I for one don't really care about Quickplay...after all,  people will learn
to use the search feature and will find servers playing certain maps and
what not that they enjoy the most. They will favor these servers and
continue to play on them mostly from a management and fun standpoint and
that's where the community around those servers helps as far as seeding and
entertainment. I think the thing here most need to realize is TF2 is 5 years
old - those players mostly fooling with it now are either hard core players,
traders or those that just wish to do something different from time to time
which if that includes alterations from "vanilla" then so be it. If this
crack down on how a server gets effected by Quickplay was argued more 4
years ago or effected more then vs now it wouldn't have been much of a
problem. We are also at this stage of the game that we shouldn't be having
this discussion about some wishing to run and play on servers that deviate
from vanilla style setups.

I guess my point here is why does it matter? The game is 5 years old and
running strong really in part from SourceMod and the community that enhanced
the game. EA/Dice didn't understand this one bit and still don't from the
Battlefield days 1942/Vietnam when they instituted Ranks and Stats to BF2
which killed the modding community. I don't see Valve doing this however I
do see some nit picking going on about vanilla this, vanilla that.

It's up to Valve to adjust their policy to go along with the times. The
policy against tricking players with bots and so on is common sense and that
I can certainly understand taking action against. If settings are clearly
displayed, map style, player count, fast respawn etc etc then let the
players decided if that's best for them. Many of these point reductions for
most of those changes when not being as "vanilla" as possible IMO is too
restrictive at this point in the games life cycle.

-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of 1nsane
Sent: Friday, January 06, 2012 9:33 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Quickplay and personal respawn times.

"Servers should be running as "vanilla" as possible."

https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

On Fri, Jan 6, 2012 at 8:04 AM, John Marbury <[email protected]> wrote:

> I just wanted to say:
> The plugin gives no advantage to regulars over quickplay-players.  
> Point values are reset when players connect, and there is a hard cap 
> on the maximum number someone can have at one time.
> It's just a simple mechanic that allows players to try to salvage a 
> round if they are about to lose.
>
> From what I've heard through the grapevine, having "respawntimes" or 
> any custom-ish tag that incurs a penalty is pretty much the same as 
> just outright blocking quickplay traffic since there are loads of 
> stock servers now.  Can anyone comment on that?
>
> I guess it would be helpful if Valve could clarify the goal of quickplay:
> Is it to create the "best possible experience" for players, or to 
> create the "most 'vanilla' experience" for players?
> I wont argue that stock respawn times are the more 'vanilla' way to 
> go, but polling data from random people in my servers shows that in 
> games on ctf and plr maps (or where both teams are on offense and 
> defense at the same time), players prefer a 50% drop in respawn wave
times.
>
> Food for thought~
>
>
> On Fri, Jan 6, 2012 at 7:39 AM, bp <[email protected]> wrote:
>
> > I think that, since you _are_ messing with respawn times, it'd be 
> > sensible to advertise this with at least "respawntimes".
> >
> > Quickplay is meant as a way to play vanilla TF2 one-click. Yours 
> > isn't vanilla TF2.
> >
> > It's kind of obvious that your insta-respawning regulars would be 
> > upset from losing their point edge on the stream of new, regularly 
> > spawning players quickplay sends in their general direction, but 
> > that's not the design purpose of quickplay... :)
> >
> > --bp
> >
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