Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread ics
Thats the way we are going at. I think they forgot the fact that people 
who ran servers, helped their games to be successfull in the past. They 
have the money and resources so i guess we became redundant. Valve is 
going to run more and more servers and go with the style of the big 
companies, that don't share dedicated servers on their games to the 
public or do it in the matter of putting those in their own little 
corner separated from others.


For CSGO, i run a server that is full days and evenings when people in 
my area have free time. Only reason i can think of why it is such, is 
the tickrate difference. Valve runs 64, i run 128. People want that, so 
they come here to play. Valve Increases tickrate (as in cut quickplay 
off in TF2), and i soon have an empty server, because it's already off 
from the main branch in it's own little corner like our TF2 servers are now.


Best thing to protest against this change would be shut down our 
servers, even the biggest ones, for a day but that will never happen. 
Nobody risks / wants to kill off their current playerbase, not even for 
a day.


-ics

Doctor McKay kirjoitti:

If there's a TF3, I have no doubts that it'll be like CS:GO (barely any
community servers, heavy emphasis on official servers) or Dota 2 (no
community servers whatsoever).


Dr. McKay
www.doctormckay.com






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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Doctor McKay
If there's a TF3, I have no doubts that it'll be like CS:GO (barely any
community servers, heavy emphasis on official servers) or Dota 2 (no
community servers whatsoever).


Dr. McKay
www.doctormckay.com


On Fri, Jan 24, 2014 at 10:15 PM, Jason  wrote:

> Fully support what you've been saying Dr. McKay  many "make fun" for my
> communities' rules (the main one is simply "Don't be a dick") because they
> either don't like consequences that happen because of their actions or they
> just feel they should be able to do or say whatever they want wherever they
> go because "it's a free country".  1) My server isn't a country -- you
> don't like it go somewhere else if you can't play by the rules set forth.
>  2) Players who are trolls or dicks are dealt with as they are disruptive
> to a community who prides themselves on being just that: A COMMUNITY (no
> matter how small or large).  If you want to ruin others' fun, go elsewhere.
>
> Our servers are modded for a "fun" factor, not for Quickplay for for
> "hardcore" TF2 purists and we run our servers to suit the play style or
> desire of fun that OUR community enjoys.  Having said that, we do have one
> server which *IS* quickplay enabled and it has all but died out as we
> hardly see ANY traffic anymore and this seems to be putting the nail in the
> coffin.  I am a strong supporter of the server admins/owners and the
> communities they run, who help make the TF2 community as a whole what it is
> from the get go, now.they are getting kicked in the teeth just because
> a heavy hand comes down to deliver "justice" to a few but punishing the
> rest of us.
>
> I just wish there was a way for server owners who operated communities
> (small, medium and large) to be able to "protest" and make a statement to
> valvethe problem is, valve doesn't seem to care and a protest would
> only further drive people to their servers anyways.
>
> Will there be a TF3 and this sort of treatment continue?  I don't know, but
> my community is already looking for another game or multiple games to get
> intoso even if these changes don't affect me as much as other server
> owners, I still wanted to voice my support for Dr. McKay and all those
> others who have spoken up against these changes by Valve.
>
>
> On Fri, Jan 24, 2014 at 7:51 PM, Nerdboy  wrote:
>
> > Maybe you should consider that the game isn't being made for the
> > server operator, but for the player.
> >
> > On 1/24/14, Doctor McKay  wrote:
> > > My community's rules are intended to provide the best experience
> possible
> > > to the players (which is the best way we can grow). But I guess you
> > > wouldn't understand that.
> > >
> > >
> > > Dr. McKay
> > > www.doctormckay.com
> > >
> > >
> > > On Fri, Jan 24, 2014 at 7:38 PM, Nerdboy  wrote:
> > >
> > >> Maybe you should consider that the game isn't being made for the
> > >> server operator, but for the player. You'd have caught that point if
> > >> you weren't dodging it by defending your server's rules.
> > >>
> > >> On 1/24/14, Doctor McKay  wrote:
> > >> >> No I mean you, as the big dogs, are part of the problem and should
> > >> >> scale
> > >> > back your networks if you're concerned about the little guy.
> > >> >
> > >> > I'm concerned about the possibility of future growth of TF2. The
> fact
> > >> that
> > >> > Valve is actively trying to cripple community servers is not my
> fault.
> > >> I'm
> > >> > not going to shut down services due to Valve's mistakes.
> > >> >
> > >> >> This move might go "against server operators", but at the same time
> > it
> > >> >> simplifies
> > >> > life for the hundreds of thousands of people who DON'T run a
> > >> > server, and would rather push one button and be playing a video
> game,
> > >> > without worrying about whatever server they'll be redirected to, or
> > >> > some
> > >> > admin that will ban you for "Insubordination", or for wearing the
> > wrong
> > >> > clan tag (seriously go read the rules for some of these servers:
> > >> >  https://firepoweredgaming.com/forums/page/rules and try not to
> > laugh).
> > >> >
> > >> > Congratulations on attacking a straw man. I don't need to defend
> > myself
> > >> > against the likes of you, but I'll do it anyway just to humor you.
> You
> > >> come
> > >> > on my servers, you break a rule, an admin tells you to stop. You
> > refuse
> > >> to
> > >> > comply. You get banned.
> > >> >
> > >> > You come on one of my servers and wear my community's tag without
> > going
> > >> > through the membership process. The server removes the tag from your
> > >> > name
> > >> > and informs you why. You decide to replace the brackets with
> > >> > parenthesis
> > >> to
> > >> > get around the restriction. You get renamed by an admin. You
> continue
> > >> > to
> > >> do
> > >> > it, you get banned.
> > >> >
> > >> > But please feel free to continue to berate me if you feel that it
> > helps
> > >> > your argument, just as you're accusing others of doing.
> > >> >
> > >> >
> > >> > 

Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Jason
Fully support what you've been saying Dr. McKay  many "make fun" for my
communities' rules (the main one is simply "Don't be a dick") because they
either don't like consequences that happen because of their actions or they
just feel they should be able to do or say whatever they want wherever they
go because "it's a free country".  1) My server isn't a country -- you
don't like it go somewhere else if you can't play by the rules set forth.
 2) Players who are trolls or dicks are dealt with as they are disruptive
to a community who prides themselves on being just that: A COMMUNITY (no
matter how small or large).  If you want to ruin others' fun, go elsewhere.

Our servers are modded for a "fun" factor, not for Quickplay for for
"hardcore" TF2 purists and we run our servers to suit the play style or
desire of fun that OUR community enjoys.  Having said that, we do have one
server which *IS* quickplay enabled and it has all but died out as we
hardly see ANY traffic anymore and this seems to be putting the nail in the
coffin.  I am a strong supporter of the server admins/owners and the
communities they run, who help make the TF2 community as a whole what it is
from the get go, now.they are getting kicked in the teeth just because
a heavy hand comes down to deliver "justice" to a few but punishing the
rest of us.

I just wish there was a way for server owners who operated communities
(small, medium and large) to be able to "protest" and make a statement to
valvethe problem is, valve doesn't seem to care and a protest would
only further drive people to their servers anyways.

Will there be a TF3 and this sort of treatment continue?  I don't know, but
my community is already looking for another game or multiple games to get
intoso even if these changes don't affect me as much as other server
owners, I still wanted to voice my support for Dr. McKay and all those
others who have spoken up against these changes by Valve.


On Fri, Jan 24, 2014 at 7:51 PM, Nerdboy  wrote:

> Maybe you should consider that the game isn't being made for the
> server operator, but for the player.
>
> On 1/24/14, Doctor McKay  wrote:
> > My community's rules are intended to provide the best experience possible
> > to the players (which is the best way we can grow). But I guess you
> > wouldn't understand that.
> >
> >
> > Dr. McKay
> > www.doctormckay.com
> >
> >
> > On Fri, Jan 24, 2014 at 7:38 PM, Nerdboy  wrote:
> >
> >> Maybe you should consider that the game isn't being made for the
> >> server operator, but for the player. You'd have caught that point if
> >> you weren't dodging it by defending your server's rules.
> >>
> >> On 1/24/14, Doctor McKay  wrote:
> >> >> No I mean you, as the big dogs, are part of the problem and should
> >> >> scale
> >> > back your networks if you're concerned about the little guy.
> >> >
> >> > I'm concerned about the possibility of future growth of TF2. The fact
> >> that
> >> > Valve is actively trying to cripple community servers is not my fault.
> >> I'm
> >> > not going to shut down services due to Valve's mistakes.
> >> >
> >> >> This move might go "against server operators", but at the same time
> it
> >> >> simplifies
> >> > life for the hundreds of thousands of people who DON'T run a
> >> > server, and would rather push one button and be playing a video game,
> >> > without worrying about whatever server they'll be redirected to, or
> >> > some
> >> > admin that will ban you for "Insubordination", or for wearing the
> wrong
> >> > clan tag (seriously go read the rules for some of these servers:
> >> >  https://firepoweredgaming.com/forums/page/rules and try not to
> laugh).
> >> >
> >> > Congratulations on attacking a straw man. I don't need to defend
> myself
> >> > against the likes of you, but I'll do it anyway just to humor you. You
> >> come
> >> > on my servers, you break a rule, an admin tells you to stop. You
> refuse
> >> to
> >> > comply. You get banned.
> >> >
> >> > You come on one of my servers and wear my community's tag without
> going
> >> > through the membership process. The server removes the tag from your
> >> > name
> >> > and informs you why. You decide to replace the brackets with
> >> > parenthesis
> >> to
> >> > get around the restriction. You get renamed by an admin. You continue
> >> > to
> >> do
> >> > it, you get banned.
> >> >
> >> > But please feel free to continue to berate me if you feel that it
> helps
> >> > your argument, just as you're accusing others of doing.
> >> >
> >> >
> >> > Dr. McKay
> >> > www.doctormckay.com
> >> >
> >> >
> >> > On Fri, Jan 24, 2014 at 6:48 PM, Gordon Reynolds <
> >> > thisisgordonsem...@gmail.com> wrote:
> >> >
> >> >> Yes the newcomers need to face the "big dogs" with hundreds of
> >> >> servers.
> >> >>
> >> >> No it's not "fair", but who was making the assumption that running a
> >> Team
> >> >> Fortress 2 server must be some fair utopia where we all split the
> >> >> amount
> >> >> of
> >> >> players evenly among

Re: [hlds_linux] Fletcher - I'm Calling you Out On This (Enough is Enough)

2014-01-24 Thread Bottiger
Not sure what this is supposed to mean other than to derail the
conversation like you've frequently done but I'll use this opportunity to
drive these points home.

If community servers did not provide any extra benefit, Valve servers would
be at least as full as the top community servers but they were not. TF2
ranking websites would be filled with Valve servers like CS:GO but they
were not. Therefore proving that community servers provide substantial
value. Here are some examples:

- Moderation for racism and vote abuse.
- Faster cheat bans that happen in a matter of minutes, and not months like
VAC. Bans that can't be bypassed by making a new Steam account for a few
minutes.
- Faster servers. It has been a long time since I've been on a Valve server
but last time I checked, many community servers don't cause fps variance to
turn red frequently.
- We have fixed many crashes long before Valve did (some as long as several
months) including:
   - MvM string table overflow crash on non-MvM maps
   - Payload cart getting stuck crash
   - High Five crash
   - Lightning orb crash
   - The exploit to force everyone in the server to taunt.

This is just a small sample of things a community can give players that
official servers do not. However these features are not enough when Valve
has a monopoly on new players. If this opt-in continues to remain in the
game, there maybe no one left to provide these benefits.

On Fri, Jan 24, 2014 at 5:35 PM, dan  wrote:

> On 25/01/2014 00:00, Bottiger wrote:
>
>> If Valve wants to provide the best experience to players they should let
>> community servers compete on equal footing with official servers.
>>
>
> They should get some real live nudes?
> --
> Dan
>
>
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Re: [hlds_linux] Fletcher - I'm Calling you Out On This (Enough is Enough)

2014-01-24 Thread Weasels Lair
Hmm ...
That gives me some ideas ...
Maybe I can get a sex-chat service to sponsor my servers?

lol, just kidding (mostly)
___

dan Fri, 24 Jan 2014 17:35:56 -0800

They should get some real live nudes?
--
Dan

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Re: [hlds_linux] Fletcher - I'm Calling you Out On This (Enough is Enough)

2014-01-24 Thread dan

On 25/01/2014 00:00, Bottiger wrote:

If Valve wants to provide the best experience to players they should let
community servers compete on equal footing with official servers.


They should get some real live nudes?
--
Dan

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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread dan

On 24/01/2014 23:31, Valentin G. wrote:

Then explain how should people remedy this situation?


Well, first you have to accept the premise that it probably doesn't matter
if your server is full or not to anyone except you.

So what "situation" is there?

Things that might matter are whether there are enough servers
and whether people who want to play the game can find a server
that they want to play on.

Right now, Valve servers are heavily biased towards new players.

Which suggests to me that there won't be a lot of people
using QP + official checkbox unless Valve have something else up
their sleeve to use official servers for that will
attract people with rudimentary motor skills and a few hours
in the game.

Also, that if some of those new players improve and the servers
are like they are now, they will look for different people to play against -
because Valve servers seem to have tapped a constant stream of new players.
Presumably kids because there's a constant stream of kids one year older 
every year
that haven't seen or experienced all the things we think everyone has 
seen and done

because we first did them 6 years ago, or 40 years ago.

That means, I expect, as players get better they will
look to escape from these newer players. Perhaps some will find
and join the competitive scene. Others will stop playing and find a 
different game.


Some may find your servers.

If more people use the checkbox, Valve's servers may well not be so
biased towards people who haven't played much. You have to wait
and see.

Either way, what tends to happen is, players tend to find people who,
more or less, are as good or bad as them at the game.

So, the only interesting thing about a server is, aside
from the few technical things they browser lists like ping and so on,
the people that play on it.

Ultimately players will do whatever makes them happy. Whether that makes 
you happy

or not, they won't care and why should they?

What they do after 10 hours or 5000 hours in the game probably
changes several times over, and will differ from person to person,
but what they do in common is "whatever they want to do" -
it's a game, after all, people play it for fun.

And if they can't find servers or think the game sucks yadda yadda yadda
they'll moan about it on forums, but it has to be said server admins have
over the recent past, managed to do the things that cause
players to moan on forums about servers. Some of those things
have been attacks on the server browser you hope people will use,
some have been attacks on the quickplay feature,  and others have been
attacks on the client, especially the html rendering features.

"It wasn't us miss, it was some other bigger boys that ran off that 
way..." I guess :)


But players mostly won't care about any of the things that are worrying you.
--
Dan

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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Doctor McKay
There's no way the 1,528 Valve servers are contributing to that.


