Re: [hlds] TF2 Player Count Drop After Halloween

2011-11-04 Thread Tyler Davies
I'm having the same ordeal with my servers. And I know that it's totally
unrelated to the amount of time people have been playing in it because over
10 people (almost constantly) had been connected for more than one hour on
the day of the most recent update. Everyone who connected to the three of
my servers stayed in for an avg. of 45 minutes to an hour and a half. Yet
the next day, not a single soul from quickplay to be found, only the
regular players. This all started happening after the Halloween update.
This is very bizarre because we're normally full and people stay on for an
extended amount of time (I'd say about 45 min - 1 1/2 hours) give or take
65-70% of the time. Maybe this should be looked into? I don't know. But I
will say that people play on the servers quite a bit and now quickplay is
discriminating my servers. I've seen other servers that cannot hold a
single person in for more than 45 minutes yet quickplay keeps them full all
day and night. I don't like saying there is something wrong but I think
there is something wrong.

On Fri, Nov 4, 2011 at 1:12 AM, Team BOOM!  wrote:

>
> I'm seeing the same thing as msleeper. I have 7 TF2 servers and all of them
> were running totally full of players until the day after Halloween. In fact
> they've been running full for months. Now all but one or two usually sit
> empty. It's like quickplay is not directing traffic to them anymore.
> Something is weird here. I don't get it. Is anyone else seeing something
> goofy like this.
>
> Mike
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
> Sent: Thursday, November 03, 2011 3:09 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] TF2 Quickplay Server Capacity Penalty
>
> So I'm not sure if this is related to quickplay or not, but I've
> noticed the past 2 days that my (pure vanilla, no SM or anything)
> quickplay servers have gotten next to no traffic. Which is very
> strange considering at least 1 of them usually is full of players, and
> since the start of the Halloween event they've been full nearly 20
> hours a day. Am I just drawing the short stick getting quickplay
> players, or are people just bored with the Halloween stuff already? Or
> was there a change in the backend that I might be affected by?
>
> On Thu, Nov 3, 2011 at 6:03 PM, Fletcher Dunn
>  wrote:
> > Quickplay operates based upon the same data used by the server browser.
> So
> > whatever the max player count is as reported to the server player.
> >
> >
> >
> > Of course, the current player count is also relevant! :)
> >
> >
> >
> > - Fletch
> >
> >
> >
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Terry Robinson
> > Sent: Thursday, November 03, 2011 1:43 PM
> > To: hlds@list.valvesoftware.com
> > Subject: [hlds] TF2 Quickplay Server Capacity Penalty
> >
> >
> >
> > Does the quickplay penalty apply to servers with maxplayer set above 24,
> to
> > servers with sv_maxvisibleplayers above 24, or to servers whose current
> > player count is above 24?
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > 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
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
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Re: [hlds] TF2 Player Count Drop After Halloween

2011-11-04 Thread Team BOOM!
Well thank God it's not just me. Perhaps Fletch will see this and look into
it. I've spent a lot of time and money on my servers since quick-play was
released and sure hope I don't lose the player base I've worked so hard to
build.

 

Take care and thanks for the confirmation.

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tyler Davies
Sent: Friday, November 04, 2011 9:58 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Player Count Drop After Halloween

 

I'm having the same ordeal with my servers. And I know that it's totally
unrelated to the amount of time people have been playing in it because over
10 people (almost constantly) had been connected for more than one hour on
the day of the most recent update. Everyone who connected to the three of my
servers stayed in for an avg. of 45 minutes to an hour and a half. Yet the
next day, not a single soul from quickplay to be found, only the regular
players. This all started happening after the Halloween update. This is very
bizarre because we're normally full and people stay on for an extended
amount of time (I'd say about 45 min - 1 1/2 hours) give or take 65-70% of
the time. Maybe this should be looked into? I don't know. But I will say
that people play on the servers quite a bit and now quickplay is
discriminating my servers. I've seen other servers that cannot hold a single
person in for more than 45 minutes yet quickplay keeps them full all day and
night. I don't like saying there is something wrong but I think there is
something wrong.

On Fri, Nov 4, 2011 at 1:12 AM, Team BOOM!  wrote:


I'm seeing the same thing as msleeper. I have 7 TF2 servers and all of them
were running totally full of players until the day after Halloween. In fact
they've been running full for months. Now all but one or two usually sit
empty. It's like quickplay is not directing traffic to them anymore.
Something is weird here. I don't get it. Is anyone else seeing something
goofy like this.

Mike

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Thursday, November 03, 2011 3:09 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Quickplay Server Capacity Penalty

So I'm not sure if this is related to quickplay or not, but I've
noticed the past 2 days that my (pure vanilla, no SM or anything)
quickplay servers have gotten next to no traffic. Which is very
strange considering at least 1 of them usually is full of players, and
since the start of the Halloween event they've been full nearly 20
hours a day. Am I just drawing the short stick getting quickplay
players, or are people just bored with the Halloween stuff already? Or
was there a change in the backend that I might be affected by?

On Thu, Nov 3, 2011 at 6:03 PM, Fletcher Dunn
 wrote:
> Quickplay operates based upon the same data used by the server browser. 
So
> whatever the max player count is as reported to the server player.
>
>
>
> Of course, the current player count is also relevant! :)
>
>
>
> - Fletch
>
>
>
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Terry Robinson
> Sent: Thursday, November 03, 2011 1:43 PM
> To: hlds@list.valvesoftware.com
> Subject: [hlds] TF2 Quickplay Server Capacity Penalty
>
>
>
> Does the quickplay penalty apply to servers with maxplayer set above 24,
to
> servers with sv_maxvisibleplayers above 24, or to servers whose current
> player count is above 24?
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
>

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Re: [hlds] TF2 Player Count Drop After Halloween

2011-11-04 Thread E. Olsen
Actually, if you'll look at the Steam stats, it's pretty obvious that
overall TF2 traffic has taken a downturn. Add to that all the additional
servers that went up after F2P went live, along with a pretty cluttered
release schedule of new PC games (BF3, etc.), and I think what most
operators are seeing is simply a symptom of less public players overall,
and too many servers - not a problem with quickplay. With only 40k or so
TF2 players to go around, if you haven't built up a relatively large group
of regulars, you're going to be struggling.

