Re: [hlds] [TF2] Community Issues/Suggestions

2015-03-03 Thread Jonathan Key
As someone who is neither a server owner, nor a member of any custom
community I fully support this as well. Many of my favorite
servers died when the quickplay update hit, and I would adore being
able to find close "fuck around" servers such as those again. Y'all
are doing god's work.

On Tue, Mar 3, 2015 at 2:58 AM, Paul  wrote:
> I fully support this, and I also speak on behalf of MOTDgd when I say that
> MOTDgd also fully supports this. Hopefully Valve will take notice of this
> eventually and come to an acceptable solution for both themselves and the
> community as a whole to make the newcomer's experience a much better one.
>
> On 3 March 2015 at 02:43, Gamemann  wrote:
>>
>> I already said this on the Reddit post, but I'll share it here as well.
>>
>> I fully support this. The solutions/suggestions on the Reddit post would
>> make a majority of the TF2 players and server owners much more happy.
>>
>> Thanks.
>>
>> On 3/2/2015 6:03 PM, Ahmed Kandeel wrote:
>>
>> So I felt I ought to update you guys as to the progress of the group, (Fix
>> Quickplay Now!), that I launched.
>>
>> Currently it is at 483 members and I have had help and advice from several
>> people read this mailing list. They'll be acknowledged shortly if they so
>> wish. But by request of one, I've been asked to update you guys and also
>> link you to this:
>>
>> Firstly for those that don't know and don't want to click the link:
>>
>> Tl:DR - Through main menu updates Valve have made Quickplay appear to be
>> the only way to play TF2. The Jan/Feb 2014 update made only Quickplay match
>> Valve servers by default. While this can be changed, the setting is hidden
>> behind menus that few players investigate. This bias unfairly cuts out all
>> the communities that have supported TF2 for years and removes variety,
>> custom content and choice from the user.
>>
>> The majority of players don’t know this and many new players don’t know
>> community servers even exist!
>>
>> And for a more detailed response that I spent a great deal of time
>> writing, click below. It contains a list of pros and cons of QP (from the
>> perspective of players) and plenty of nicely formatted suggestions: some of
>> which are new and arose from discussion with initial group members, many
>> from the mailing list.
>>
>> http://redd.it/2xkyad
>>
>> If you guys in the mailing list want to feedback about your experiences to
>> the community, this reddit post would be a great place to do so.
>>
>> I'm also in discussions with one of the mods of the subreddit to get this
>> thing pinned.
>>
>> Kind regards,
>> Dax
>>
>>
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>
>
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Re: [hlds] DDOS attacks against game servers

2014-02-05 Thread Jonathan Key
I'm an admin on the KurruptGaming Gmod Group, a small community of 1 DarkRP
Server, with another in the works. We experienced the same back in
December/Early January, to the point of our server being shut down for 3-4
hours out of the day. From what I saw, short of switching IP's, Switching
PRoviders, or talking to your provider, there's nothing that can be done.

On Wed, Feb 5, 2014 at 9:37 AM, John Irwin  wrote:

>
>  Ariel,
> If you were looking for a simple, "install this mod" type of answer then
> you're way off. DDoS attacks are by their nature a network issue so you'll
> need a network solution. Nomaan had it right with "buy a server with DDoS
> protection". These services exist and most companies offering it will make
> a point of bragging about theirs being good (or possibly THE best).
> Ultimately though, if someone is targeting your servers then you'd better
> have a good relationship with your server provider as it'll be down to them
> to get it sorted or to move you onto a new IP.
> Feel free to send me a direct message if you want to know who we use, They
> are lovely guys and if you need to raise a ticket for whatever reason
> they'll move heaven and earth to get the issue sorted.
> John
>
>
>  On 5 February 2014 13:08, Noel  wrote:
>
>>   What's the method?  What does the traffic look like?  How does it
>>> compare to non-DDOS traffic, and how are you making the distinction?
>>>  That's a good starting point for deciding how it can be handled, at which
>>> levels of the stack, and by whom.
>>
>>
>>
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