Dr. McKay
www.doctormckay.com


On Fri, Jan 24, 2014 at 8:09 PM, Gordon Reynolds <
thisisgordonsem...@gmail.com> wrote:

> I do believe this is the real problem here: we all want our own servers and
> there just aren't enough players to accommodate this all.
>
> Maybe if some of these server operators shut down 25 of their 30 servers
> they'd see their other servers stay full, longer.
>
>
> On Fri, Jan 24, 2014 at 5:06 PM, Ilya Larin  >wrote:
>
> > Im a new servers owner, however, im glad to see this donations based
> giants
> > dying (Saigns, Skial, etc.) Not being a hater, but they play unfair and
> > make a wrong impression of the TF2 for new players. There a too many
> > servers online (~4500) for 4-6 players.(~9-13 players per
> server),
> > so the Valve`s desicion is pretty reasonable. Take popcorn, and watch
> this
> > for a few monthes, it must clean the servers list up.
> > ___
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> > please visit:
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> >
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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Gordon Reynolds
I created TF2 servers because we [had] a community of people who played
together far before TF2 was release. I started my server because I like to
run servers, I like the ego trip, and I feel I provided a great place to
play TF2.

My server is now dead. This could be:
- Maybe I didn't run it that well.
- Maybe the regulars moved on to new games.
- Maybe 7 years of a changing TF2 left us with a game that isn't exactly
what we signed up for back then.
- Maybe quickplay revealed that most people don't care about servers, they
just want to play a game.

My server is now mostly dead, and that sucks, but I'm not going to look at
some change to quickplay and blame Valve just because they've made it
easier for the non-engaged portion of TF2 players to hit a button and play
a video game.

But what's not dead, is my community, because we have been around longer
than TF2 and will be around long after it's gone. There are other ways to
get friends on the internet rather than paying for a place for them to play
video games.



On Fri, Jan 24, 2014 at 4:26 PM, Gordon Reynolds <
thisisgordonsem...@gmail.com> wrote:

> "If new players never leave the QP, Valve-Only system, how are they going
> to find *your* server in the future I ask you. "
>
> They won't. This doesn't matter. I mean it matters to the server operator,
> but we are a very tiny fraction of the TF2 audience.
>
> If the players are happy hitting QP with the Valve-Only system, then
> really who am I to tell them they need to play on my server to enjoy the
> game even more?
>
>
> On Fri, Jan 24, 2014 at 4:17 PM, Valentin G.  wrote:
>
>> Noone has a right to a full server. But a right to at least have a
>> chance to get something going. It doesn't even have to be fair, I
>> never said that. Nobody expects that anyone can set up 40 servers and
>> instantly have them populated 24/7. I don't have any expectations. I
>> only know that I myself don't enjoy the offering of Valve's servers
>> myself. Not in TF2 and especially not in CSGO. I've seen the value of
>> community servers, I've done this for almost a decade now in various
>> games. That's why I have an agency to keep community servers alive.
>> AMXX and SM exist and have flourished for a reason. Heck, some of the
>> people spearheading this drive are even working for Valve right now.
>> Don't tell me that this is suddenly a worthless endeavour.
>>
>> Why anyone would stand behind a decision that actively cuts down the
>> available playerbase (for everyone, that includes *you*) is beyond me.
>> In the long run this will hurt everyone. It's not just about new
>> communities but also about new players. If new players never leave the
>> QP, Valve-Only system, how are they going to find *your* server in the
>> future I ask you. We already established ourselves. But I still don't
>> want this to happen.
>>
>> Every single time this happens I hear the same arguments. "Why even
>> have a server", "Only in it for the money", "Shut down everything".
>> Well no. I have invested time and money to build a community. I never
>> did it for making bank, only because I care for this game. In fact I
>> haven't even taken donations for 3/4 of this communities TF2
>> engagement. That's the way I've done it for CS, for DoD, for
>> Battlefield. We are just a dedicated lot of gamers, trying to make an
>> enjoyable place for others that like this game. Only to then have even
>> our peers happily jump on the hate train. Why?
>>
>> Why did *you* decide to build your community? I'm genuinely curious.
>> Apparently there's absolutely no reason to do that.
>>
>>
>> And just by the way: Neither am I a big dog or a newcomer. I'm in the
>> happy middle spot. So no need to go at me for either reason.
>>
>> On Sat, Jan 25, 2014 at 12:57 AM, Gordon Reynolds
>>  wrote:
>> > "We" (the TF2 players) have enough servers as it is.
>> >
>> > There is no expectation that new servers have any "right" to a full and
>> > active playerbase. Why would someone want to open a TF2 server if they
>> > have: no players, no community, and in the face of thousands of viable,
>> > ready to play in, servers?
>> >
>> >
>> > On Fri, Jan 24, 2014 at 3:47 PM, Valentin G. 
>> wrote:
>> >
>> >> It's not the servers (that already exist) are the problem. It's that
>> >> the already existing playerbase is constantly reduced.
>> >>
>> >> I want servers to flourish by using what's available, not by cutting
>> >> down large server owners. That's backwards logic.
>> >>
>> >> On Sat, Jan 25, 2014 at 12:42 AM, Nerdboy  wrote:
>> >> > No I mean you, as the big dogs, are part of the problem and should
>> >> > scale back your networks if you're concerned about the little guy.
>> >> >
>> >> > On 1/24/14, Doctor McKay  wrote:
>> >> >> So newcomers need to face the "big dogs" with hundreds of servers
>> with
>> >> >> their one server?
>> >> >>
>> >> >>
>> >> >> Dr. McKay
>> >> >> www.doctormckay.com
>> >> >>
>> >> >>
>> >> >> On Fri, Jan 24, 2014 at 6:35 PM, Nerdboy 
>> wrote:
>> >> >

Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Gordon Reynolds
"If new players never leave the QP, Valve-Only system, how are they going
to find *your* server in the future I ask you. "

They won't. This doesn't matter. I mean it matters to the server operator,
but we are a very tiny fraction of the TF2 audience.

If the players are happy hitting QP with the Valve-Only system, then really
who am I to tell them they need to play on my server to enjoy the game even
more?


On Fri, Jan 24, 2014 at 4:17 PM, Valentin G.  wrote:

> Noone has a right to a full server. But a right to at least have a
> chance to get something going. It doesn't even have to be fair, I
> never said that. Nobody expects that anyone can set up 40 servers and
> instantly have them populated 24/7. I don't have any expectations. I
> only know that I myself don't enjoy the offering of Valve's servers
> myself. Not in TF2 and especially not in CSGO. I've seen the value of
> community servers, I've done this for almost a decade now in various
> games. That's why I have an agency to keep community servers alive.
> AMXX and SM exist and have flourished for a reason. Heck, some of the
> people spearheading this drive are even working for Valve right now.
> Don't tell me that this is suddenly a worthless endeavour.
>
> Why anyone would stand behind a decision that actively cuts down the
> available playerbase (for everyone, that includes *you*) is beyond me.
> In the long run this will hurt everyone. It's not just about new
> communities but also about new players. If new players never leave the
> QP, Valve-Only system, how are they going to find *your* server in the
> future I ask you. We already established ourselves. But I still don't
> want this to happen.
>
> Every single time this happens I hear the same arguments. "Why even
> have a server", "Only in it for the money", "Shut down everything".
> Well no. I have invested time and money to build a community. I never
> did it for making bank, only because I care for this game. In fact I
> haven't even taken donations for 3/4 of this communities TF2
> engagement. That's the way I've done it for CS, for DoD, for
> Battlefield. We are just a dedicated lot of gamers, trying to make an
> enjoyable place for others that like this game. Only to then have even
> our peers happily jump on the hate train. Why?
>
> Why did *you* decide to build your community? I'm genuinely curious.
> Apparently there's absolutely no reason to do that.
>
>
> And just by the way: Neither am I a big dog or a newcomer. I'm in the
> happy middle spot. So no need to go at me for either reason.
>
> On Sat, Jan 25, 2014 at 12:57 AM, Gordon Reynolds
>  wrote:
> > "We" (the TF2 players) have enough servers as it is.
> >
> > There is no expectation that new servers have any "right" to a full and
> > active playerbase. Why would someone want to open a TF2 server if they
> > have: no players, no community, and in the face of thousands of viable,
> > ready to play in, servers?
> >
> >
> > On Fri, Jan 24, 2014 at 3:47 PM, Valentin G. 
> wrote:
> >
> >> It's not the servers (that already exist) are the problem. It's that
> >> the already existing playerbase is constantly reduced.
> >>
> >> I want servers to flourish by using what's available, not by cutting
> >> down large server owners. That's backwards logic.
> >>
> >> On Sat, Jan 25, 2014 at 12:42 AM, Nerdboy  wrote:
> >> > No I mean you, as the big dogs, are part of the problem and should
> >> > scale back your networks if you're concerned about the little guy.
> >> >
> >> > On 1/24/14, Doctor McKay  wrote:
> >> >> So newcomers need to face the "big dogs" with hundreds of servers
> with
> >> >> their one server?
> >> >>
> >> >>
> >> >> Dr. McKay
> >> >> www.doctormckay.com
> >> >>
> >> >>
> >> >> On Fri, Jan 24, 2014 at 6:35 PM, Nerdboy  wrote:
> >> >>
> >> >>> An easy solution to allow newcomers to get more traffic would be to
> >> >>> reduce the number of servers you run. That way quickplay traffic is
> >> >>> distributed more evenly rather than "who bought the most rack
> space?"
> >> >>>
> >> >>> On 1/24/14, Valentin G.  wrote:
> >> >>> > Then explain how should people remedy this situation?
> >> >>> >
> >> >>> > Not every community can retroactively join the master race and
> >> >>> > suddenly be around for 6 years and have a great playerbase out of
> >> thin
> >> >>> > air. Yes, there are servers that currently rely on quickplay. So
> what
> >> >>> > if 50% is QP traffic. That's still 50% of players that are
> returning.
> >> >>> > In order to increase that percentage of returning players we still
> >> >>> > *need* to have the other 50%. If people don't even come to your
> >> server
> >> >>> > in the first place (by being in the 50% QP population) there is
> not
> >> >>> > even the *chance* of them staying around.
> >> >>> >
> >> >>> > This is the model when you use QP. Use the system, deliver an
> >> >>> > experience that continuously moves the split towards a healthy,
> >> >>> > returning player base. Of course it would be great if pl

Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Gordon Reynolds
I do believe this is the real problem here: we all want our own servers and
there just aren't enough players to accommodate this all.

Maybe if some of these server operators shut down 25 of their 30 servers
they'd see their other servers stay full, longer.


On Fri, Jan 24, 2014 at 5:06 PM, Ilya Larin wrote:

> Im a new servers owner, however, im glad to see this donations based giants
> dying (Saigns, Skial, etc.) Not being a hater, but they play unfair and
> make a wrong impression of the TF2 for new players. There a too many
> servers online (~4500) for 4-6 players.(~9-13 players per server),
> so the Valve`s desicion is pretty reasonable. Take popcorn, and watch this
> for a few monthes, it must clean the servers list up.
> ___
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> please visit:
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[hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Ilya Larin
Im a new servers owner, however, im glad to see this donations based giants
dying (Saigns, Skial, etc.) Not being a hater, but they play unfair and
make a wrong impression of the TF2 for new players. There a too many
servers online (~4500) for 4-6 players.(~9-13 players per server),
so the Valve`s desicion is pretty reasonable. Take popcorn, and watch this
for a few monthes, it must clean the servers list up.
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Re: [hlds_linux] Fletcher - I'm Calling you Out On This (Enough is Enough)

2014-01-24 Thread Doctor McKay
Nobody's demonizing any other groups. The point is that eventually we'll be
left with just a few to pick from, as opposed to the multitude of options
available currently (albeit many don't ever see any players due to
Quickplay).


Dr. McKay
www.doctormckay.com


On Fri, Jan 24, 2014 at 7:51 PM, Bottiger  wrote:

> It isn't fair to mention us in the same phrase. I think you are well aware
> of the negative connotations associated with those other groups.
>
> We only ever expanded when all of our servers were full all day and our
> players wanted more. This is not true about any of the groups you lumped us
> with. We are also not as old as them.
>
> As I have said before, this change will negatively affect groups of all age
> and sizes. It might not happen as quickly, but eventually the number of old
> players quitting will be much larger than the new players coming in. So I
> would not present Valve with a false choice of either big bad communities
> or small righteous ones.
>
> This practice of demonizing other groups to get Valve to change their
> restrictions needs to stop. I've seen enough of it here and it never works.
>
>
> On Fri, Jan 24, 2014 at 4:18 PM, Doctor McKay 
> wrote:
>
> > Bottiger: I have nothing against you or Lotus, as you seem to think I do.
> > My point was merely that eventually, we'll just be left with the big
> > chains. This means there's much less variety in the servers available to
> > pick from.
> >
> > Nerdboy: You're reading too far into it. It's a big enough number to make
> > Quickplay significant, but not so big as to ensure continued success.
> >
> >
> > Dr. McKay
> > www.doctormckay.com
> >
> >
> > On Fri, Jan 24, 2014 at 7:02 PM, Nerdboy  wrote:
> >
> > > You didn't say it was an average. You said that 19% of your quickplay
> > > connections (of which you receive 47% of your total connections daily)
> > > are retained as regular players. That means that daily, 8.93% of your
> > > connections become regular players (not including those that saw your
> > > network in the server list and just decided to join.) Unless that
> > > wasn't what you were saying at all, in which case 19% is a lot more
> > > insignificant.
> > >
> > > On 1/24/14, Doctor McKay  wrote:
> > > > I don't think you understand what an average is. We retain *on
> average*
> > > > around 19% of Quickplay users. That's in total. In reality, we rely
> on
> > > > Quickplay just as much as many others do. We're just fortunate enough
> > to
> > > > have a fairly large buffer of non-Quickplay players.
> > > >
> > > >
> > > > Dr. McKay
> > > > www.doctormckay.com
> > > >
> > > >
> > > > On Fri, Jan 24, 2014 at 6:49 PM, Nerdboy  wrote:
> > > >
> > > >> I have a feeling your 10% daily growth in the past is going to
> plenty
> > > >> to keep you afloat in these hard times.
> > > >>
> > > >> On 1/24/14, Doctor McKay  wrote:
> > > >> > Except most of Quickplay has just been shut off from us.
> > > >> >
> > > >> >
> > > >> > Dr. McKay
> > > >> > www.doctormckay.com
> > > >> >
> > > >> >
> > > >> > On Fri, Jan 24, 2014 at 6:41 PM, Nerdboy 
> > wrote:
> > > >> >
> > > >> >> Ok, but if you have ~50% quickplay traffic, and you're retaining
> > ~20%
> > > >> >> of it, you should be set for a while. Just don't buy any more
> > servers
> > > >> >> for a bit.
> > > >> >>
> > > >> >> On 1/24/14, Doctor McKay  wrote:
> > > >> >> > I log a bunch of stats about all players who connect to my
> > > >> >> > community.
> > > >> I
> > > >> >> > queried my database.
> > > >> >> >
> > > >> >> > This is the plugin to log stats:
> > > >> >> > https://forums.alliedmods.net/showthread.php?t=230832
> > > >> >> >
> > > >> >> >
> > > >> >> > Dr. McKay
> > > >> >> > www.doctormckay.com
> > > >> >> >
> > > >> >> >
> > > >> >> > On Fri, Jan 24, 2014 at 6:26 PM, Nerdboy 
> > > wrote:
> > > >> >> >
> > > >> >> >> Can you cite your source?
> > > >> >> >>
> > > >> >> >> On 1/24/14, Doctor McKay  wrote:
> > > >> >> >> > In my experience, 19% of people who join via Quickplay come
> > > back.
> > > >> >> >> > That's
> > > >> >> >> > not an insignificant number.
> > > >> >> >> >
> > > >> >> >> >
> > > >> >> >> > Dr. McKay
> > > >> >> >> > www.doctormckay.com
> > > >> >> >> >
> > > >> >> >> >
> > > >> >> >> > On Fri, Jan 24, 2014 at 5:57 PM, Gordon Reynolds <
> > > >> >> >> > thisisgordonsem...@gmail.com> wrote:
> > > >> >> >> >
> > > >> >> >> >> If your players were only in your servers because of
> > quickplay,
> > > >> >> >> >> they
> > > >> >> >> >> probably do not care one iota about your Server (the entity
> > > that
> > > >> is
> > > >> >> >> >> the
> > > >> >> >> >> collection of your hardware, admins, regulars, plugins,
> etc),
> > > >> >> >> >> you
> > > >> >> were
> > > >> >> >> >> just
> > > >> >> >> >> some hallway that connected them from "not playing TF2" to
> > > >> "playing
> > > >> >> >> TF2".
> > > >> >> >> >>
> > > >> >> >> >> When their match is done and over, they hit disconnect,
> never
> > > >> >> >> >> add
> > > >> >> >> >> you
> >