We've seen a downturn as well (although, not in our UK-based servers, only
in the US), but it's simply moving toward where traffic levels were prior
to F2P/quickplay. Personally, I think operators that have been relying
solely on quickplay to fill their servers are going to have a tough go at
keeping full servers from now on (unless, of course, Valve has another big
update up their sleeve to kick TF2 in the pants again). TF2 is a 4 year old
game - and without a large group of regulars already built up, I doubt I
would launch and TF2 servers today. Building consistent traffic takes a ton
of time and dedication - even when a game is new. Quickplay is a crutch,
and if your servers can't fill without it, you're already sunk.

On Fri, Nov 4, 2011 at 12:57 PM, Tyler Davies wrote:

> I'm having the same ordeal with my servers. And I know that it's totally
> unrelated to the amount of time people have been playing in it because over
> 10 people (almost constantly) had been connected for more than one hour on
> the day of the most recent update. Everyone who connected to the three of
> my servers stayed in for an avg. of 45 minutes to an hour and a half. Yet
> the next day, not a single soul from quickplay to be found, only the
> regular players. This all started happening after the Halloween update.
> This is very bizarre because we're normally full and people stay on for an
> extended amount of time (I'd say about 45 min - 1 1/2 hours) give or take
> 65-70% of the time. Maybe this should be looked into? I don't know. But I
> will say that people play on the servers quite a bit and now quickplay is
> discriminating my servers. I've seen other servers that cannot hold a
> single person in for more than 45 minutes yet quickplay keeps them full all
> day and night. I don't like saying there is something wrong but I think
> there is something wrong.
>
> On Fri, Nov 4, 2011 at 1:12 AM, Team BOOM!  wrote:
>
>>
>> I'm seeing the same thing as msleeper. I have 7 TF2 servers and all of
>> them
>> were running totally full of players until the day after Halloween. In
>> fact
>> they've been running full for months. Now all but one or two usually sit
>> empty. It's like quickplay is not directing traffic to them anymore.
>> Something is weird here. I don't get it. Is anyone else seeing something
>> goofy like this.
>>
>> Mike
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
>> Sent: Thursday, November 03, 2011 3:09 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] TF2 Quickplay Server Capacity Penalty
>>
>> So I'm not sure if this is related to quickplay or not, but I've
>> noticed the past 2 days that my (pure vanilla, no SM or anything)
>> quickplay servers have gotten next to no traffic. Which is very
>> strange considering at least 1 of them usually is full of players, and
>> since the start of the Halloween event they've been full nearly 20
>> hours a day. Am I just drawing the short stick getting quickplay
>> players, or are people just bored with the Halloween stuff already? Or
>> was there a change in the backend that I might be affected by?
>>
>> On Thu, Nov 3, 2011 at 6:03 PM, Fletcher Dunn
>>  wrote:
>> > Quickplay operates based upon the same data used by the server browser.
>> So
>> > whatever the max player count is as reported to the server player.
>> >
>> >
>> >
>> > Of course, the current player count is also relevant! :)
>> >
>> >
>> >
>> > - Fletch
>> >
>> >
>> >
>> > From: hlds-boun...@list.valvesoftware.com
>> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Terry
>> Robinson
>> > Sent: Thursday, November 03, 2011 1:43 PM
>> > To: hlds@list.valvesoftware.com
>> > Subject: [hlds] TF2 Quickplay Server Capacity Penalty
>> >
>> >
>> >
>> > Does the quickplay penalty apply to servers with maxplayer set above 24,
>> to
>> > servers with sv_maxvisibleplayers above 24, or to servers whose current
>> > player count is above 24?
>> >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > 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

Re: [hlds] TF2 Player Count Drop After Halloween

2011-11-04 Thread Herover
I think I can confirm that as a css server operator.
I believed it was because of the new tf2 update, but I guess BF3 and
other games have some influence too.

