I don't want to tell you how to have your fun, especially with a PC game
that allows for just about any kind of "mod" you'd like to apply but TF2
isn't really about "kill and destroy". Team Fortress 2 seems to be about
leveraging unique classes in order to overcome the weakling BLU,
outsmarting and outgunning them at every chance given.

Instaspawn (like the blog states) just leads to static levels, and
instaspawn servers seem to cater to the more 'deathmatch' crowd - where you
hold down W and click Mouse1 until you die, then mash on Mouse1 because
waiting to respawn is apparently painful.

Learn from your mistakes! Study your (better/still alive) teammates!

On Fri, Jan 6, 2012 at 11:14 AM, Frank <[email protected]> wrote:

> Regardless what the blog states as a player (not just a server
> administrator) I go into the game to play not wait around in Spawn Q
> watching others play - to me this game is run and gun shootem up...
> strategy
> is one thing but I don't come to TF2 to incorporate strategy I come to kill
> and destroy!
>
> So I won't play on servers unless  they have instant spawn - All of mine
> are
> instant spawn but that to me shouldn't decrease the ability to get players
> cause many players want this as well.
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of Emil
> Larsson
> Sent: Friday, January 06, 2012 1:47 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Quickplay and personal respawn times.
>
> Regarding respawn times: http://www.tf2.com/post.php?id=1872
>
> It's a good blog entry that covers why TF2 have respawn times at all. I
> always link to that when people ask why we have default respawn times.
>
> On Fri, Jan 6, 2012 at 7:06 PM, doc <[email protected]> wrote:
>
> > Limiting number of class allowed? Allowing people to "buy" faster
> > respawn time?
> >
> > I'm kind of saddened that people believe this is the best way to move
> > forward with their servers. The respawn waves / times are well
> > balanced and halving them really won't do much other than build points
> > for the other team; there might be a reason they are waiting to spawn.
> > I can understand that people WANT faster respawn times - I can't tell
> > you how many times I'll have someone join, and then make some comment
> > about "what the fuck is with these spawn times", even though they have
> been left default.
> >
> > It's an easy rule - if you want quickplay traffic then play TF2 like
> > it was "meant" to play. Not what you believe is "more fun" to play
> > like, I'm sure hockey would be more fun with 3 more people and two
> > pucks per team, doesn't mean it makes the game much better.
> >
> > On Fri, Jan 6, 2012 at 8:18 AM, Andrew <[email protected]>
> wrote:
> >
> > > Do those of you running Quickplay servers see a significant
> > > difference in traffic over non-quickplay ones? I don't have any
> > > reason to change, since making my server "quickplay elligible" with
> > > full respawns would make it no different from hundreds of others out
> > > there. But I am curious.
> > >
> > > I'll see how long players keep dropping by and my friends keep playing.
> > > -Andrew
> > >
> >
> > We have been quick play since it came out and for a while we were
> > seeing consistent FULL server load - since the glut of games that came
> > out Q4 2011 the population has dropped, and now we will sit half-full
> > more than full, quickplay traffic or no. If you have a server that
> > doesn't have problems filling up (and has weird mods like respawntime
> > modifications) then by all means do not enable quickplay - it's not as
> > if you get extra points or accolades for doing such. You are correct
> > in the observation that it would make you like a ton of other servers
> > out there, so competition is just "harder" because of this.
> > _______________________________________________
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> >
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