Re: [hlds_linux] Fletcher - I'm Calling you Out On This (Enough is Enough)

2014-01-24 Thread Bottiger
It isn't fair to mention us in the same phrase. I think you are well aware
of the negative connotations associated with those other groups.

We only ever expanded when all of our servers were full all day and our
players wanted more. This is not true about any of the groups you lumped us
with. We are also not as old as them.

As I have said before, this change will negatively affect groups of all age
and sizes. It might not happen as quickly, but eventually the number of old
players quitting will be much larger than the new players coming in. So I
would not present Valve with a false choice of either big bad communities
or small righteous ones.

This practice of demonizing other groups to get Valve to change their
restrictions needs to stop. I've seen enough of it here and it never works.


On Fri, Jan 24, 2014 at 4:18 PM, Doctor McKay  wrote:

> Bottiger: I have nothing against you or Lotus, as you seem to think I do.
> My point was merely that eventually, we'll just be left with the big
> chains. This means there's much less variety in the servers available to
> pick from.
>
> Nerdboy: You're reading too far into it. It's a big enough number to make
> Quickplay significant, but not so big as to ensure continued success.
>
>
> Dr. McKay
> www.doctormckay.com
>
>
> On Fri, Jan 24, 2014 at 7:02 PM, Nerdboy  wrote:
>
> > You didn't say it was an average. You said that 19% of your quickplay
> > connections (of which you receive 47% of your total connections daily)
> > are retained as regular players. That means that daily, 8.93% of your
> > connections become regular players (not including those that saw your
> > network in the server list and just decided to join.) Unless that
> > wasn't what you were saying at all, in which case 19% is a lot more
> > insignificant.
> >
> > On 1/24/14, Doctor McKay  wrote:
> > > I don't think you understand what an average is. We retain *on average*
> > > around 19% of Quickplay users. That's in total. In reality, we rely on
> > > Quickplay just as much as many others do. We're just fortunate enough
> to
> > > have a fairly large buffer of non-Quickplay players.
> > >
> > >
> > > Dr. McKay
> > > www.doctormckay.com
> > >
> > >
> > > On Fri, Jan 24, 2014 at 6:49 PM, Nerdboy  wrote:
> > >
> > >> I have a feeling your 10% daily growth in the past is going to plenty
> > >> to keep you afloat in these hard times.
> > >>
> > >> On 1/24/14, Doctor McKay  wrote:
> > >> > Except most of Quickplay has just been shut off from us.
> > >> >
> > >> >
> > >> > Dr. McKay
> > >> > www.doctormckay.com
> > >> >
> > >> >
> > >> > On Fri, Jan 24, 2014 at 6:41 PM, Nerdboy 
> wrote:
> > >> >
> > >> >> Ok, but if you have ~50% quickplay traffic, and you're retaining
> ~20%
> > >> >> of it, you should be set for a while. Just don't buy any more
> servers
> > >> >> for a bit.
> > >> >>
> > >> >> On 1/24/14, Doctor McKay  wrote:
> > >> >> > I log a bunch of stats about all players who connect to my
> > >> >> > community.
> > >> I
> > >> >> > queried my database.
> > >> >> >
> > >> >> > This is the plugin to log stats:
> > >> >> > https://forums.alliedmods.net/showthread.php?t=230832
> > >> >> >
> > >> >> >
> > >> >> > Dr. McKay
> > >> >> > www.doctormckay.com
> > >> >> >
> > >> >> >
> > >> >> > On Fri, Jan 24, 2014 at 6:26 PM, Nerdboy 
> > wrote:
> > >> >> >
> > >> >> >> Can you cite your source?
> > >> >> >>
> > >> >> >> On 1/24/14, Doctor McKay  wrote:
> > >> >> >> > In my experience, 19% of people who join via Quickplay come
> > back.
> > >> >> >> > That's
> > >> >> >> > not an insignificant number.
> > >> >> >> >
> > >> >> >> >
> > >> >> >> > Dr. McKay
> > >> >> >> > www.doctormckay.com
> > >> >> >> >
> > >> >> >> >
> > >> >> >> > On Fri, Jan 24, 2014 at 5:57 PM, Gordon Reynolds <
> > >> >> >> > thisisgordonsem...@gmail.com> wrote:
> > >> >> >> >
> > >> >> >> >> If your players were only in your servers because of
> quickplay,
> > >> >> >> >> they
> > >> >> >> >> probably do not care one iota about your Server (the entity
> > that
> > >> is
> > >> >> >> >> the
> > >> >> >> >> collection of your hardware, admins, regulars, plugins, etc),
> > >> >> >> >> you
> > >> >> were
> > >> >> >> >> just
> > >> >> >> >> some hallway that connected them from "not playing TF2" to
> > >> "playing
> > >> >> >> TF2".
> > >> >> >> >>
> > >> >> >> >> When their match is done and over, they hit disconnect, never
> > >> >> >> >> add
> > >> >> >> >> you
> > >> >> >> >> to
> > >> >> >> >> favorites, and may never show back up again. You could see
> this
> > >> >> >> >> as
> > >> >> >> "Valve
> > >> >> >> >> stealing your quickplay traffic" or you could see this as
> > "Valve
> > >> >> >> rounding
> > >> >> >> >> up the people who mash PLAYNOW and have no interest in
> > dedicated
> > >> >> >> servers,
> > >> >> >> >> or server communities".
> > >> >> >> >>
> > >> >> >> >> It's a changing demographic - people just want to play
> > >> >> >> >> videogames,
> > >> >> not
> > >> >> >> >> really sign up for a whole 'favorite s

Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Nerdboy
Maybe you should consider that the game isn't being made for the
server operator, but for the player.

On 1/24/14, Doctor McKay  wrote:
> My community's rules are intended to provide the best experience possible
> to the players (which is the best way we can grow). But I guess you
> wouldn't understand that.
>
>
> Dr. McKay
> www.doctormckay.com
>
>
> On Fri, Jan 24, 2014 at 7:38 PM, Nerdboy  wrote:
>
>> Maybe you should consider that the game isn't being made for the
>> server operator, but for the player. You'd have caught that point if
>> you weren't dodging it by defending your server's rules.
>>
>> On 1/24/14, Doctor McKay  wrote:
>> >> No I mean you, as the big dogs, are part of the problem and should
>> >> scale
>> > back your networks if you're concerned about the little guy.
>> >
>> > I'm concerned about the possibility of future growth of TF2. The fact
>> that
>> > Valve is actively trying to cripple community servers is not my fault.
>> I'm
>> > not going to shut down services due to Valve's mistakes.
>> >
>> >> This move might go "against server operators", but at the same time it
>> >> simplifies
>> > life for the hundreds of thousands of people who DON'T run a
>> > server, and would rather push one button and be playing a video game,
>> > without worrying about whatever server they'll be redirected to, or
>> > some
>> > admin that will ban you for "Insubordination", or for wearing the wrong
>> > clan tag (seriously go read the rules for some of these servers:
>> >  https://firepoweredgaming.com/forums/page/rules and try not to laugh).
>> >
>> > Congratulations on attacking a straw man. I don't need to defend myself
>> > against the likes of you, but I'll do it anyway just to humor you. You
>> come
>> > on my servers, you break a rule, an admin tells you to stop. You refuse
>> to
>> > comply. You get banned.
>> >
>> > You come on one of my servers and wear my community's tag without going
>> > through the membership process. The server removes the tag from your
>> > name
>> > and informs you why. You decide to replace the brackets with
>> > parenthesis
>> to
>> > get around the restriction. You get renamed by an admin. You continue
>> > to
>> do
>> > it, you get banned.
>> >
>> > But please feel free to continue to berate me if you feel that it helps
>> > your argument, just as you're accusing others of doing.
>> >
>> >
>> > Dr. McKay
>> > www.doctormckay.com
>> >
>> >
>> > On Fri, Jan 24, 2014 at 6:48 PM, Gordon Reynolds <
>> > thisisgordonsem...@gmail.com> wrote:
>> >
>> >> Yes the newcomers need to face the "big dogs" with hundreds of
>> >> servers.
>> >>
>> >> No it's not "fair", but who was making the assumption that running a
>> Team
>> >> Fortress 2 server must be some fair utopia where we all split the
>> >> amount
>> >> of
>> >> players evenly among ourselves?
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> >
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>
> ___
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> please visit:
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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Doctor McKay
My community's rules are intended to provide the best experience possible
to the players (which is the best way we can grow). But I guess you
wouldn't understand that.


Dr. McKay
www.doctormckay.com


On Fri, Jan 24, 2014 at 7:38 PM, Nerdboy  wrote:

> Maybe you should consider that the game isn't being made for the
> server operator, but for the player. You'd have caught that point if
> you weren't dodging it by defending your server's rules.
>
> On 1/24/14, Doctor McKay  wrote:
> >> No I mean you, as the big dogs, are part of the problem and should scale
> > back your networks if you're concerned about the little guy.
> >
> > I'm concerned about the possibility of future growth of TF2. The fact
> that
> > Valve is actively trying to cripple community servers is not my fault.
> I'm
> > not going to shut down services due to Valve's mistakes.
> >
> >> This move might go "against server operators", but at the same time it
> >> simplifies
> > life for the hundreds of thousands of people who DON'T run a
> > server, and would rather push one button and be playing a video game,
> > without worrying about whatever server they'll be redirected to, or some
> > admin that will ban you for "Insubordination", or for wearing the wrong
> > clan tag (seriously go read the rules for some of these servers:
> >  https://firepoweredgaming.com/forums/page/rules and try not to laugh).
> >
> > Congratulations on attacking a straw man. I don't need to defend myself
> > against the likes of you, but I'll do it anyway just to humor you. You
> come
> > on my servers, you break a rule, an admin tells you to stop. You refuse
> to
> > comply. You get banned.
> >
> > You come on one of my servers and wear my community's tag without going
> > through the membership process. The server removes the tag from your name
> > and informs you why. You decide to replace the brackets with parenthesis
> to
> > get around the restriction. You get renamed by an admin. You continue to
> do
> > it, you get banned.
> >
> > But please feel free to continue to berate me if you feel that it helps
> > your argument, just as you're accusing others of doing.
> >
> >
> > Dr. McKay
> > www.doctormckay.com
> >
> >
> > On Fri, Jan 24, 2014 at 6:48 PM, Gordon Reynolds <
> > thisisgordonsem...@gmail.com> wrote:
> >
> >> Yes the newcomers need to face the "big dogs" with hundreds of servers.
> >>
> >> No it's not "fair", but who was making the assumption that running a
> Team
> >> Fortress 2 server must be some fair utopia where we all split the amount
> >> of
> >> players evenly among ourselves?
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
>
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Re: [hlds_linux] Fletcher - I'm Calling you Out On This (Enough is Enough)

2014-01-24 Thread Doctor McKay
When did I ever pretend to be small or a newcomer?

My servers run as vanilla as possible. If attempting to prevent team
stacking is invasive, then I guess I'm guilty as charged.

Of course I'm going to be concerned about my own growth. I play TF2 as well
and I enjoy having a bunch of well-moderated, popular servers to choose
from. At the same time, I'm concerned about the growth of the community as
a whole. That includes servers that aren't mine.