2011/11/4 E. Olsen :
> Actually, if you'll look at the Steam stats, it's pretty obvious that
> overall TF2 traffic has taken a downturn. Add to that all the additional
> servers that went up after F2P went live, along with a pretty cluttered
> release schedule of new PC games (BF3, etc.), and I think what most
> operators are seeing is simply a symptom of less public players overall, and
> too many servers - not a problem with quickplay. With only 40k or so TF2
> players to go around, if you haven't built up a relatively large group of
> regulars, you're going to be struggling.
>
> We've seen a downturn as well (although, not in our UK-based servers, only
> in the US), but it's simply moving toward where traffic levels were prior to
> F2P/quickplay. Personally, I think operators that have been relying solely
> on quickplay to fill their servers are going to have a tough go at keeping
> full servers from now on (unless, of course, Valve has another big update up
> their sleeve to kick TF2 in the pants again). TF2 is a 4 year old game - and
> without a large group of regulars already built up, I doubt I would launch
> and TF2 servers today. Building consistent traffic takes a ton of time and
> dedication - even when a game is new. Quickplay is a crutch, and if your
> servers can't fill without it, you're already sunk.
>
> On Fri, Nov 4, 2011 at 12:57 PM, Tyler Davies 
> wrote:
>>
>> I'm having the same ordeal with my servers. And I know that it's totally
>> unrelated to the amount of time people have been playing in it because over
>> 10 people (almost constantly) had been connected for more than one hour on
>> the day of the most recent update. Everyone who connected to the three of my
>> servers stayed in for an avg. of 45 minutes to an hour and a half. Yet the
>> next day, not a single soul from quickplay to be found, only the regular
>> players. This all started happening after the Halloween update. This is very
>> bizarre because we're normally full and people stay on for an extended
>> amount of time (I'd say about 45 min - 1 1/2 hours) give or take 65-70% of
>> the time. Maybe this should be looked into? I don't know. But I will say
>> that people play on the servers quite a bit and now quickplay is
>> discriminating my servers. I've seen other servers that cannot hold a single
>> person in for more than 45 minutes yet quickplay keeps them full all day and
>> night. I don't like saying there is something wrong but I think there is
>> something wrong.
>>
>> On Fri, Nov 4, 2011 at 1:12 AM, Team BOOM!  wrote:
>>>
>>> I'm seeing the same thing as msleeper. I have 7 TF2 servers and all of
>>> them
>>> were running totally full of players until the day after Halloween. In
>>> fact
>>> they've been running full for months. Now all but one or two usually sit
>>> empty. It's like quickplay is not directing traffic to them anymore.
>>> Something is weird here. I don't get it. Is anyone else seeing something
>>> goofy like this.
>>>
>>> Mike
>>>
>>> -Original Message-
>>> From: hlds-boun...@list.valvesoftware.com
>>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
>>> Sent: Thursday, November 03, 2011 3:09 PM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: Re: [hlds] TF2 Quickplay Server Capacity Penalty
>>>
>>> So I'm not sure if this is related to quickplay or not, but I've
>>> noticed the past 2 days that my (pure vanilla, no SM or anything)
>>> quickplay servers have gotten next to no traffic. Which is very
>>> strange considering at least 1 of them usually is full of players, and
>>> since the start of the Halloween event they've been full nearly 20
>>> hours a day. Am I just drawing the short stick getting quickplay
>>> players, or are people just bored with the Halloween stuff already? Or
>>> was there a change in the backend that I might be affected by?
>>>
>>> On Thu, Nov 3, 2011 at 6:03 PM, Fletcher Dunn
>>>  wrote:
>>> > Quickplay operates based upon the same data used by the server
>>> > browser.
>>> So
>>> > whatever the max player count is as reported to the server player.
>>> >
>>> >
>>> >
>>> > Of course, the current player count is also relevant! :)
>>> >
>>> >
>>> >
>>> > - Fletch
>>> >
>>> >
>>> >
>>> > From: hlds-boun...@list.valvesoftware.com
>>> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Terry
>>> > Robinson
>>> > Sent: Thursday, November 03, 2011 1:43 PM
>>> > To: hlds@list.valvesoftware.com
>>> > Subject: [hlds] TF2 Quickplay Server Capacity Penalty
>>> >
>>> >
>>> >
>>> > Does the quickplay penalty apply to servers with maxplayer set above
>>> > 24,
>>> to
>>> > servers with sv_maxvisibleplayers above 24, or to servers whose current
>>> > player count is above 24?
>>> >
>>> > ___
>>> > To unsubscribe, edit your list prefe

Re: [hlds] TF2 Player Count Drop After Halloween

2011-11-04 Thread 1nsane
Modern Warfare 3 is next. That should give us a nice drop as well.

On Fri, Nov 4, 2011 at 3:14 PM, Herover  wrote:

> I think I can confirm that as a css server operator.
> I believed it was because of the new tf2 update, but I guess BF3 and
> other games have some influence too.
>
> 2011/11/4 E. Olsen :
> > Actually, if you'll look at the Steam stats, it's pretty obvious that
> > overall TF2 traffic has taken a downturn. Add to that all the additional
> > servers that went up after F2P went live, along with a pretty cluttered
> > release schedule of new PC games (BF3, etc.), and I think what most
> > operators are seeing is simply a symptom of less public players overall,
> and
> > too many servers - not a problem with quickplay. With only 40k or so TF2
> > players to go around, if you haven't built up a relatively large group of
> > regulars, you're going to be struggling.
> >
> > We've seen a downturn as well (although, not in our UK-based servers,
> only
> > in the US), but it's simply moving toward where traffic levels were
> prior to
> > F2P/quickplay. Personally, I think operators that have been relying
> solely
> > on quickplay to fill their servers are going to have a tough go at
> keeping
> > full servers from now on (unless, of course, Valve has another big
> update up
> > their sleeve to kick TF2 in the pants again). TF2 is a 4 year old game -
> and
> > without a large group of regulars already built up, I doubt I would
> launch
> > and TF2 servers today. Building consistent traffic takes a ton of time
> and
> > dedication - even when a game is new. Quickplay is a crutch, and if your
> > servers can't fill without it, you're already sunk.
> >
> > On Fri, Nov 4, 2011 at 12:57 PM, Tyler Davies 
> > wrote:
> >>
> >> I'm having the same ordeal with my servers. And I know that it's totally
> >> unrelated to the amount of time people have been playing in it because
> over
> >> 10 people (almost constantly) had been connected for more than one hour
> on
> >> the day of the most recent update. Everyone who connected to the three
> of my
> >> servers stayed in for an avg. of 45 minutes to an hour and a half. Yet
> the
> >> next day, not a single soul from quickplay to be found, only the regular
> >> players. This all started happening after the Halloween update. This is
> very
> >> bizarre because we're normally full and people stay on for an extended
> >> amount of time (I'd say about 45 min - 1 1/2 hours) give or take 65-70%
> of
> >> the time. Maybe this should be looked into? I don't know. But I will say
> >> that people play on the servers quite a bit and now quickplay is
> >> discriminating my servers. I've seen other servers that cannot hold a
> single
> >> person in for more than 45 minutes yet quickplay keeps them full all
> day and
> >> night. I don't like saying there is something wrong but I think
> there is
> >> something wrong.
> >>
> >> On Fri, Nov 4, 2011 at 1:12 AM, Team BOOM! 
> wrote:
> >>>
> >>> I'm seeing the same thing as msleeper. I have 7 TF2 servers and all of
> >>> them
> >>> were running totally full of players until the day after Halloween. In
> >>> fact
> >>> they've been running full for months. Now all but one or two usually
> sit
> >>> empty. It's like quickplay is not directing traffic to them anymore.
> >>> Something is weird here. I don't get it. Is anyone else seeing
> something
> >>> goofy like this.
> >>>
> >>> Mike
> >>>
> >>> -Original Message-
> >>> From: hlds-boun...@list.valvesoftware.com
> >>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
> >>> Sent: Thursday, November 03, 2011 3:09 PM
> >>> To: Half-Life dedicated Win32 server mailing list
> >>> Subject: Re: [hlds] TF2 Quickplay Server Capacity Penalty
> >>>
> >>> So I'm not sure if this is related to quickplay or not, but I've
> >>> noticed the past 2 days that my (pure vanilla, no SM or anything)
> >>> quickplay servers have gotten next to no traffic. Which is very
> >>> strange considering at least 1 of them usually is full of players, and
> >>> since the start of the Halloween event they've been full nearly 20
> >>> hours a day. Am I just drawing the short stick getting quickplay
> >>> players, or are people just bored with the Halloween stuff already? Or
> >>> was there a change in the backend that I might be affected by?
> >>>
> >>> On Thu, Nov 3, 2011 at 6:03 PM, Fletcher Dunn
> >>>  wrote:
> >>> > Quickplay operates based upon the same data used by the server
> >>> > browser.
> >>> So
> >>> > whatever the max player count is as reported to the server player.
> >>> >
> >>> >
> >>> >
> >>> > Of course, the current player count is also relevant! :)
> >>> >
> >>> >
> >>> >
> >>> > - Fletch
> >>> >
> >>> >
> >>> >
> >>> > From: hlds-boun...@list.valvesoftware.com
> >>> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Terry
> >>> > Robinson
> >>> > Sent: Thursday, November 03, 2011 1:43 PM
> >>> > To: hlds@list.valvesoftware.com
> >>> > Subject: [hlds] TF2 Quickp

