4d2, where people just add steamgroups to their servers which they
are not the owner from. If that happens, it will be the end of a normal
group based tab for clients. Let them fix that first or make a solution for
it before attempting to do tf2.

In the end i also prefer a dns solution, quickest one to implement and long
overdue core feature. 

Some idea's you have are nice, dont get me wrong. If you add default tf2
group, you would get what 1000 servers? That might not be handy, also
consider that quickplay sends people to valve servers first, basicly if
they add those servers to their favorites we as community server operators
would never see a new player again. Since they would have that many serves
automaticly to choose from (well a bit dramatic, but you know where i am
going)

About the loosing your favorites, we just use the "sv_tags" , we can just
search for '<yourtaghere>' with the ingame browser and it should show all
our servers. We tell all the players that and its a easy way to find our
other servers too. (might not be the best solution, but its better then
nothing)

On Mon, 11 Jul 2011 00:28:37 -0700 (PDT), Mart-Jan Reeuwijk
<[email protected]> wrote:
> Suggested long ago (years) on spuf to have a "groups" tab in game server
> browser, with the servers of the steam groups one is member off. Server
> owners simply can then add their servers to their group page  on steam
and
> the players in the groups get the servers they are member off. Maybe even
> make a switch that they can use the "connect" command directly to connect
> for having a slot. That would end all need for custom gui's for
connecting
> to servers etc. 
> 
> Sure, there are players who collect groups like cookies, , but a bit
handy
> player can keep all the servers in that tab that he needs. 
> 
> I'd even suggest to make a "opt-in" and/or "enable all/none" of it, so
that
> players can choose to see the servers of the group (or opt-out.... but I
> dont recommend that for exactly those lonely ppl who have over 100 groups
> etc). A simple dropdown menu option in the FL would do.
> 
> Will only work if players can disable the "announcement" spam tho. Cos I
> for one keep my group list short, and any spamming announcements is out
> (any higher freq then once a month). Altho groups could create a
secondary
> group which would be "silent" with the announcements. No idea why some
find
> it so interesting to do 10 announcements on a evening.
> 
> Tbh, I think that would be better then implementing dns solutions or w/e,
> and it would also take care of inheritence of a group owner etc, cos if
> bound to a specific steam ID, I see some (small?) downsides if the owner
of
> that account is no longer associated with the servers group/clan/hoster
w/e
> structure its in. I know at least one community that is changing
ownership
> in a couple weeks...
> 
> Small side idea: a right click option in server browser to join the group
> of the server, and get as reward the complete server list there. (can be
> the group id string on server, ppl would not want to put the wrong one in
> there cos that would defeat their server, as long as the list comes from
> the group, and not from the servers)
> 
> Another given is then that clients with a re-install, or w/e reason
doesn't
> lose their server list, its arranged by the groups already then, which is
> not client sided stored, but dependend on the membership of the groups.
> Cant count how many times I lost my favorite servers cos steam was acting
> up and decided it was time again to clean out all but steam.exe and the
> steamapps folder. (and yes, forgot to save the list, and for others who
> don't even know where to find it)
> 
> patent pending (c) 2009 (or thereabouts)
> 
> that reminds me
> /me backups his favorite servers.
> 
> 
>>________________________________
>>From: Fletcher Dunn <[email protected]>
>>To: "[email protected]"
>><[email protected]>; "[email protected]"
>><[email protected]>
>>Sent: Sunday, 10 July 2011, 23:35
>>Subject: Re: [hlds] [hlds_linux] TF2 servers staying empty
>>
>>
>> 
>>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:
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>>
>>
>>
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