Dr. McKay
www.doctormckay.com


On Fri, Jan 24, 2014 at 7:31 PM, Nerdboy  wrote:

> McKay, check yourself - you're running 20 servers. Don't pretend to be
> a small community or any sort of newcomer when many communities have
> to compete while having only 1 or 2 servers. You're already entering
> the domain of big server chains, so don't try to play to purity or
> variety here when your community relies on a number of 24/7 map
> servers.
>
> And learn some statistics before you try to point out the
> "significance" of your network's growth, or even try to define what an
> average is. You're a lot better off than a lot of people and really in
> no place to complain about any of the changes Valve made. If you want
> to steer clear of big chains with invasive plugins, how about you shut
> down some of your servers, mkay?
>
> On 1/24/14, Doctor McKay  wrote:
> > Bottiger: I have nothing against you or Lotus, as you seem to think I do.
> > My point was merely that eventually, we'll just be left with the big
> > chains. This means there's much less variety in the servers available to
> > pick from.
> >
> > Nerdboy: You're reading too far into it. It's a big enough number to make
> > Quickplay significant, but not so big as to ensure continued success.
> >
> >
> > Dr. McKay
> > www.doctormckay.com
> >
> >
> > On Fri, Jan 24, 2014 at 7:02 PM, Nerdboy  wrote:
> >
> >> You didn't say it was an average. You said that 19% of your quickplay
> >> connections (of which you receive 47% of your total connections daily)
> >> are retained as regular players. That means that daily, 8.93% of your
> >> connections become regular players (not including those that saw your
> >> network in the server list and just decided to join.) Unless that
> >> wasn't what you were saying at all, in which case 19% is a lot more
> >> insignificant.
> >>
> >> On 1/24/14, Doctor McKay  wrote:
> >> > I don't think you understand what an average is. We retain *on
> average*
> >> > around 19% of Quickplay users. That's in total. In reality, we rely on
> >> > Quickplay just as much as many others do. We're just fortunate enough
> >> > to
> >> > have a fairly large buffer of non-Quickplay players.
> >> >
> >> >
> >> > Dr. McKay
> >> > www.doctormckay.com
> >> >
> >> >
> >> > On Fri, Jan 24, 2014 at 6:49 PM, Nerdboy  wrote:
> >> >
> >> >> I have a feeling your 10% daily growth in the past is going to plenty
> >> >> to keep you afloat in these hard times.
> >> >>
> >> >> On 1/24/14, Doctor McKay  wrote:
> >> >> > Except most of Quickplay has just been shut off from us.
> >> >> >
> >> >> >
> >> >> > Dr. McKay
> >> >> > www.doctormckay.com
> >> >> >
> >> >> >
> >> >> > On Fri, Jan 24, 2014 at 6:41 PM, Nerdboy 
> wrote:
> >> >> >
> >> >> >> Ok, but if you have ~50% quickplay traffic, and you're retaining
> >> >> >> ~20%
> >> >> >> of it, you should be set for a while. Just don't buy any more
> >> >> >> servers
> >> >> >> for a bit.
> >> >> >>
> >> >> >> On 1/24/14, Doctor McKay  wrote:
> >> >> >> > I log a bunch of stats about all players who connect to my
> >> >> >> > community.
> >> >> I
> >> >> >> > queried my database.
> >> >> >> >
> >> >> >> > This is the plugin to log stats:
> >> >> >> > https://forums.alliedmods.net/showthread.php?t=230832
> >> >> >> >
> >> >> >> >
> >> >> >> > Dr. McKay
> >> >> >> > www.doctormckay.com
> >> >> >> >
> >> >> >> >
> >> >> >> > On Fri, Jan 24, 2014 at 6:26 PM, Nerdboy 
> >> wrote:
> >> >> >> >
> >> >> >> >> Can you cite your source?
> >> >> >> >>
> >> >> >> >> On 1/24/14, Doctor McKay  wrote:
> >> >> >> >> > In my experience, 19% of people who join via Quickplay come
> >> back.
> >> >> >> >> > That's
> >> >> >> >> > not an insignificant number.
> >> >> >> >> >
> >> >> >> >> >
> >> >> >> >> > Dr. McKay
> >> >> >> >> > www.doctormckay.com
> >> >> >> >> >
> >> >> >> >> >
> >> >> >> >> > On Fri, Jan 24, 2014 at 5:57 PM, Gordon Reynolds <
> >> >> >> >> > thisisgordonsem...@gmail.com> wrote:
> >> >> >> >> >
> >> >> >> >> >> If your players were only in your servers because of
> >> >> >> >> >> quickplay,
> >> >> >> >> >> they
> >> >> >> >> >> probably do not care one iota about your Server (the entity
> >> that
> >> >> is
> >> >> >> >> >> the
> >> >> >> >> >> collection of your hardware, admins, regulars, plugins,
> etc),
> >> >> >> >> >> you
> >> >> >> were
> >> >> >> >> >> just
> >> >> >> >> >> some hallway that connected them from "not playing TF2" to
> >> >> "playing
> >> >> >> >> TF2".
> >> >> >> >> >>
> >> >> >> >> >> When their match is done and over, they hit disconnect,

Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Nerdboy
Maybe you should consider that the game isn't being made for the
server operator, but for the player. You'd have caught that point if
you weren't dodging it by defending your server's rules.

On 1/24/14, Doctor McKay  wrote:
>> No I mean you, as the big dogs, are part of the problem and should scale
> back your networks if you're concerned about the little guy.
>
> I'm concerned about the possibility of future growth of TF2. The fact that
> Valve is actively trying to cripple community servers is not my fault. I'm
> not going to shut down services due to Valve's mistakes.
>
>> This move might go "against server operators", but at the same time it
>> simplifies
> life for the hundreds of thousands of people who DON'T run a
> server, and would rather push one button and be playing a video game,
> without worrying about whatever server they'll be redirected to, or some
> admin that will ban you for "Insubordination", or for wearing the wrong
> clan tag (seriously go read the rules for some of these servers:
>  https://firepoweredgaming.com/forums/page/rules and try not to laugh).
>
> Congratulations on attacking a straw man. I don't need to defend myself
> against the likes of you, but I'll do it anyway just to humor you. You come
> on my servers, you break a rule, an admin tells you to stop. You refuse to
> comply. You get banned.
>
> You come on one of my servers and wear my community's tag without going
> through the membership process. The server removes the tag from your name
> and informs you why. You decide to replace the brackets with parenthesis to
> get around the restriction. You get renamed by an admin. You continue to do
> it, you get banned.
>
> But please feel free to continue to berate me if you feel that it helps
> your argument, just as you're accusing others of doing.
>
>
> Dr. McKay
> www.doctormckay.com
>
>
> On Fri, Jan 24, 2014 at 6:48 PM, Gordon Reynolds <
> thisisgordonsem...@gmail.com> wrote:
>
>> Yes the newcomers need to face the "big dogs" with hundreds of servers.
>>
>> No it's not "fair", but who was making the assumption that running a Team
>> Fortress 2 server must be some fair utopia where we all split the amount
>> of
>> players evenly among ourselves?
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Re: [hlds_linux] Fletcher - I'm Calling you Out On This (Enough is Enough)

2014-01-24 Thread Nerdboy
McKay, check yourself - you're running 20 servers. Don't pretend to be
a small community or any sort of newcomer when many communities have
to compete while having only 1 or 2 servers. You're already entering
the domain of big server chains, so don't try to play to purity or
variety here when your community relies on a number of 24/7 map
servers.

And learn some statistics before you try to point out the
"significance" of your network's growth, or even try to define what an
average is. You're a lot better off than a lot of people and really in
no place to complain about any of the changes Valve made. If you want
to steer clear of big chains with invasive plugins, how about you shut
down some of your servers, mkay?

On 1/24/14, Doctor McKay  wrote:
> Bottiger: I have nothing against you or Lotus, as you seem to think I do.
> My point was merely that eventually, we'll just be left with the big
> chains. This means there's much less variety in the servers available to
> pick from.
>
> Nerdboy: You're reading too far into it. It's a big enough number to make
> Quickplay significant, but not so big as to ensure continued success.
>
>
> Dr. McKay
> www.doctormckay.com
>
>
> On Fri, Jan 24, 2014 at 7:02 PM, Nerdboy  wrote:
>
>> You didn't say it was an average. You said that 19% of your quickplay
>> connections (of which you receive 47% of your total connections daily)
>> are retained as regular players. That means that daily, 8.93% of your
>> connections become regular players (not including those that saw your
>> network in the server list and just decided to join.) Unless that
>> wasn't what you were saying at all, in which case 19% is a lot more
>> insignificant.
>>
>> On 1/24/14, Doctor McKay  wrote:
>> > I don't think you understand what an average is. We retain *on average*
>> > around 19% of Quickplay users. That's in total. In reality, we rely on
>> > Quickplay just as much as many others do. We're just fortunate enough
>> > to
>> > have a fairly large buffer of non-Quickplay players.
>> >
>> >
>> > Dr. McKay
>> > www.doctormckay.com
>> >
>> >
>> > On Fri, Jan 24, 2014 at 6:49 PM, Nerdboy  wrote:
>> >
>> >> I have a feeling your 10% daily growth in the past is going to plenty
>> >> to keep you afloat in these hard times.
>> >>
>> >> On 1/24/14, Doctor McKay  wrote:
>> >> > Except most of Quickplay has just been shut off from us.
>> >> >
>> >> >
>> >> > Dr. McKay
>> >> > www.doctormckay.com
>> >> >
>> >> >
>> >> > On Fri, Jan 24, 2014 at 6:41 PM, Nerdboy  wrote:
>> >> >
>> >> >> Ok, but if you have ~50% quickplay traffic, and you're retaining
>> >> >> ~20%
>> >> >> of it, you should be set for a while. Just don't buy any more
>> >> >> servers
>> >> >> for a bit.
>> >> >>
>> >> >> On 1/24/14, Doctor McKay  wrote:
>> >> >> > I log a bunch of stats about all players who connect to my
>> >> >> > community.
>> >> I
>> >> >> > queried my database.
>> >> >> >
>> >> >> > This is the plugin to log stats:
>> >> >> > https://forums.alliedmods.net/showthread.php?t=230832
>> >> >> >
>> >> >> >
>> >> >> > Dr. McKay
>> >> >> > www.doctormckay.com
>> >> >> >
>> >> >> >
>> >> >> > On Fri, Jan 24, 2014 at 6:26 PM, Nerdboy 
>> wrote:
>> >> >> >
>> >> >> >> Can you cite your source?
>> >> >> >>
>> >> >> >> On 1/24/14, Doctor McKay  wrote:
>> >> >> >> > In my experience, 19% of people who join via Quickplay come
>> back.
>> >> >> >> > That's
>> >> >> >> > not an insignificant number.
>> >> >> >> >
>> >> >> >> >
>> >> >> >> > Dr. McKay
>> >> >> >> > www.doctormckay.com
>> >> >> >> >
>> >> >> >> >
>> >> >> >> > On Fri, Jan 24, 2014 at 5:57 PM, Gordon Reynolds <
>> >> >> >> > thisisgordonsem...@gmail.com> wrote:
>> >> >> >> >
>> >> >> >> >> If your players were only in your servers because of
>> >> >> >> >> quickplay,
>> >> >> >> >> they
>> >> >> >> >> probably do not care one iota about your Server (the entity
>> that
>> >> is
>> >> >> >> >> the
>> >> >> >> >> collection of your hardware, admins, regulars, plugins, etc),
>> >> >> >> >> you
>> >> >> were
>> >> >> >> >> just
>> >> >> >> >> some hallway that connected them from "not playing TF2" to
>> >> "playing
>> >> >> >> TF2".
>> >> >> >> >>
>> >> >> >> >> When their match is done and over, they hit disconnect, never
>> >> >> >> >> add
>> >> >> >> >> you
>> >> >> >> >> to
>> >> >> >> >> favorites, and may never show back up again. You could see
>> >> >> >> >> this
>> >> >> >> >> as
>> >> >> >> "Valve
>> >> >> >> >> stealing your quickplay traffic" or you could see this as
>> "Valve
>> >> >> >> rounding
>> >> >> >> >> up the people who mash PLAYNOW and have no interest in
>> dedicated
>> >> >> >> servers,
>> >> >> >> >> or server communities".
>> >> >> >> >>
>> >> >> >> >> It's a changing demographic - people just want to play
>> >> >> >> >> videogames,
>> >> >> not
>> >> >> >> >> really sign up for a whole 'favorite server loyalty program'.
>> >> >> >> >>
>> >> >> >> >> And who cares if our servers "die out"? What are we out? Ego?
>> >> >> >> >>
>> >> >> >> >>
>> >> >> >> >> O

Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Doctor McKay
> No I mean you, as the big dogs, are part of the problem and should scale
back your networks if you're concerned about the little guy.

I'm concerned about the possibility of future growth of TF2. The fact that
Valve is actively trying to cripple community servers is not my fault. I'm
not going to shut down services due to Valve's mistakes.

> This move might go "against server operators", but at the same time it 
> simplifies
life for the hundreds of thousands of people who DON'T run a
server, and would rather push one button and be playing a video game,
without worrying about whatever server they'll be redirected to, or some
admin that will ban you for "Insubordination", or for wearing the wrong
clan tag (seriously go read the rules for some of these servers:
 https://firepoweredgaming.com/forums/page/rules and try not to laugh).

Congratulations on attacking a straw man. I don't need to defend myself
against the likes of you, but I'll do it anyway just to humor you. You come
on my servers, you break a rule, an admin tells you to stop. You refuse to
comply. You get banned.

You come on one of my servers and wear my community's tag without going
through the membership process. The server removes the tag from your name
and informs you why. You decide to replace the brackets with parenthesis to
get around the restriction. You get renamed by an admin. You continue to do
it, you get banned.

But please feel free to continue to berate me if you feel that it helps
your argument, just as you're accusing others of doing.


Dr. McKay
www.doctormckay.com


On Fri, Jan 24, 2014 at 6:48 PM, Gordon Reynolds <
thisisgordonsem...@gmail.com> wrote:

> Yes the newcomers need to face the "big dogs" with hundreds of servers.
>
> No it's not "fair", but who was making the assumption that running a Team
> Fortress 2 server must be some fair utopia where we all split the amount of
> players evenly among ourselves?
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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread dan

On 24/01/2014 21:30, Rick Dunn wrote:

Yeah, it was a 2-paragraph distillation of one person's view of the past
4-5 years of this game in his life.


I like the bit where you wrote TF2 and Valve stole it the best.

Who do you have in mind to play you? Tom Cruise?

--
Dan

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Re: [hlds_linux] Fletcher - I'm Calling you Out On This (Enough is Enough)

2014-01-24 Thread Doctor McKay
Bottiger: I have nothing against you or Lotus, as you seem to think I do.
My point was merely that eventually, we'll just be left with the big
chains. This means there's much less variety in the servers available to
pick from.

Nerdboy: You're reading too far into it. It's a big enough number to make
Quickplay significant, but not so big as to ensure continued success.