Re: [hlds] TF2 Player Count Drop After Halloween

2011-11-04 Thread Jason
Followed the latest "Tribes" (in Dec)and then first quarter 2012 will
be CS:GO.so is this the inevitable slow and painful TF2 death?  Who
knowsbut 4 years for a popular FPS with constant updates?  I say it's
still here for a bit longer and hats off to Valve for it.

On Fri, Nov 4, 2011 at 3:41 PM, 1nsane <1nsane...@gmail.com> wrote:

> Modern Warfare 3 is next. That should give us a nice drop as well.
>
>
> On Fri, Nov 4, 2011 at 3:14 PM, Herover wrote:
>
>> I think I can confirm that as a css server operator.
>> I believed it was because of the new tf2 update, but I guess BF3 and
>> other games have some influence too.
>>
>> 2011/11/4 E. Olsen :
>> > Actually, if you'll look at the Steam stats, it's pretty obvious that
>> > overall TF2 traffic has taken a downturn. Add to that all the additional
>> > servers that went up after F2P went live, along with a pretty cluttered
>> > release schedule of new PC games (BF3, etc.), and I think what most
>> > operators are seeing is simply a symptom of less public players
>> overall, and
>> > too many servers - not a problem with quickplay. With only 40k or so TF2
>> > players to go around, if you haven't built up a relatively large group
>> of
>> > regulars, you're going to be struggling.
>> >
>> > We've seen a downturn as well (although, not in our UK-based servers,
>> only
>> > in the US), but it's simply moving toward where traffic levels were
>> prior to
>> > F2P/quickplay. Personally, I think operators that have been relying
>> solely
>> > on quickplay to fill their servers are going to have a tough go at
>> keeping
>> > full servers from now on (unless, of course, Valve has another big
>> update up
>> > their sleeve to kick TF2 in the pants again). TF2 is a 4 year old game
>> - and
>> > without a large group of regulars already built up, I doubt I would
>> launch
>> > and TF2 servers today. Building consistent traffic takes a ton of time
>> and
>> > dedication - even when a game is new. Quickplay is a crutch, and if your
>> > servers can't fill without it, you're already sunk.
>> >
>> > On Fri, Nov 4, 2011 at 12:57 PM, Tyler Davies > >
>> > wrote:
>> >>
>> >> I'm having the same ordeal with my servers. And I know that it's
>> totally
>> >> unrelated to the amount of time people have been playing in it because
>> over
>> >> 10 people (almost constantly) had been connected for more than one
>> hour on
>> >> the day of the most recent update. Everyone who connected to the three
>> of my
>> >> servers stayed in for an avg. of 45 minutes to an hour and a half. Yet
>> the
>> >> next day, not a single soul from quickplay to be found, only the
>> regular
>> >> players. This all started happening after the Halloween update. This
>> is very
>> >> bizarre because we're normally full and people stay on for an extended
>> >> amount of time (I'd say about 45 min - 1 1/2 hours) give or take
>> 65-70% of
>> >> the time. Maybe this should be looked into? I don't know. But I will
>> say
>> >> that people play on the servers quite a bit and now quickplay is
>> >> discriminating my servers. I've seen other servers that cannot hold a
>> single
>> >> person in for more than 45 minutes yet quickplay keeps them full all
>> day and
>> >> night. I don't like saying there is something wrong but I think
>> there is
>> >> something wrong.
>> >>
>> >> On Fri, Nov 4, 2011 at 1:12 AM, Team BOOM! 
>> wrote:
>> >>>
>> >>> I'm seeing the same thing as msleeper. I have 7 TF2 servers and all of
>> >>> them
>> >>> were running totally full of players until the day after Halloween. In
>> >>> fact
>> >>> they've been running full for months. Now all but one or two usually
>> sit
>> >>> empty. It's like quickplay is not directing traffic to them anymore.
>> >>> Something is weird here. I don't get it. Is anyone else seeing
>> something
>> >>> goofy like this.
>> >>>
>> >>> Mike
>> >>>
>> >>> -Original Message-
>> >>> From: hlds-boun...@list.valvesoftware.com
>> >>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
>> >>> Sent: Thursday, November 03, 2011 3:09 PM
>> >>> To: Half-Life dedicated Win32 server mailing list
>> >>> Subject: Re: [hlds] TF2 Quickplay Server Capacity Penalty
>> >>>
>> >>> So I'm not sure if this is related to quickplay or not, but I've
>> >>> noticed the past 2 days that my (pure vanilla, no SM or anything)
>> >>> quickplay servers have gotten next to no traffic. Which is very
>> >>> strange considering at least 1 of them usually is full of players, and
>> >>> since the start of the Halloween event they've been full nearly 20
>> >>> hours a day. Am I just drawing the short stick getting quickplay
>> >>> players, or are people just bored with the Halloween stuff already? Or
>> >>> was there a change in the backend that I might be affected by?
>> >>>
>> >>> On Thu, Nov 3, 2011 at 6:03 PM, Fletcher Dunn
>> >>>  wrote:
>> >>> > Quickplay operates based upon the same data used by the server
>> >>> > browser.
>> >>> So
>> >>> > whatever the m

Re: [hlds] Plea to Valve: Fix STV For DODS

2011-11-04 Thread Chet Michals
I just remembered something, this is actually broken for TF2 also. Or at
the very least, it is a bug that I have encountered. A server I am an admin
on has source TV set up, but I can't connect to it when the game is full,
which makes it a bit redundant for us (It was set up for players to be able
to view the server when it is full). Could it be something wrong with the
way the server operator set it up?