Dr. McKay
www.doctormckay.com


On Fri, Jan 24, 2014 at 7:02 PM, Nerdboy  wrote:

> You didn't say it was an average. You said that 19% of your quickplay
> connections (of which you receive 47% of your total connections daily)
> are retained as regular players. That means that daily, 8.93% of your
> connections become regular players (not including those that saw your
> network in the server list and just decided to join.) Unless that
> wasn't what you were saying at all, in which case 19% is a lot more
> insignificant.
>
> On 1/24/14, Doctor McKay  wrote:
> > I don't think you understand what an average is. We retain *on average*
> > around 19% of Quickplay users. That's in total. In reality, we rely on
> > Quickplay just as much as many others do. We're just fortunate enough to
> > have a fairly large buffer of non-Quickplay players.
> >
> >
> > Dr. McKay
> > www.doctormckay.com
> >
> >
> > On Fri, Jan 24, 2014 at 6:49 PM, Nerdboy  wrote:
> >
> >> I have a feeling your 10% daily growth in the past is going to plenty
> >> to keep you afloat in these hard times.
> >>
> >> On 1/24/14, Doctor McKay  wrote:
> >> > Except most of Quickplay has just been shut off from us.
> >> >
> >> >
> >> > Dr. McKay
> >> > www.doctormckay.com
> >> >
> >> >
> >> > On Fri, Jan 24, 2014 at 6:41 PM, Nerdboy  wrote:
> >> >
> >> >> Ok, but if you have ~50% quickplay traffic, and you're retaining ~20%
> >> >> of it, you should be set for a while. Just don't buy any more servers
> >> >> for a bit.
> >> >>
> >> >> On 1/24/14, Doctor McKay  wrote:
> >> >> > I log a bunch of stats about all players who connect to my
> >> >> > community.
> >> I
> >> >> > queried my database.
> >> >> >
> >> >> > This is the plugin to log stats:
> >> >> > https://forums.alliedmods.net/showthread.php?t=230832
> >> >> >
> >> >> >
> >> >> > Dr. McKay
> >> >> > www.doctormckay.com
> >> >> >
> >> >> >
> >> >> > On Fri, Jan 24, 2014 at 6:26 PM, Nerdboy 
> wrote:
> >> >> >
> >> >> >> Can you cite your source?
> >> >> >>
> >> >> >> On 1/24/14, Doctor McKay  wrote:
> >> >> >> > In my experience, 19% of people who join via Quickplay come
> back.
> >> >> >> > That's
> >> >> >> > not an insignificant number.
> >> >> >> >
> >> >> >> >
> >> >> >> > Dr. McKay
> >> >> >> > www.doctormckay.com
> >> >> >> >
> >> >> >> >
> >> >> >> > On Fri, Jan 24, 2014 at 5:57 PM, Gordon Reynolds <
> >> >> >> > thisisgordonsem...@gmail.com> wrote:
> >> >> >> >
> >> >> >> >> If your players were only in your servers because of quickplay,
> >> >> >> >> they
> >> >> >> >> probably do not care one iota about your Server (the entity
> that
> >> is
> >> >> >> >> the
> >> >> >> >> collection of your hardware, admins, regulars, plugins, etc),
> >> >> >> >> you
> >> >> were
> >> >> >> >> just
> >> >> >> >> some hallway that connected them from "not playing TF2" to
> >> "playing
> >> >> >> TF2".
> >> >> >> >>
> >> >> >> >> When their match is done and over, they hit disconnect, never
> >> >> >> >> add
> >> >> >> >> you
> >> >> >> >> to
> >> >> >> >> favorites, and may never show back up again. You could see this
> >> >> >> >> as
> >> >> >> "Valve
> >> >> >> >> stealing your quickplay traffic" or you could see this as
> "Valve
> >> >> >> rounding
> >> >> >> >> up the people who mash PLAYNOW and have no interest in
> dedicated
> >> >> >> servers,
> >> >> >> >> or server communities".
> >> >> >> >>
> >> >> >> >> It's a changing demographic - people just want to play
> >> >> >> >> videogames,
> >> >> not
> >> >> >> >> really sign up for a whole 'favorite server loyalty program'.
> >> >> >> >>
> >> >> >> >> And who cares if our servers "die out"? What are we out? Ego?
> >> >> >> >>
> >> >> >> >>
> >> >> >> >> On Fri, Jan 24, 2014 at 2:51 PM, Doctor McKay
> >> >> >> >>  >> >> >
> >> >> >> >> wrote:
> >> >> >> >>
> >> >> >> >> > For lack of a better word, this is the last stand of
> community
> >> >> >> servers.
> >> >> >> >> >
> >> >> >> >> > The smaller communities that depend on Quickplay to gain
> >> >> >> >> > popularity
> >> >> >> >> > will
> >> >> >> >> > die out. We'll be left with nothing but the
> >> >> >> >> > already-large-and-established
> >> >> >> >> > server chains, like Lotus, Skial, Saigns, and NighTeam.
> >> >> >> >> >
> >> >> >> >> >
> >> >> >> >> > Dr. McKay
> >> >> >> >> > www.doctormckay.com
> >> >> >> >> >
> >> >> >> >> >
> >> >> >> >> > On Fri, Jan 24, 2014 at 5:45 PM, Gordon Reynolds <
> >> >> >> >> > thisisgordonsem...@gmail.com> wrote:
> >> >> >> >> >
> >> >> >> >> > > I'm not sure this is that big of a deal.
> >> >> >> >> > >
> >> >> >> >> > > I've yet to see a single sane suggestion on how they police
> >> bad

Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Valentin G.
Noone has a right to a full server. But a right to at least have a
chance to get something going. It doesn't even have to be fair, I
never said that. Nobody expects that anyone can set up 40 servers and
instantly have them populated 24/7. I don't have any expectations. I
only know that I myself don't enjoy the offering of Valve's servers
myself. Not in TF2 and especially not in CSGO. I've seen the value of
community servers, I've done this for almost a decade now in various
games. That's why I have an agency to keep community servers alive.
AMXX and SM exist and have flourished for a reason. Heck, some of the
people spearheading this drive are even working for Valve right now.
Don't tell me that this is suddenly a worthless endeavour.

Why anyone would stand behind a decision that actively cuts down the
available playerbase (for everyone, that includes *you*) is beyond me.
In the long run this will hurt everyone. It's not just about new
communities but also about new players. If new players never leave the
QP, Valve-Only system, how are they going to find *your* server in the
future I ask you. We already established ourselves. But I still don't
want this to happen.

Every single time this happens I hear the same arguments. "Why even
have a server", "Only in it for the money", "Shut down everything".
Well no. I have invested time and money to build a community. I never
did it for making bank, only because I care for this game. In fact I
haven't even taken donations for 3/4 of this communities TF2
engagement. That's the way I've done it for CS, for DoD, for
Battlefield. We are just a dedicated lot of gamers, trying to make an
enjoyable place for others that like this game. Only to then have even
our peers happily jump on the hate train. Why?

Why did *you* decide to build your community? I'm genuinely curious.
Apparently there's absolutely no reason to do that.


And just by the way: Neither am I a big dog or a newcomer. I'm in the
happy middle spot. So no need to go at me for either reason.

On Sat, Jan 25, 2014 at 12:57 AM, Gordon Reynolds
 wrote:
> "We" (the TF2 players) have enough servers as it is.
>
> There is no expectation that new servers have any "right" to a full and
> active playerbase. Why would someone want to open a TF2 server if they
> have: no players, no community, and in the face of thousands of viable,
> ready to play in, servers?
>
>
> On Fri, Jan 24, 2014 at 3:47 PM, Valentin G.  wrote:
>
>> It's not the servers (that already exist) are the problem. It's that
>> the already existing playerbase is constantly reduced.
>>
>> I want servers to flourish by using what's available, not by cutting
>> down large server owners. That's backwards logic.
>>
>> On Sat, Jan 25, 2014 at 12:42 AM, Nerdboy  wrote:
>> > No I mean you, as the big dogs, are part of the problem and should
>> > scale back your networks if you're concerned about the little guy.
>> >
>> > On 1/24/14, Doctor McKay  wrote:
>> >> So newcomers need to face the "big dogs" with hundreds of servers with
>> >> their one server?
>> >>
>> >>
>> >> Dr. McKay
>> >> www.doctormckay.com
>> >>
>> >>
>> >> On Fri, Jan 24, 2014 at 6:35 PM, Nerdboy  wrote:
>> >>
>> >>> An easy solution to allow newcomers to get more traffic would be to
>> >>> reduce the number of servers you run. That way quickplay traffic is
>> >>> distributed more evenly rather than "who bought the most rack space?"
>> >>>
>> >>> On 1/24/14, Valentin G.  wrote:
>> >>> > Then explain how should people remedy this situation?
>> >>> >
>> >>> > Not every community can retroactively join the master race and
>> >>> > suddenly be around for 6 years and have a great playerbase out of
>> thin
>> >>> > air. Yes, there are servers that currently rely on quickplay. So what
>> >>> > if 50% is QP traffic. That's still 50% of players that are returning.
>> >>> > In order to increase that percentage of returning players we still
>> >>> > *need* to have the other 50%. If people don't even come to your
>> server
>> >>> > in the first place (by being in the 50% QP population) there is not
>> >>> > even the *chance* of them staying around.
>> >>> >
>> >>> > This is the model when you use QP. Use the system, deliver an
>> >>> > experience that continuously moves the split towards a healthy,
>> >>> > returning player base. Of course it would be great if players still
>> >>> > went around the server browser and naturally found out about new
>> >>> > servers and stayed there. Since that doesn't happen anymore, newer
>> >>> > communities have to rely on quickplay. That's simply how it works.
>> >>> > It's really great for all the people here that have a long history in
>> >>> > their community and a stable and returning playerbase already. Not
>> >>> > everyone can enjoy that, and you are trying to prevent them from even
>> >>> > having the ability to achieve that.
>> >>> >
>> >>> > I really hope one day people get that into their thick heads. There
>> >>> > are start-ups that haven't been around sinc

Re: [hlds_linux] Latest TF2 update, Valve-only server join option, Quick-Play, etc.

2014-01-24 Thread Yun Huang Yong
Pay a small army of players Steam bucks to review the reports of 
nefarious servers.


Quite seriously, there's a small army of "players" who find it 
profitable to mine metal, farm Mann Up tours etc. Save them the time -- 
just give them what they want, and instead of wasting their time 
trading/farming they can help us weed out the unwanted QP servers. Win-win.


Alternatively, there are many folks in less developed countries who 
would happily work for a pittance of the typical Seattle salary. Hire 
them to fix the plethora of abuse issues that riddle TF2.


I wouldn't have setup my servers if Valve actually looked after theirs. 
Seriously. I'm a player first. I don't *want* to run my servers but I 
started them because the alternative venues were horrible.


On 25/01/2014 11:02 AM, Weasels Lair wrote:

Regarding the latest update from TF2 and the renewed discussion about
things like Quick-Play (now being largely re-directed to
Valve-operated servers), how this effects game "Communities", etc.

I do not think we are going to talk Valve out of any of this.  I think
all we can hope to do is get them to acknowledge the "community"
contributions and maybe make some changes that will build on that.  I
know if often seems like they are going in the other direction.
However, I am hopeful that some simple changes can help-out.  "Dr.
McKay" has certainly made some excellent suggestions regarding the
multi-player options, etc.

What I would like to suggest, is that Valve build-upon their existing
"Steam Community Groups" feature.  Some things they could do there
might include:

1) Add a feature to dedicated servers (HLDS *and* SRCDS) that allows a
server operator to associated a their server with a particular steam
community group.
2) Add a feature to the Steam Community Groups, that allows their
officers to then add those servers into the group profile in some
very-integrated manner.  Not just a "link" to join a server, but maybe
something larger.  Maybe more like a game-server banner, listing
current number of players, player slots, etc.  Of course, there are
3rd party sites that do some that now.  But, I think if Valve did it
right in the Steam Community Groups, they could fully-integrate things
nicer/cleaner.
3) Ensure such features work not just with Valve titles, but any mod
hosted on HLDS and SRCDS (all it's different SDK flavors).

Of course, this would mean that game "communities" would really have
to buy into the "Steam Community" thing more.  Many do prefer to run
their own websites, and of course many also game non-Valve/non-Steam
titles.  So, Steam Community integration maybe isn't as attractive to
them.

Anyway, those are some of my thoughts - IMH(f)O as usual.

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Re: [hlds_linux] Latest TF2 update, Valve-only server join option, Quick-Play, etc.

2014-01-24 Thread Gordon Reynolds
I would -love- the ability to link my steam group with my server. I know
they did this for L4D and there were issues with this, but it would be real
beneficial to the community servers, especially as quickplay is being more
segregated off.


On Fri, Jan 24, 2014 at 4:02 PM, Weasels Lair wrote:

> Regarding the latest update from TF2 and the renewed discussion about
> things like Quick-Play (now being largely re-directed to
> Valve-operated servers), how this effects game "Communities", etc.
>
> I do not think we are going to talk Valve out of any of this.  I think
> all we can hope to do is get them to acknowledge the "community"
> contributions and maybe make some changes that will build on that.  I
> know if often seems like they are going in the other direction.
> However, I am hopeful that some simple changes can help-out.  "Dr.
> McKay" has certainly made some excellent suggestions regarding the
> multi-player options, etc.
>
> What I would like to suggest, is that Valve build-upon their existing
> "Steam Community Groups" feature.  Some things they could do there
> might include:
>
> 1) Add a feature to dedicated servers (HLDS *and* SRCDS) that allows a
> server operator to associated a their server with a particular steam
> community group.
> 2) Add a feature to the Steam Community Groups, that allows their
> officers to then add those servers into the group profile in some
> very-integrated manner.  Not just a "link" to join a server, but maybe
> something larger.  Maybe more like a game-server banner, listing
> current number of players, player slots, etc.  Of course, there are
> 3rd party sites that do some that now.  But, I think if Valve did it
> right in the Steam Community Groups, they could fully-integrate things
> nicer/cleaner.
> 3) Ensure such features work not just with Valve titles, but any mod
> hosted on HLDS and SRCDS (all it's different SDK flavors).
>
> Of course, this would mean that game "communities" would really have
> to buy into the "Steam Community" thing more.  Many do prefer to run
> their own websites, and of course many also game non-Valve/non-Steam
> titles.  So, Steam Community integration maybe isn't as attractive to
> them.
>
> Anyway, those are some of my thoughts - IMH(f)O as usual.
>
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> please visit:
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>
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Re: [hlds_linux] Fletcher - I'm Calling you Out On This (Enough is Enough)

2014-01-24 Thread Nerdboy
You didn't say it was an average. You said that 19% of your quickplay
connections (of which you receive 47% of your total connections daily)
are retained as regular players. That means that daily, 8.93% of your
connections become regular players (not including those that saw your
network in the server list and just decided to join.) Unless that
wasn't what you were saying at all, in which case 19% is a lot more
insignificant.

On 1/24/14, Doctor McKay  wrote:
> I don't think you understand what an average is. We retain *on average*
> around 19% of Quickplay users. That's in total. In reality, we rely on
> Quickplay just as much as many others do. We're just fortunate enough to
> have a fairly large buffer of non-Quickplay players.
>
>
> Dr. McKay
> www.doctormckay.com
>
>
> On Fri, Jan 24, 2014 at 6:49 PM, Nerdboy  wrote:
>
>> I have a feeling your 10% daily growth in the past is going to plenty
>> to keep you afloat in these hard times.
>>
>> On 1/24/14, Doctor McKay  wrote:
>> > Except most of Quickplay has just been shut off from us.
>> >
>> >
>> > Dr. McKay
>> > www.doctormckay.com
>> >
>> >
>> > On Fri, Jan 24, 2014 at 6:41 PM, Nerdboy  wrote:
>> >
>> >> Ok, but if you have ~50% quickplay traffic, and you're retaining ~20%
>> >> of it, you should be set for a while. Just don't buy any more servers
>> >> for a bit.
>> >>
>> >> On 1/24/14, Doctor McKay  wrote:
>> >> > I log a bunch of stats about all players who connect to my
>> >> > community.
>> I
>> >> > queried my database.
>> >> >
>> >> > This is the plugin to log stats:
>> >> > https://forums.alliedmods.net/showthread.php?t=230832
>> >> >
>> >> >
>> >> > Dr. McKay
>> >> > www.doctormckay.com
>> >> >
>> >> >
>> >> > On Fri, Jan 24, 2014 at 6:26 PM, Nerdboy  wrote:
>> >> >
>> >> >> Can you cite your source?
>> >> >>
>> >> >> On 1/24/14, Doctor McKay  wrote:
>> >> >> > In my experience, 19% of people who join via Quickplay come back.
>> >> >> > That's
>> >> >> > not an insignificant number.
>> >> >> >
>> >> >> >
>> >> >> > Dr. McKay
>> >> >> > www.doctormckay.com
>> >> >> >
>> >> >> >
>> >> >> > On Fri, Jan 24, 2014 at 5:57 PM, Gordon Reynolds <
>> >> >> > thisisgordonsem...@gmail.com> wrote:
>> >> >> >
>> >> >> >> If your players were only in your servers because of quickplay,
>> >> >> >> they
>> >> >> >> probably do not care one iota about your Server (the entity that
>> is
>> >> >> >> the
>> >> >> >> collection of your hardware, admins, regulars, plugins, etc),
>> >> >> >> you
>> >> were
>> >> >> >> just
>> >> >> >> some hallway that connected them from "not playing TF2" to
>> "playing
>> >> >> TF2".
>> >> >> >>
>> >> >> >> When their match is done and over, they hit disconnect, never
>> >> >> >> add
>> >> >> >> you
>> >> >> >> to
>> >> >> >> favorites, and may never show back up again. You could see this
>> >> >> >> as
>> >> >> "Valve
>> >> >> >> stealing your quickplay traffic" or you could see this as "Valve
>> >> >> rounding
>> >> >> >> up the people who mash PLAYNOW and have no interest in dedicated
>> >> >> servers,
>> >> >> >> or server communities".
>> >> >> >>
>> >> >> >> It's a changing demographic - people just want to play
>> >> >> >> videogames,
>> >> not
>> >> >> >> really sign up for a whole 'favorite server loyalty program'.
>> >> >> >>
>> >> >> >> And who cares if our servers "die out"? What are we out? Ego?
>> >> >> >>
>> >> >> >>
>> >> >> >> On Fri, Jan 24, 2014 at 2:51 PM, Doctor McKay
>> >> >> >> > >> >
>> >> >> >> wrote:
>> >> >> >>
>> >> >> >> > For lack of a better word, this is the last stand of community
>> >> >> servers.
>> >> >> >> >
>> >> >> >> > The smaller communities that depend on Quickplay to gain
>> >> >> >> > popularity
>> >> >> >> > will
>> >> >> >> > die out. We'll be left with nothing but the
>> >> >> >> > already-large-and-established
>> >> >> >> > server chains, like Lotus, Skial, Saigns, and NighTeam.
>> >> >> >> >
>> >> >> >> >
>> >> >> >> > Dr. McKay
>> >> >> >> > www.doctormckay.com
>> >> >> >> >
>> >> >> >> >
>> >> >> >> > On Fri, Jan 24, 2014 at 5:45 PM, Gordon Reynolds <
>> >> >> >> > thisisgordonsem...@gmail.com> wrote:
>> >> >> >> >
>> >> >> >> > > I'm not sure this is that big of a deal.
>> >> >> >> > >
>> >> >> >> > > I've yet to see a single sane suggestion on how they police
>> bad
>> >> >> >> > > servers
>> >> >> >> > > other than "have people report them", which sounds like a
>> >> >> >> > > bad
>> >> idea
>> >> >> >> > > for
>> >> >> >> > many
>> >> >> >> > > hopefully obvious reasons.
>> >> >> >> > >
>> >> >> >> > > These are just video game servers; you aren't making money
>> >> >> >> > > off
>> >> >> >> > > them,
>> >> >> >> > > if
>> >> >> >> > > they sit empty you aren't losing money off them either [more
>> >> >> >> > > than
>> >> >> the
>> >> >> >> > cost
>> >> >> >> > > of running the server, which you're already doing]. And if
>> >> >> >> > > you
>> >> are
>> >> >> >> > (making
>> >> >> >> > > or losing money), then I would say Valve wants to put those
>> >> >> >> > > kind
>> >> >> 

[hlds_linux] Latest TF2 update, Valve-only server join option, Quick-Play, etc.

2014-01-24 Thread Weasels Lair
Regarding the latest update from TF2 and the renewed discussion about
things like Quick-Play (now being largely re-directed to
Valve-operated servers), how this effects game "Communities", etc.

I do not think we are going to talk Valve out of any of this.  I think
all we can hope to do is get them to acknowledge the "community"
contributions and maybe make some changes that will build on that.  I
know if often seems like they are going in the other direction.
However, I am hopeful that some simple changes can help-out.  "Dr.
McKay" has certainly made some excellent suggestions regarding the
multi-player options, etc.

What I would like to suggest, is that Valve build-upon their existing
"Steam Community Groups" feature.  Some things they could do there
might include:

1) Add a feature to dedicated servers (HLDS *and* SRCDS) that allows a
server operator to associated a their server with a particular steam
community group.
2) Add a feature to the Steam Community Groups, that allows their
officers to then add those servers into the group profile in some
very-integrated manner.  Not just a "link" to join a server, but maybe
something larger.  Maybe more like a game-server banner, listing
current number of players, player slots, etc.  Of course, there are
3rd party sites that do some that now.  But, I think if Valve did it
right in the Steam Community Groups, they could fully-integrate things
nicer/cleaner.
3) Ensure such features work not just with Valve titles, but any mod
hosted on HLDS and SRCDS (all it's different SDK flavors).

Of course, this would mean that game "communities" would really have
to buy into the "Steam Community" thing more.  Many do prefer to run
their own websites, and of course many also game non-Valve/non-Steam
titles.  So, Steam Community integration maybe isn't as attractive to
them.

Anyway, those are some of my thoughts - IMH(f)O as usual.

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Re: [hlds_linux] Fletcher - I'm Calling you Out On This (Enough is Enough)

2014-01-24 Thread Bottiger
McKay, we don't appreciate being categorized with those other groups and it
doesn't help the case to restore quickplay. Your own community already has
enough servers to be considered a "server chain" yet you do not even have
the DDoS protection or custom game modes that we do. We do not have a large
amount of servers to be greedy, rather the economies of scale makes it
possible to provide higher quality servers. If you want to restore
quickplay please remain on topic, but don't use us as a scapegoat.

For those of you arguing if such a high percentage of people use quickplay,
then community servers weren't providing any value at all? If this was true
you would expect Valve servers to be as equally full as the top community
servers. TF2 server ranking websites would be filled with Valve servers
like CS:GO but they were not.

Cutting off new players to all community servers will kill even established
communities. Even custom modes will be less populated because of Valve's
efforts to make it more difficult for new people to realize there are
community servers.

If Valve wants to provide the best experience to players they should let
community servers compete on equal footing with official servers.
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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Gordon Reynolds
"We" (the TF2 players) have enough servers as it is.

There is no expectation that new servers have any "right" to a full and
active playerbase. Why would someone want to open a TF2 server if they
have: no players, no community, and in the face of thousands of viable,
ready to play in, servers?


On Fri, Jan 24, 2014 at 3:47 PM, Valentin G.  wrote:

> It's not the servers (that already exist) are the problem. It's that
> the already existing playerbase is constantly reduced.
>
> I want servers to flourish by using what's available, not by cutting
> down large server owners. That's backwards logic.
>
> On Sat, Jan 25, 2014 at 12:42 AM, Nerdboy  wrote:
> > No I mean you, as the big dogs, are part of the problem and should
> > scale back your networks if you're concerned about the little guy.
> >
> > On 1/24/14, Doctor McKay  wrote:
> >> So newcomers need to face the "big dogs" with hundreds of servers with
> >> their one server?
> >>
> >>
> >> Dr. McKay
> >> www.doctormckay.com
> >>
> >>
> >> On Fri, Jan 24, 2014 at 6:35 PM, Nerdboy  wrote:
> >>
> >>> An easy solution to allow newcomers to get more traffic would be to
> >>> reduce the number of servers you run. That way quickplay traffic is
> >>> distributed more evenly rather than "who bought the most rack space?"
> >>>
> >>> On 1/24/14, Valentin G.  wrote:
> >>> > Then explain how should people remedy this situation?
> >>> >
> >>> > Not every community can retroactively join the master race and
> >>> > suddenly be around for 6 years and have a great playerbase out of
> thin
> >>> > air. Yes, there are servers that currently rely on quickplay. So what
> >>> > if 50% is QP traffic. That's still 50% of players that are returning.
> >>> > In order to increase that percentage of returning players we still
> >>> > *need* to have the other 50%. If people don't even come to your
> server
> >>> > in the first place (by being in the 50% QP population) there is not
> >>> > even the *chance* of them staying around.
> >>> >
> >>> > This is the model when you use QP. Use the system, deliver an
> >>> > experience that continuously moves the split towards a healthy,
> >>> > returning player base. Of course it would be great if players still
> >>> > went around the server browser and naturally found out about new
> >>> > servers and stayed there. Since that doesn't happen anymore, newer
> >>> > communities have to rely on quickplay. That's simply how it works.
> >>> > It's really great for all the people here that have a long history in
> >>> > their community and a stable and returning playerbase already. Not
> >>> > everyone can enjoy that, and you are trying to prevent them from even
> >>> > having the ability to achieve that.
> >>> >
> >>> > I really hope one day people get that into their thick heads. There
> >>> > are start-ups that haven't been around since the TF2 beta. They *can
> >>> > not* have as healthy of a playerbase as you already have. Don't talk
> >>> > them down because of that, and even applaud Valve when every chance
> of
> >>> > building up their community is ripped from their hands.
> >>> >
> >>> > On Sat, Jan 25, 2014 at 12:14 AM, Gordon Reynolds
> >>> >  wrote:
> >>> >> Maybe there is a point to take from this.
> >>> >>
> >>> >> Maybe the kind of people who played TF2 pre-F2P era, aren't the same
> >>> >> people
> >>> >> who want to play TF2 now?
> >>> >>
> >>> >> Demographics change, if you think the same type of people pick up
> TF2
> >>> >> today
> >>> >> as the ones who paid money to pick it up pre-F2P, you might be in
> for
> >>> >> a
> >>> >> bit
> >>> >> of a shock. Or not, look at your numbers, 50% of your population is
> >>> >> just
> >>> >> there because that's where they ended up, they didn't choose to be
> on
> >>> >> your
> >>> >> server.
> >>> >>
> >>> >>
> >>> >> On Fri, Jan 24, 2014 at 3:10 PM, Doctor McKay <
> mc...@doctormckay.com>
> >>> >> wrote:
> >>> >>
> >>> >>> Find me a vanilla server that remains populated without the help of
> >>> >>> Quickplay. They don't exist.
> >>> >>>
> >>> >>>
> >>> >>> Dr. McKay
> >>> >>> www.doctormckay.com
> >>> >>>
> >>> >>>
> >>> >>> On Fri, Jan 24, 2014 at 6:07 PM, Gordon Reynolds <
> >>> >>> thisisgordonsem...@gmail.com> wrote:
> >>> >>>
> >>> >>> > So if you've had a server for a few years and you still get 47%
> >>> >>> > quickplay
> >>> >>> > traffic doesn't that tell you that you're running a server that
> >>> >>> > might
> >>> >>> > be
> >>> >>> > twice as large as it needs to be? I mean if you pulled regulars
> >>> >>> > from
> >>> >>> > quickplay players wouldn't that number slowly drop (during peak),
> >>> >>> > because
> >>> >>> > of all your regulars?
> >>> >>> >
> >>> >>> > Or do quickplayer honestly, literally, -not care what server they
> >>> >>> > are
> >>> >>> on-,
> >>> >>> > and will never add your server to favorites as is?
> >>> >>> >
> >>> >>> >
> >>> >>> > On Thu, Jan 23, 2014 at 8:11 PM, Doctor McKay
> >>> >>> >  >>> >
> >>> >>> > wrote:
> >>> >>> >
> >>> >>> > > The cvar

Re: [hlds_linux] Fletcher - I'm Calling you Out On This (Enough is Enough)

2014-01-24 Thread Doctor McKay
I don't think you understand what an average is. We retain *on average*
around 19% of Quickplay users. That's in total. In reality, we rely on
Quickplay just as much as many others do. We're just fortunate enough to
have a fairly large buffer of non-Quickplay players.


Dr. McKay
www.doctormckay.com


On Fri, Jan 24, 2014 at 6:49 PM, Nerdboy  wrote:

> I have a feeling your 10% daily growth in the past is going to plenty
> to keep you afloat in these hard times.
>
> On 1/24/14, Doctor McKay  wrote:
> > Except most of Quickplay has just been shut off from us.
> >
> >
> > Dr. McKay
> > www.doctormckay.com
> >
> >
> > On Fri, Jan 24, 2014 at 6:41 PM, Nerdboy  wrote:
> >
> >> Ok, but if you have ~50% quickplay traffic, and you're retaining ~20%
> >> of it, you should be set for a while. Just don't buy any more servers
> >> for a bit.
> >>
> >> On 1/24/14, Doctor McKay  wrote:
> >> > I log a bunch of stats about all players who connect to my community.
> I
> >> > queried my database.
> >> >
> >> > This is the plugin to log stats:
> >> > https://forums.alliedmods.net/showthread.php?t=230832
> >> >
> >> >
> >> > Dr. McKay
> >> > www.doctormckay.com
> >> >
> >> >
> >> > On Fri, Jan 24, 2014 at 6:26 PM, Nerdboy  wrote:
> >> >
> >> >> Can you cite your source?
> >> >>
> >> >> On 1/24/14, Doctor McKay  wrote:
> >> >> > In my experience, 19% of people who join via Quickplay come back.
> >> >> > That's
> >> >> > not an insignificant number.
> >> >> >
> >> >> >
> >> >> > Dr. McKay
> >> >> > www.doctormckay.com
> >> >> >
> >> >> >
> >> >> > On Fri, Jan 24, 2014 at 5:57 PM, Gordon Reynolds <
> >> >> > thisisgordonsem...@gmail.com> wrote:
> >> >> >
> >> >> >> If your players were only in your servers because of quickplay,
> >> >> >> they
> >> >> >> probably do not care one iota about your Server (the entity that
> is
> >> >> >> the
> >> >> >> collection of your hardware, admins, regulars, plugins, etc), you
> >> were
> >> >> >> just
> >> >> >> some hallway that connected them from "not playing TF2" to
> "playing
> >> >> TF2".
> >> >> >>
> >> >> >> When their match is done and over, they hit disconnect, never add
> >> >> >> you
> >> >> >> to
> >> >> >> favorites, and may never show back up again. You could see this as
> >> >> "Valve
> >> >> >> stealing your quickplay traffic" or you could see this as "Valve
> >> >> rounding
> >> >> >> up the people who mash PLAYNOW and have no interest in dedicated
> >> >> servers,
> >> >> >> or server communities".
> >> >> >>
> >> >> >> It's a changing demographic - people just want to play videogames,
> >> not
> >> >> >> really sign up for a whole 'favorite server loyalty program'.
> >> >> >>
> >> >> >> And who cares if our servers "die out"? What are we out? Ego?
> >> >> >>
> >> >> >>
> >> >> >> On Fri, Jan 24, 2014 at 2:51 PM, Doctor McKay
> >> >> >>  >> >
> >> >> >> wrote:
> >> >> >>
> >> >> >> > For lack of a better word, this is the last stand of community
> >> >> servers.
> >> >> >> >
> >> >> >> > The smaller communities that depend on Quickplay to gain
> >> >> >> > popularity
> >> >> >> > will
> >> >> >> > die out. We'll be left with nothing but the
> >> >> >> > already-large-and-established
> >> >> >> > server chains, like Lotus, Skial, Saigns, and NighTeam.
> >> >> >> >
> >> >> >> >
> >> >> >> > Dr. McKay
> >> >> >> > www.doctormckay.com
> >> >> >> >
> >> >> >> >
> >> >> >> > On Fri, Jan 24, 2014 at 5:45 PM, Gordon Reynolds <
> >> >> >> > thisisgordonsem...@gmail.com> wrote:
> >> >> >> >
> >> >> >> > > I'm not sure this is that big of a deal.
> >> >> >> > >
> >> >> >> > > I've yet to see a single sane suggestion on how they police
> bad
> >> >> >> > > servers
> >> >> >> > > other than "have people report them", which sounds like a bad
> >> idea
> >> >> >> > > for
> >> >> >> > many
> >> >> >> > > hopefully obvious reasons.
> >> >> >> > >
> >> >> >> > > These are just video game servers; you aren't making money off
> >> >> >> > > them,
> >> >> >> > > if
> >> >> >> > > they sit empty you aren't losing money off them either [more
> >> >> >> > > than
> >> >> the
> >> >> >> > cost
> >> >> >> > > of running the server, which you're already doing]. And if you
> >> are
> >> >> >> > (making
> >> >> >> > > or losing money), then I would say Valve wants to put those
> >> >> >> > > kind
> >> >> >> > > of
> >> >> >> > servers
> >> >> >> > > out, as they generally fart up the experience with donation
> >> >> requests,
> >> >> >> or
> >> >> >> > > donor perks, annoying MOTDs, sound packs, or whatever else you
> >> >> >> > > crazy
> >> >> >> > > SourceMod kiddies do nowadays.
> >> >> >> > >
> >> >> >> > > People here are acting as if this some last stand situation.
> >> >> >> > >
> >> >> >> > >
> >> >> >> > > On Fri, Jan 24, 2014 at 2:02 PM, Game-Over
> >> >> >> > >  >> >> >> > > >wrote:
> >> >> >> > >
> >> >> >> > > >
> >> >> >> > > > We've spoken before via Email and as an honest server
> >> >> >> > > > operator
> >> I
> >> >> >> > > > have
> >> >> >> > > > followed your directions via email to

Re: [hlds_linux] Fletcher - I'm Calling you Out On This (Enough is Enough)

2014-01-24 Thread Nerdboy
I have a feeling your 10% daily growth in the past is going to plenty
to keep you afloat in these hard times.

On 1/24/14, Doctor McKay  wrote:
> Except most of Quickplay has just been shut off from us.
>
>
> Dr. McKay
> www.doctormckay.com
>
>
> On Fri, Jan 24, 2014 at 6:41 PM, Nerdboy  wrote:
>
>> Ok, but if you have ~50% quickplay traffic, and you're retaining ~20%
>> of it, you should be set for a while. Just don't buy any more servers
>> for a bit.
>>
>> On 1/24/14, Doctor McKay  wrote:
>> > I log a bunch of stats about all players who connect to my community. I
>> > queried my database.
>> >
>> > This is the plugin to log stats:
>> > https://forums.alliedmods.net/showthread.php?t=230832
>> >
>> >
>> > Dr. McKay
>> > www.doctormckay.com
>> >
>> >
>> > On Fri, Jan 24, 2014 at 6:26 PM, Nerdboy  wrote:
>> >
>> >> Can you cite your source?
>> >>
>> >> On 1/24/14, Doctor McKay  wrote:
>> >> > In my experience, 19% of people who join via Quickplay come back.
>> >> > That's
>> >> > not an insignificant number.
>> >> >
>> >> >
>> >> > Dr. McKay
>> >> > www.doctormckay.com
>> >> >
>> >> >
>> >> > On Fri, Jan 24, 2014 at 5:57 PM, Gordon Reynolds <
>> >> > thisisgordonsem...@gmail.com> wrote:
>> >> >
>> >> >> If your players were only in your servers because of quickplay,
>> >> >> they
>> >> >> probably do not care one iota about your Server (the entity that is
>> >> >> the
>> >> >> collection of your hardware, admins, regulars, plugins, etc), you
>> were
>> >> >> just
>> >> >> some hallway that connected them from "not playing TF2" to "playing
>> >> TF2".
>> >> >>
>> >> >> When their match is done and over, they hit disconnect, never add
>> >> >> you
>> >> >> to
>> >> >> favorites, and may never show back up again. You could see this as
>> >> "Valve
>> >> >> stealing your quickplay traffic" or you could see this as "Valve
>> >> rounding
>> >> >> up the people who mash PLAYNOW and have no interest in dedicated
>> >> servers,
>> >> >> or server communities".
>> >> >>
>> >> >> It's a changing demographic - people just want to play videogames,
>> not
>> >> >> really sign up for a whole 'favorite server loyalty program'.
>> >> >>
>> >> >> And who cares if our servers "die out"? What are we out? Ego?
>> >> >>
>> >> >>
>> >> >> On Fri, Jan 24, 2014 at 2:51 PM, Doctor McKay
>> >> >> > >
>> >> >> wrote:
>> >> >>
>> >> >> > For lack of a better word, this is the last stand of community
>> >> servers.
>> >> >> >
>> >> >> > The smaller communities that depend on Quickplay to gain
>> >> >> > popularity
>> >> >> > will
>> >> >> > die out. We'll be left with nothing but the
>> >> >> > already-large-and-established
>> >> >> > server chains, like Lotus, Skial, Saigns, and NighTeam.
>> >> >> >
>> >> >> >
>> >> >> > Dr. McKay
>> >> >> > www.doctormckay.com
>> >> >> >
>> >> >> >
>> >> >> > On Fri, Jan 24, 2014 at 5:45 PM, Gordon Reynolds <
>> >> >> > thisisgordonsem...@gmail.com> wrote:
>> >> >> >
>> >> >> > > I'm not sure this is that big of a deal.
>> >> >> > >
>> >> >> > > I've yet to see a single sane suggestion on how they police bad
>> >> >> > > servers
>> >> >> > > other than "have people report them", which sounds like a bad
>> idea
>> >> >> > > for
>> >> >> > many
>> >> >> > > hopefully obvious reasons.
>> >> >> > >
>> >> >> > > These are just video game servers; you aren't making money off
>> >> >> > > them,
>> >> >> > > if
>> >> >> > > they sit empty you aren't losing money off them either [more
>> >> >> > > than
>> >> the
>> >> >> > cost
>> >> >> > > of running the server, which you're already doing]. And if you
>> are
>> >> >> > (making
>> >> >> > > or losing money), then I would say Valve wants to put those
>> >> >> > > kind
>> >> >> > > of
>> >> >> > servers
>> >> >> > > out, as they generally fart up the experience with donation
>> >> requests,
>> >> >> or
>> >> >> > > donor perks, annoying MOTDs, sound packs, or whatever else you
>> >> >> > > crazy
>> >> >> > > SourceMod kiddies do nowadays.
>> >> >> > >
>> >> >> > > People here are acting as if this some last stand situation.
>> >> >> > >
>> >> >> > >
>> >> >> > > On Fri, Jan 24, 2014 at 2:02 PM, Game-Over
>> >> >> > > > >> >> > > >wrote:
>> >> >> > >
>> >> >> > > >
>> >> >> > > > We've spoken before via Email and as an honest server
>> >> >> > > > operator
>> I
>> >> >> > > > have
>> >> >> > > > followed your directions via email to the letter.
>> >> >> > > >
>> >> >> > > > So, Fletcher, please justify this ludicrous move you have now
>> >> >> > > > made
>> >> >> > > > to
>> >> >> > > > Quickplay, after all of the support that we (us) genuine
>> >> >> > > > server
>> >> >> owners
>> >> >> > > have
>> >> >> > > > given you in the past years.
>> >> >> > > >
>> >> >> > > > You chose this route rather than actually dealing with
>> >> >> > > > corrupt
>> >> >> > > > server
>> >> >> > > > owners themselves, which we (on this mailing list) have asked
>> >> >> > > > you
>> >> >> > > > to
>> >> >> do
>> >> >> > > on
>> >> >> > > > multiple occasions.
>> >> >> > > >
>> >>

Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Gordon Reynolds
Yes the newcomers need to face the "big dogs" with hundreds of servers.

No it's not "fair", but who was making the assumption that running a Team
Fortress 2 server must be some fair utopia where we all split the amount of
players evenly among ourselves?




On Fri, Jan 24, 2014 at 3:40 PM, Doctor McKay  wrote:

> So newcomers need to face the "big dogs" with hundreds of servers with
> their one server?
>
>
> Dr. McKay
> www.doctormckay.com
>
>
> On Fri, Jan 24, 2014 at 6:35 PM, Nerdboy  wrote:
>
> > An easy solution to allow newcomers to get more traffic would be to
> > reduce the number of servers you run. That way quickplay traffic is
> > distributed more evenly rather than "who bought the most rack space?"
> >
> > On 1/24/14, Valentin G.  wrote:
> > > Then explain how should people remedy this situation?
> > >
> > > Not every community can retroactively join the master race and
> > > suddenly be around for 6 years and have a great playerbase out of thin
> > > air. Yes, there are servers that currently rely on quickplay. So what
> > > if 50% is QP traffic. That's still 50% of players that are returning.
> > > In order to increase that percentage of returning players we still
> > > *need* to have the other 50%. If people don't even come to your server
> > > in the first place (by being in the 50% QP population) there is not
> > > even the *chance* of them staying around.
> > >
> > > This is the model when you use QP. Use the system, deliver an
> > > experience that continuously moves the split towards a healthy,
> > > returning player base. Of course it would be great if players still
> > > went around the server browser and naturally found out about new
> > > servers and stayed there. Since that doesn't happen anymore, newer
> > > communities have to rely on quickplay. That's simply how it works.
> > > It's really great for all the people here that have a long history in
> > > their community and a stable and returning playerbase already. Not
> > > everyone can enjoy that, and you are trying to prevent them from even
> > > having the ability to achieve that.
> > >
> > > I really hope one day people get that into their thick heads. There
> > > are start-ups that haven't been around since the TF2 beta. They *can
> > > not* have as healthy of a playerbase as you already have. Don't talk
> > > them down because of that, and even applaud Valve when every chance of
> > > building up their community is ripped from their hands.
> > >
> > > On Sat, Jan 25, 2014 at 12:14 AM, Gordon Reynolds
> > >  wrote:
> > >> Maybe there is a point to take from this.
> > >>
> > >> Maybe the kind of people who played TF2 pre-F2P era, aren't the same
> > >> people
> > >> who want to play TF2 now?
> > >>
> > >> Demographics change, if you think the same type of people pick up TF2
> > >> today
> > >> as the ones who paid money to pick it up pre-F2P, you might be in for
> a
> > >> bit
> > >> of a shock. Or not, look at your numbers, 50% of your population is
> just
> > >> there because that's where they ended up, they didn't choose to be on
> > >> your
> > >> server.
> > >>
> > >>
> > >> On Fri, Jan 24, 2014 at 3:10 PM, Doctor McKay 
> > >> wrote:
> > >>
> > >>> Find me a vanilla server that remains populated without the help of
> > >>> Quickplay. They don't exist.
> > >>>
> > >>>
> > >>> Dr. McKay
> > >>> www.doctormckay.com
> > >>>
> > >>>
> > >>> On Fri, Jan 24, 2014 at 6:07 PM, Gordon Reynolds <
> > >>> thisisgordonsem...@gmail.com> wrote:
> > >>>
> > >>> > So if you've had a server for a few years and you still get 47%
> > >>> > quickplay
> > >>> > traffic doesn't that tell you that you're running a server that
> might
> > >>> > be
> > >>> > twice as large as it needs to be? I mean if you pulled regulars
> from
> > >>> > quickplay players wouldn't that number slowly drop (during peak),
> > >>> > because
> > >>> > of all your regulars?
> > >>> >
> > >>> > Or do quickplayer honestly, literally, -not care what server they
> are
> > >>> on-,
> > >>> > and will never add your server to favorites as is?
> > >>> >
> > >>> >
> > >>> > On Thu, Jan 23, 2014 at 8:11 PM, Doctor McKay <
> mc...@doctormckay.com
> > >
> > >>> > wrote:
> > >>> >
> > >>> > > The cvar was actually added at the request of myself and several
> > >>> others.
> > >>> > >
> > >>> > > I took the liberty to make a chart showing exactly what percent
> of
> > >>> > > my
> > >>> > > players come from Quickplay. The result was disappointingly high:
> > >>> > > http://i.imgur.com/91xNnU1.png
> > >>> > >
> > >>> > > I don't expect any more than 20% of Quickplay users to uncheck
> the
> > >>> > > "Official servers only" box. That means that I have lost around
> 40%
> > >>> > > of
> > >>> my
> > >>> > > traffic. My community is relatively popular, too. Smaller
> > >>> > > communities
> > >>> or
> > >>> > > communities that are just starting up will lose a lot more
> traffic
> > >>> than I
> > >>> > > will.
> > >>> > >
> > >>> > >
> > >>> > > Dr. McKay
> > >>> > > www.doctormck

Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Valentin G.
It's not the servers (that already exist) are the problem. It's that
the already existing playerbase is constantly reduced.

I want servers to flourish by using what's available, not by cutting
down large server owners. That's backwards logic.