On Thu, Nov 3, 2011 at 8:20 PM, John Moroney  wrote:

> I know it is an old & forgotten game to most but for those that do still
> play the game would like updates to TF2 not to screw the game too much. STV
> has been broken for an eternity. We had a workaround using the
> sv_master_legacy_mode 1 command but that has even been removed now. STV is
> only shown as an IP:Port now without the set STV name. In fact most STV
> commands are now useless. The actual game server slots are displayed
> instead of STV slots. So in other words if a 100 slot STV channel is setup
> for a game server with 12 slots the STV will be 12 slots only. IT USES THE
> ACTUAL GAME SERVER SLOTS!!! Passwords also migrate from the fame
> server. A vast amount of DODS server operators would like to see DODS move
> off the TF2 update schedule as CSS has even. Just fix the STV at least or
> give us a workaround as we had before.
>
> __**_
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/**mailman/listinfo/hlds
>
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Re: [hlds] Plea to Valve: Fix STV For DODS

2011-11-04 Thread DontWannaName!
I just got a 4mb download for DODS. Try updating your server, are there any
updated files?

On Fri, Nov 4, 2011 at 6:13 PM, Chet Michals  wrote:

> I just remembered something, this is actually broken for TF2 also. Or at
> the very least, it is a bug that I have encountered. A server I am an admin
> on has source TV set up, but I can't connect to it when the game is full,
> which makes it a bit redundant for us (It was set up for players to be able
> to view the server when it is full). Could it be something wrong with the
> way the server operator set it up?
>
> On Thu, Nov 3, 2011 at 8:20 PM, John Moroney wrote:
>
>> I know it is an old & forgotten game to most but for those that do still
>> play the game would like updates to TF2 not to screw the game too much. STV
>> has been broken for an eternity. We had a workaround using the
>> sv_master_legacy_mode 1 command but that has even been removed now. STV is
>> only shown as an IP:Port now without the set STV name. In fact most STV
>> commands are now useless. The actual game server slots are displayed
>> instead of STV slots. So in other words if a 100 slot STV channel is setup
>> for a game server with 12 slots the STV will be 12 slots only. IT USES THE
>> ACTUAL GAME SERVER SLOTS!!! Passwords also migrate from the fame
>> server. A vast amount of DODS server operators would like to see DODS move
>> off the TF2 update schedule as CSS has even. Just fix the STV at least or
>> give us a workaround as we had before.
>>
>> __**_
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/**mailman/listinfo/hlds
>>
>
>
> ___
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> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
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Re: [hlds] Plea to Valve: Fix STV For DODS

2011-11-04 Thread John Moroney
No errors in STV setup. It is a Valve error that has to be FIXED by 
them. Just tried an update again with no success. I have been trying 
updating every time there is a TF2 engine update just in case they fixed 
it by mistake as it has been a long running problem till now. The 
"sv_master_legacy_mode 1" work around was perfect as it made the STV 
usable. But as usual Valve in their wisdom decided to remove the command 
about a month ago now. I am desperate for a fix to this problem.


On 5/11/2011 12:16 PM, DontWannaName! wrote:
I just got a 4mb download for DODS. Try updating your server, are 
there any updated files?


On Fri, Nov 4, 2011 at 6:13 PM, Chet Michals > wrote:


I just remembered something, this is actually broken for TF2 also.
Or at the very least, it is a bug that I have encountered. A
server I am an admin on has source TV set up, but I can't connect
to it when the game is full, which makes it a bit redundant for us
(It was set up for players to be able to view the server when it
is full). Could it be something wrong with the way the
server operator set it up?

On Thu, Nov 3, 2011 at 8:20 PM, John Moroney
mailto:morone...@bigpond.com>> wrote:

I know it is an old & forgotten game to most but for those
that do still play the game would like updates to TF2 not to
screw the game too much. STV has been broken for an eternity.
We had a workaround using the sv_master_legacy_mode 1 command
but that has even been removed now. STV is only shown as an
IP:Port now without the set STV name. In fact most STV
commands are now useless. The actual game server slots are
displayed instead of STV slots. So in other words if a 100
slot STV channel is setup for a game server with 12 slots the
STV will be 12 slots only. IT USES THE ACTUAL GAME SERVER
SLOTS!!! Passwords also migrate from the fame server. A
vast amount of DODS server operators would like to see DODS
move off the TF2 update schedule as CSS has even. Just fix the
STV at least or give us a workaround as we had before.

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Re: [hlds] TF2 Player Count Drop After Halloween

2011-11-04 Thread Team BOOM!
ALL 7 my servers are full again! How bizarre!

 

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason
Sent: Friday, November 04, 2011 12:51 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Player Count Drop After Halloween

 

Followed the latest "Tribes" (in Dec)and then first quarter 2012 will be
CS:GO.so is this the inevitable slow and painful TF2 death?  Who
knowsbut 4 years for a popular FPS with constant updates?  I say it's
still here for a bit longer and hats off to Valve for it. 

On Fri, Nov 4, 2011 at 3:41 PM, 1nsane <1nsane...@gmail.com> wrote:

Modern Warfare 3 is next. That should give us a nice drop as well.

 

On Fri, Nov 4, 2011 at 3:14 PM, Herover  wrote:

I think I can confirm that as a css server operator.
I believed it was because of the new tf2 update, but I guess BF3 and
other games have some influence too.

2011/11/4 E. Olsen :

> Actually, if you'll look at the Steam stats, it's pretty obvious that
> overall TF2 traffic has taken a downturn. Add to that all the additional
> servers that went up after F2P went live, along with a pretty cluttered
> release schedule of new PC games (BF3, etc.), and I think what most
> operators are seeing is simply a symptom of less public players overall,
and
> too many servers - not a problem with quickplay. With only 40k or so TF2
> players to go around, if you haven't built up a relatively large group of
> regulars, you're going to be struggling.
>
> We've seen a downturn as well (although, not in our UK-based servers, only
> in the US), but it's simply moving toward where traffic levels were prior
to
> F2P/quickplay. Personally, I think operators that have been relying solely
> on quickplay to fill their servers are going to have a tough go at keeping
> full servers from now on (unless, of course, Valve has another big update
up
> their sleeve to kick TF2 in the pants again). TF2 is a 4 year old game -
and
> without a large group of regulars already built up, I doubt I would launch
> and TF2 servers today. Building consistent traffic takes a ton of time and
> dedication - even when a game is new. Quickplay is a crutch, and if your
> servers can't fill without it, you're already sunk.
>
> On Fri, Nov 4, 2011 at 12:57 PM, Tyler Davies 
> wrote:
>>
>> I'm having the same ordeal with my servers. And I know that it's totally
>> unrelated to the amount of time people have been playing in it because
over
>> 10 people (almost constantly) had been connected for more than one hour
on
>> the day of the most recent update. Everyone who connected to the three of
my
>> servers stayed in for an avg. of 45 minutes to an hour and a half. Yet
the
>> next day, not a single soul from quickplay to be found, only the regular
>> players. This all started happening after the Halloween update. This is
very
>> bizarre because we're normally full and people stay on for an extended
>> amount of time (I'd say about 45 min - 1 1/2 hours) give or take 65-70%
of
>> the time. Maybe this should be looked into? I don't know. But I will say
>> that people play on the servers quite a bit and now quickplay is
>> discriminating my servers. I've seen other servers that cannot hold a
single
>> person in for more than 45 minutes yet quickplay keeps them full all day
and
>> night. I don't like saying there is something wrong but I think there
is
>> something wrong.
>>
>> On Fri, Nov 4, 2011 at 1:12 AM, Team BOOM!  wrote:
>>>
>>> I'm seeing the same thing as msleeper. I have 7 TF2 servers and all of
>>> them
>>> were running totally full of players until the day after Halloween. In
>>> fact
>>> they've been running full for months. Now all but one or two usually sit
>>> empty. It's like quickplay is not directing traffic to them anymore.
>>> Something is weird here. I don't get it. Is anyone else seeing something
>>> goofy like this.
>>>
>>> Mike
>>>
>>> -Original Message-
>>> From: hlds-boun...@list.valvesoftware.com
>>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
>>> Sent: Thursday, November 03, 2011 3:09 PM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: Re: [hlds] TF2 Quickplay Server Capacity Penalty
>>>
>>> So I'm not sure if this is related to quickplay or not, but I've
>>> noticed the past 2 days that my (pure vanilla, no SM or anything)
>>> quickplay servers have gotten next to no traffic. Which is very
>>> strange considering at least 1 of them usually is full of players, and
>>> since the start of the Halloween event they've been full nearly 20
>>> hours a day. Am I just drawing the short stick getting quickplay
>>> players, or are people just bored with the Halloween stuff already? Or
>>> was there a change in the backend that I might be affected by?
>>>
>>> On Thu, Nov 3, 2011 at 6:03 PM, Fletcher Dunn
>>>  wrote:
>>> > Quickplay operates based upon the same data used by the server
>>> > browser.
>>> So
>>> > whateve

Re: [hlds] TF2 Player Count Drop After Halloween

2011-11-04 Thread RSS List User

Same just happened to me!

On 11/4/2011 11:04 PM, Team BOOM! wrote:


ALL 7 my servers are full again! How bizarre!



*From:*hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Jason

*Sent:* Friday, November 04, 2011 12:51 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] TF2 Player Count Drop After Halloween

Followed the latest "Tribes" (in Dec)and then first quarter 2012 
will be CS:GO.so is this the inevitable slow and painful TF2 
death?  Who knowsbut 4 years for a popular FPS with constant 
updates?  I say it's still here for a bit longer and hats off to Valve 
for it.


On Fri, Nov 4, 2011 at 3:41 PM, 1nsane <1nsane...@gmail.com 
> wrote:


Modern Warfare 3 is next. That should give us a nice drop as well.

On Fri, Nov 4, 2011 at 3:14 PM, Herover > wrote:


I think I can confirm that as a css server operator.
I believed it was because of the new tf2 update, but I guess BF3 and
other games have some influence too.

2011/11/4 E. Olsen mailto:ceo.eol...@gmail.com>>:

> Actually, if you'll look at the Steam stats, it's pretty obvious that
> overall TF2 traffic has taken a downturn. Add to that all the additional
> servers that went up after F2P went live, along with a pretty cluttered
> release schedule of new PC games (BF3, etc.), and I think what most
> operators are seeing is simply a symptom of less public players 
overall, and

> too many servers - not a problem with quickplay. With only 40k or so TF2
> players to go around, if you haven't built up a relatively large group of
> regulars, you're going to be struggling.
>
> We've seen a downturn as well (although, not in our UK-based servers, 
only
> in the US), but it's simply moving toward where traffic levels were 
prior to
> F2P/quickplay. Personally, I think operators that have been relying 
solely
> on quickplay to fill their servers are going to have a tough go at 
keeping
> full servers from now on (unless, of course, Valve has another big 
update up
> their sleeve to kick TF2 in the pants again). TF2 is a 4 year old 
game - and
> without a large group of regulars already built up, I doubt I would 
launch
> and TF2 servers today. Building consistent traffic takes a ton of 
time and

> dedication - even when a game is new. Quickplay is a crutch, and if your
> servers can't fill without it, you're already sunk.
>
> On Fri, Nov 4, 2011 at 12:57 PM, Tyler Davies 
mailto:tyler.k.dav...@gmail.com>>

> wrote:
>>
>> I'm having the same ordeal with my servers. And I know that it's totally
>> unrelated to the amount of time people have been playing in it 
because over
>> 10 people (almost constantly) had been connected for more than one 
hour on
>> the day of the most recent update. Everyone who connected to the 
three of my
>> servers stayed in for an avg. of 45 minutes to an hour and a half. 
Yet the

>> next day, not a single soul from quickplay to be found, only the regular
>> players. This all started happening after the Halloween update. This 
is very

>> bizarre because we're normally full and people stay on for an extended
>> amount of time (I'd say about 45 min - 1 1/2 hours) give or take 
65-70% of

>> the time. Maybe this should be looked into? I don't know. But I will say
>> that people play on the servers quite a bit and now quickplay is
>> discriminating my servers. I've seen other servers that cannot hold 
a single
>> person in for more than 45 minutes yet quickplay keeps them full all 
day and
>> night. I don't like saying there is something wrong but I think 
there is

>> something wrong.
>>
>> On Fri, Nov 4, 2011 at 1:12 AM, Team BOOM! > wrote:

>>>
>>> I'm seeing the same thing as msleeper. I have 7 TF2 servers and all of
>>> them
>>> were running totally full of players until the day after Halloween. In
>>> fact
>>> they've been running full for months. Now all but one or two 
usually sit

>>> empty. It's like quickplay is not directing traffic to them anymore.
>>> Something is weird here. I don't get it. Is anyone else seeing 
something

>>> goofy like this.
>>>
>>> Mike
>>>
>>> -Original Message-
>>> From: hlds-boun...@list.valvesoftware.com 

>>> [mailto:hlds-boun...@list.valvesoftware.com 
] On Behalf Of msleeper

>>> Sent: Thursday, November 03, 2011 3:09 PM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: Re: [hlds] TF2 Quickplay Server Capacity Penalty
>>>
>>> So I'm not sure if this is related to quickplay or not, but I've
>>> noticed the past 2 days that my (pure vanilla, no SM or anything)
>>> quickplay servers have gotten next to no traffic. Which is very
>>> strange considering at least 1 of them usually is full of players, and
>>> since the start of the Hall

Re: [hlds] TF2 Player Count Drop After Halloween

2011-11-04 Thread DontWannaName!
Maybe valve turned off their extra event servers :p

Sent from my iPhone 4

On Nov 4, 2011, at 8:05 PM, RSS List User  wrote:

> Same just happened to me!
> 
> On 11/4/2011 11:04 PM, Team BOOM! wrote:
>> 
>> ALL 7 my servers are full again! How bizarre!
>>  
>>  
>> From: hlds-boun...@list.valvesoftware.com 
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason
>> Sent: Friday, November 04, 2011 12:51 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] TF2 Player Count Drop After Halloween
>>  
>> Followed the latest "Tribes" (in Dec)and then first quarter 2012 will be 
>> CS:GO.so   is this the inevitable slow and painful TF2 
>> death?  Who knowsbut 4 years for a popular FPS with constant updates?  I 
>> say it's still here for a bit longer and hats off to Valve for it.
>> 
>> On Fri, Nov 4, 2011 at 3:41 PM, 1nsane <1nsane...@gmail.com> wrote:
>> Modern Warfare 3 is next. That should give us a nice drop as well.
>>  
>> 
>> On Fri, Nov 4, 2011 at 3:14 PM, Herover  wrote:
>> I think I can confirm that as a css server operator.
>> I believed it was because of the new tf2 update, but I guess BF3 and
>> other games have some influence too.
>> 
>> 2011/11/4 E. Olsen :
>> > Actually, if you'll look at the Steam stats, it's pretty obvious that
>> > overall TF2 traffic has taken a downturn. Add to that all the additional
>> > servers that went up after F2P went live, along with a pretty cluttered
>> > release schedule of new PC games (BF3, etc.), and I think what most
>> > operators are seeing is simply a symptom of less public players overall, 
>> > and
>> > too many servers - not a problem with quickplay. With only 40k or so TF2
>> > players to go around, if you haven't built up a relatively large group of
>> > regulars, you're going to be struggling.
>> >
>> > We've seen a downturn as well (although, not in our UK-based servers, only
>> > in the US), but it's simply moving toward where traffic levels were prior 
>> > to
>> > F2P/quickplay. Personally, I think operators that have been relying solely
>> > on quickplay to fill their servers are going to have a tough go at keeping
>> > full servers from now on (unless, of course, Valve has another big update 
>> > up
>> > their sleeve to kick TF2 in the pants again). TF2 is a 4 year old game - 
>> > and
>> > without a large group of regulars already built up, I doubt I would launch
>> > and TF2 servers today. Building consistent traffic takes a ton of time and
>> > dedication - even when a game is new. Quickplay is a crutch, and if your
>> > servers can't fill without it, you're already sunk.
>> >
>> > On Fri, Nov 4, 2011 at 12:57 PM, Tyler Davies 
>> > wrote:
>> >>
>> >> I'm having the same ordeal with my servers. And I know that it's totally
>> >> unrelated to the amount of time people have been playing in it because 
>> >> over
>> >> 10 people (almost constantly) had been connected for more than one hour on
>> >> the day of the most recent update. Everyone who connected to the three of 
>> >> my
>> >> servers stayed in for an avg. of 45 minutes to an hour and a half. Yet the
>> >> next day, not a single soul from quickplay to be found, only the regular
>> >> players. This all started happening after the Halloween update. This is 
>> >> very
>> >> bizarre because we're normally full and people stay on for an extended
>> >> amount of time (I'd say about 45 min - 1 1/2 hours) give or take 65-70% of
>> >> the time. Maybe this should be looked into? I don't know. But I will say
>> >> that people play on the servers quite a bit and now quickplay is
>> >> discriminating my servers. I've seen other servers that cannot hold a 
>> >> single
>> >> person in for more than 45 minutes yet quickplay keeps them full all day 
>> >> and
>> >> night. I don't like saying there is something wrong but I think there 
>> >> is
>> >> something wrong.
>> >>
>> >> On Fri, Nov 4, 2011 at 1:12 AM, Team BOOM!  wrote:
>> >>>
>> >>> I'm seeing the same thing as msleeper. I have 7 TF2 servers and all of
>> >>> them
>> >>> were running totally full of players until the day after Halloween. In
>> >>> fact
>> >>> they've been running full for months. Now all but one or two usually sit
>> >>> empty. It's like quickplay is not directing traffic to them anymore.
>> >>> Something is weird here. I don't get it. Is anyone else seeing something
>> >>> goofy like this.
>> >>>
>> >>> Mike
>> >>>
>> >>> -Original Message-
>> >>> From: hlds-boun...@list.valvesoftware.com
>> >>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
>> >>> Sent: Thursday, November 03, 2011 3:09 PM
>> >>> To: Half-Life dedicated Win32 server mailing list
>> >>> Subject: Re: [hlds] TF2 Quickplay Server Capacity Penalty
>> >>>
>> >>> So I'm not sure if this is related to quickplay or not, but I've
>> >>> noticed the past 2 days that my (pure vanilla, no SM or anything)
>> >>> quickplay servers have gotten next to no traffic. Which is ve

Re: [hlds] TF2 Player Count Drop After Halloween

2011-11-04 Thread 1nsane
It is a Friday, enjoy it over the weekend.

TF2 player count goes up during the weekend. I think the same goes for all
games really.

On Fri, Nov 4, 2011 at 11:04 PM, Team BOOM!  wrote:

> ** **
>
> ALL 7 my servers are full again! How bizarre!
>
> ** **
>
> ** **
>  --
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Jason
> *Sent:* Friday, November 04, 2011 12:51 PM
>
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] TF2 Player Count Drop After Halloween
> 
>
>  ** **
>
> Followed the latest "Tribes" (in Dec)and then first quarter 2012 will
> be CS:GO.so is this the inevitable slow and painful TF2 death?  Who
> knowsbut 4 years for a popular FPS with constant updates?  I say it's
> still here for a bit longer and hats off to Valve for it. 
>
> On Fri, Nov 4, 2011 at 3:41 PM, 1nsane <1nsane...@gmail.com> wrote:
>
> Modern Warfare 3 is next. That should give us a nice drop as well.
>
> ** **
>
> On Fri, Nov 4, 2011 at 3:14 PM, Herover 
> wrote:
>
> I think I can confirm that as a css server operator.
> I believed it was because of the new tf2 update, but I guess BF3 and
> other games have some influence too.
>
> 2011/11/4 E. Olsen :
>
> > Actually, if you'll look at the Steam stats, it's pretty obvious that
> > overall TF2 traffic has taken a downturn. Add to that all the additional
> > servers that went up after F2P went live, along with a pretty cluttered
> > release schedule of new PC games (BF3, etc.), and I think what most
> > operators are seeing is simply a symptom of less public players overall,
> and
> > too many servers - not a problem with quickplay. With only 40k or so TF2
> > players to go around, if you haven't built up a relatively large group of
> > regulars, you're going to be struggling.
> >
> > We've seen a downturn as well (although, not in our UK-based servers,
> only
> > in the US), but it's simply moving toward where traffic levels
> were prior to
> > F2P/quickplay. Personally, I think operators that have been relying
> solely
> > on quickplay to fill their servers are going to have a tough go at
> keeping
> > full servers from now on (unless, of course, Valve has another big
> update up
> > their sleeve to kick TF2 in the pants again). TF2 is a 4 year old game -
> and
> > without a large group of regulars already built up, I doubt I would
> launch
> > and TF2 servers today. Building consistent traffic takes a ton of time
> and
> > dedication - even when a game is new. Quickplay is a crutch, and if your
> > servers can't fill without it, you're already sunk.
> >
> > On Fri, Nov 4, 2011 at 12:57 PM, Tyler Davies 
> > wrote:
> >>
> >> I'm having the same ordeal with my servers. And I know that it's totally
> >> unrelated to the amount of time people have been playing in it because
> over
> >> 10 people (almost constantly) had been connected for more than one hour
> on
> >> the day of the most recent update. Everyone who connected to the three
> of my
> >> servers stayed in for an avg. of 45 minutes to an hour and a half. Yet
> the
> >> next day, not a single soul from quickplay to be found, only the regular
> >> players. This all started happening after the Halloween update. This is
> very
> >> bizarre because we're normally full and people stay on for an extended
> >> amount of time (I'd say about 45 min - 1 1/2 hours) give or take 65-70%
> of
> >> the time. Maybe this should be looked into? I don't know. But I will say
> >> that people play on the servers quite a bit and now quickplay is
> >> discriminating my servers. I've seen other servers that cannot hold a
> single
> >> person in for more than 45 minutes yet quickplay keeps them full all
> day and
> >> night. I don't like saying there is something wrong but I think
> there is
> >> something wrong.
> >>
> >> On Fri, Nov 4, 2011 at 1:12 AM, Team BOOM! 
> wrote:
> >>>
> >>> I'm seeing the same thing as msleeper. I have 7 TF2 servers and all of
> >>> them
> >>> were running totally full of players until the day after Halloween. In
> >>> fact
> >>> they've been running full for months. Now all but one or two usually
> sit
> >>> empty. It's like quickplay is not directing traffic to them anymore.
> >>> Something is weird here. I don't get it. Is anyone else seeing
> something
> >>> goofy like this.
> >>>
> >>> Mike
> >>>
> >>> -Original Message-
> >>> From: hlds-boun...@list.valvesoftware.com
> >>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
> >>> Sent: Thursday, November 03, 2011 3:09 PM
> >>> To: Half-Life dedicated Win32 server mailing list
> >>> Subject: Re: [hlds] TF2 Quickplay Server Capacity Penalty
> >>>
> >>> So I'm not sure if this is related to quickplay or not, but I've
> >>> noticed the past 2 days that my (pure vanilla, no SM or anything)
> >>> quickplay servers have gotten next to no traffic. Which is very
> >>> strange co