On Sat, Jan 25, 2014 at 12:42 AM, Nerdboy  wrote:
> No I mean you, as the big dogs, are part of the problem and should
> scale back your networks if you're concerned about the little guy.
>
> On 1/24/14, Doctor McKay  wrote:
>> So newcomers need to face the "big dogs" with hundreds of servers with
>> their one server?
>>
>>
>> Dr. McKay
>> www.doctormckay.com
>>
>>
>> On Fri, Jan 24, 2014 at 6:35 PM, Nerdboy  wrote:
>>
>>> An easy solution to allow newcomers to get more traffic would be to
>>> reduce the number of servers you run. That way quickplay traffic is
>>> distributed more evenly rather than "who bought the most rack space?"
>>>
>>> On 1/24/14, Valentin G.  wrote:
>>> > Then explain how should people remedy this situation?
>>> >
>>> > Not every community can retroactively join the master race and
>>> > suddenly be around for 6 years and have a great playerbase out of thin
>>> > air. Yes, there are servers that currently rely on quickplay. So what
>>> > if 50% is QP traffic. That's still 50% of players that are returning.
>>> > In order to increase that percentage of returning players we still
>>> > *need* to have the other 50%. If people don't even come to your server
>>> > in the first place (by being in the 50% QP population) there is not
>>> > even the *chance* of them staying around.
>>> >
>>> > This is the model when you use QP. Use the system, deliver an
>>> > experience that continuously moves the split towards a healthy,
>>> > returning player base. Of course it would be great if players still
>>> > went around the server browser and naturally found out about new
>>> > servers and stayed there. Since that doesn't happen anymore, newer
>>> > communities have to rely on quickplay. That's simply how it works.
>>> > It's really great for all the people here that have a long history in
>>> > their community and a stable and returning playerbase already. Not
>>> > everyone can enjoy that, and you are trying to prevent them from even
>>> > having the ability to achieve that.
>>> >
>>> > I really hope one day people get that into their thick heads. There
>>> > are start-ups that haven't been around since the TF2 beta. They *can
>>> > not* have as healthy of a playerbase as you already have. Don't talk
>>> > them down because of that, and even applaud Valve when every chance of
>>> > building up their community is ripped from their hands.
>>> >
>>> > On Sat, Jan 25, 2014 at 12:14 AM, Gordon Reynolds
>>> >  wrote:
>>> >> Maybe there is a point to take from this.
>>> >>
>>> >> Maybe the kind of people who played TF2 pre-F2P era, aren't the same
>>> >> people
>>> >> who want to play TF2 now?
>>> >>
>>> >> Demographics change, if you think the same type of people pick up TF2
>>> >> today
>>> >> as the ones who paid money to pick it up pre-F2P, you might be in for
>>> >> a
>>> >> bit
>>> >> of a shock. Or not, look at your numbers, 50% of your population is
>>> >> just
>>> >> there because that's where they ended up, they didn't choose to be on
>>> >> your
>>> >> server.
>>> >>
>>> >>
>>> >> On Fri, Jan 24, 2014 at 3:10 PM, Doctor McKay 
>>> >> wrote:
>>> >>
>>> >>> Find me a vanilla server that remains populated without the help of
>>> >>> Quickplay. They don't exist.
>>> >>>
>>> >>>
>>> >>> Dr. McKay
>>> >>> www.doctormckay.com
>>> >>>
>>> >>>
>>> >>> On Fri, Jan 24, 2014 at 6:07 PM, Gordon Reynolds <
>>> >>> thisisgordonsem...@gmail.com> wrote:
>>> >>>
>>> >>> > So if you've had a server for a few years and you still get 47%
>>> >>> > quickplay
>>> >>> > traffic doesn't that tell you that you're running a server that
>>> >>> > might
>>> >>> > be
>>> >>> > twice as large as it needs to be? I mean if you pulled regulars
>>> >>> > from
>>> >>> > quickplay players wouldn't that number slowly drop (during peak),
>>> >>> > because
>>> >>> > of all your regulars?
>>> >>> >
>>> >>> > Or do quickplayer honestly, literally, -not care what server they
>>> >>> > are
>>> >>> on-,
>>> >>> > and will never add your server to favorites as is?
>>> >>> >
>>> >>> >
>>> >>> > On Thu, Jan 23, 2014 at 8:11 PM, Doctor McKay
>>> >>> > >> >
>>> >>> > wrote:
>>> >>> >
>>> >>> > > The cvar was actually added at the request of myself and several
>>> >>> others.
>>> >>> > >
>>> >>> > > I took the liberty to make a chart showing exactly what percent
>>> >>> > > of
>>> >>> > > my
>>> >>> > > players come from Quickplay. The result was disappointingly high:
>>> >>> > > http://i.imgur.com/91xNnU1.png
>>> >>> > >
>>> >>> > > I don't expect any more than 20% of Quickplay users to uncheck
>>> >>> > > the
>>> >>> > > "Official servers only" box. That means that I have lost around
>>> >>> > > 40%
>>> >>> > > of
>>> >>> my
>>> >>> > > traffic. My community is relatively popular, too. Smaller
>>> >>>

Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Gordon Reynolds
Why does it matter if your server is popular though?

Is there money to be made?
Can your friends not join whatever server you're in?
Do you not want to play on other people's servers?
There is already a GLUT of TF2 servers out there, there is no reasonable
expectation that Valve has to make the server landscape a perfectly flat
playing field for every brand-new community who wants to join the party
half a decade late.

You want to make a new community and try to get big and popular? Join the
club, some of us have been here for YEARS doing that - just because it's
harder to get popular now doesn't mean anything.

This move might go "against server operators", but at the same time it
simplifies life for the hundreds of thousands of people who DON'T run a
server, and would rather push one button and be playing a video game,
without worrying about whatever server they'll be redirected to, or some
admin that will ban you for "Insubordination", or for wearing the wrong
clan tag (seriously go read the rules for some of these servers:
https://firepoweredgaming.com/forums/page/rules and try not to laugh).

Server operators are not the only people in the TF2 community, and
shockingly enough, may not even be the most important people in the
community anymore, especially post F2P.

Shoot the messenger if you want, continue to insult me if that helps your
arguments, but this is a lot of anger that stems from the fact our servers
may not be as full (of people who won't return) as we like. It's a pretty
selfish sounding complaint.




On Fri, Jan 24, 2014 at 3:31 PM, Valentin G.  wrote:

> Then explain how should people remedy this situation?
>
> Not every community can retroactively join the master race and
> suddenly be around for 6 years and have a great playerbase out of thin
> air. Yes, there are servers that currently rely on quickplay. So what
> if 50% is QP traffic. That's still 50% of players that are returning.
> In order to increase that percentage of returning players we still
> *need* to have the other 50%. If people don't even come to your server
> in the first place (by being in the 50% QP population) there is not
> even the *chance* of them staying around.
>
> This is the model when you use QP. Use the system, deliver an
> experience that continuously moves the split towards a healthy,
> returning player base. Of course it would be great if players still
> went around the server browser and naturally found out about new
> servers and stayed there. Since that doesn't happen anymore, newer
> communities have to rely on quickplay. That's simply how it works.
> It's really great for all the people here that have a long history in
> their community and a stable and returning playerbase already. Not
> everyone can enjoy that, and you are trying to prevent them from even
> having the ability to achieve that.
>
> I really hope one day people get that into their thick heads. There
> are start-ups that haven't been around since the TF2 beta. They *can
> not* have as healthy of a playerbase as you already have. Don't talk
> them down because of that, and even applaud Valve when every chance of
> building up their community is ripped from their hands.
>
> On Sat, Jan 25, 2014 at 12:14 AM, Gordon Reynolds
>  wrote:
> > Maybe there is a point to take from this.
> >
> > Maybe the kind of people who played TF2 pre-F2P era, aren't the same
> people
> > who want to play TF2 now?
> >
> > Demographics change, if you think the same type of people pick up TF2
> today
> > as the ones who paid money to pick it up pre-F2P, you might be in for a
> bit
> > of a shock. Or not, look at your numbers, 50% of your population is just
> > there because that's where they ended up, they didn't choose to be on
> your
> > server.
> >
> >
> > On Fri, Jan 24, 2014 at 3:10 PM, Doctor McKay 
> wrote:
> >
> >> Find me a vanilla server that remains populated without the help of
> >> Quickplay. They don't exist.
> >>
> >>
> >> Dr. McKay
> >> www.doctormckay.com
> >>
> >>
> >> On Fri, Jan 24, 2014 at 6:07 PM, Gordon Reynolds <
> >> thisisgordonsem...@gmail.com> wrote:
> >>
> >> > So if you've had a server for a few years and you still get 47%
> quickplay
> >> > traffic doesn't that tell you that you're running a server that might
> be
> >> > twice as large as it needs to be? I mean if you pulled regulars from
> >> > quickplay players wouldn't that number slowly drop (during peak),
> because
> >> > of all your regulars?
> >> >
> >> > Or do quickplayer honestly, literally, -not care what server they are
> >> on-,
> >> > and will never add your server to favorites as is?
> >> >
> >> >
> >> > On Thu, Jan 23, 2014 at 8:11 PM, Doctor McKay 
> >> > wrote:
> >> >
> >> > > The cvar was actually added at the request of myself and several
> >> others.
> >> > >
> >> > > I took the liberty to make a chart showing exactly what percent of
> my
> >> > > players come from Quickplay. The result was disappointingly high:
> >> > > http://i.imgur.com/91xNnU1.png
> >> > 

Re: [hlds_linux] Fletcher - I'm Calling you Out On This (Enough is Enough)

2014-01-24 Thread Doctor McKay
Except most of Quickplay has just been shut off from us.


Dr. McKay
www.doctormckay.com


On Fri, Jan 24, 2014 at 6:41 PM, Nerdboy  wrote:

> Ok, but if you have ~50% quickplay traffic, and you're retaining ~20%
> of it, you should be set for a while. Just don't buy any more servers
> for a bit.
>
> On 1/24/14, Doctor McKay  wrote:
> > I log a bunch of stats about all players who connect to my community. I
> > queried my database.
> >
> > This is the plugin to log stats:
> > https://forums.alliedmods.net/showthread.php?t=230832
> >
> >
> > Dr. McKay
> > www.doctormckay.com
> >
> >
> > On Fri, Jan 24, 2014 at 6:26 PM, Nerdboy  wrote:
> >
> >> Can you cite your source?
> >>
> >> On 1/24/14, Doctor McKay  wrote:
> >> > In my experience, 19% of people who join via Quickplay come back.
> >> > That's
> >> > not an insignificant number.
> >> >
> >> >
> >> > Dr. McKay
> >> > www.doctormckay.com
> >> >
> >> >
> >> > On Fri, Jan 24, 2014 at 5:57 PM, Gordon Reynolds <
> >> > thisisgordonsem...@gmail.com> wrote:
> >> >
> >> >> If your players were only in your servers because of quickplay, they
> >> >> probably do not care one iota about your Server (the entity that is
> >> >> the
> >> >> collection of your hardware, admins, regulars, plugins, etc), you
> were
> >> >> just
> >> >> some hallway that connected them from "not playing TF2" to "playing
> >> TF2".
> >> >>
> >> >> When their match is done and over, they hit disconnect, never add you
> >> >> to
> >> >> favorites, and may never show back up again. You could see this as
> >> "Valve
> >> >> stealing your quickplay traffic" or you could see this as "Valve
> >> rounding
> >> >> up the people who mash PLAYNOW and have no interest in dedicated
> >> servers,
> >> >> or server communities".
> >> >>
> >> >> It's a changing demographic - people just want to play videogames,
> not
> >> >> really sign up for a whole 'favorite server loyalty program'.
> >> >>
> >> >> And who cares if our servers "die out"? What are we out? Ego?
> >> >>
> >> >>
> >> >> On Fri, Jan 24, 2014 at 2:51 PM, Doctor McKay  >
> >> >> wrote:
> >> >>
> >> >> > For lack of a better word, this is the last stand of community
> >> servers.
> >> >> >
> >> >> > The smaller communities that depend on Quickplay to gain popularity
> >> >> > will
> >> >> > die out. We'll be left with nothing but the
> >> >> > already-large-and-established
> >> >> > server chains, like Lotus, Skial, Saigns, and NighTeam.
> >> >> >
> >> >> >
> >> >> > Dr. McKay
> >> >> > www.doctormckay.com
> >> >> >
> >> >> >
> >> >> > On Fri, Jan 24, 2014 at 5:45 PM, Gordon Reynolds <
> >> >> > thisisgordonsem...@gmail.com> wrote:
> >> >> >
> >> >> > > I'm not sure this is that big of a deal.
> >> >> > >
> >> >> > > I've yet to see a single sane suggestion on how they police bad
> >> >> > > servers
> >> >> > > other than "have people report them", which sounds like a bad
> idea
> >> >> > > for
> >> >> > many
> >> >> > > hopefully obvious reasons.
> >> >> > >
> >> >> > > These are just video game servers; you aren't making money off
> >> >> > > them,
> >> >> > > if
> >> >> > > they sit empty you aren't losing money off them either [more than
> >> the
> >> >> > cost
> >> >> > > of running the server, which you're already doing]. And if you
> are
> >> >> > (making
> >> >> > > or losing money), then I would say Valve wants to put those kind
> >> >> > > of
> >> >> > servers
> >> >> > > out, as they generally fart up the experience with donation
> >> requests,
> >> >> or
> >> >> > > donor perks, annoying MOTDs, sound packs, or whatever else you
> >> >> > > crazy
> >> >> > > SourceMod kiddies do nowadays.
> >> >> > >
> >> >> > > People here are acting as if this some last stand situation.
> >> >> > >
> >> >> > >
> >> >> > > On Fri, Jan 24, 2014 at 2:02 PM, Game-Over
> >> >> > >  >> >> > > >wrote:
> >> >> > >
> >> >> > > >
> >> >> > > > We've spoken before via Email and as an honest server operator
> I
> >> >> > > > have
> >> >> > > > followed your directions via email to the letter.
> >> >> > > >
> >> >> > > > So, Fletcher, please justify this ludicrous move you have now
> >> >> > > > made
> >> >> > > > to
> >> >> > > > Quickplay, after all of the support that we (us) genuine server
> >> >> owners
> >> >> > > have
> >> >> > > > given you in the past years.
> >> >> > > >
> >> >> > > > You chose this route rather than actually dealing with corrupt
> >> >> > > > server
> >> >> > > > owners themselves, which we (on this mailing list) have asked
> >> >> > > > you
> >> >> > > > to
> >> >> do
> >> >> > > on
> >> >> > > > multiple occasions.
> >> >> > > >
> >> >> > > > Looking forward to your reply sir.
> >> >> > > > ___
> >> >> > > > To unsubscribe, edit your list preferences, or view the list
> >> >> archives,
> >> >> > > > please visit:
> >> >> > > >
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >> >> > > >
> >> >> > > ___
> >> >> > > To uns

Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Nerdboy
No I mean you, as the big dogs, are part of the problem and should
scale back your networks if you're concerned about the little guy.

On 1/24/14, Doctor McKay  wrote:
> So newcomers need to face the "big dogs" with hundreds of servers with
> their one server?
>
>
> Dr. McKay
> www.doctormckay.com
>
>
> On Fri, Jan 24, 2014 at 6:35 PM, Nerdboy  wrote:
>
>> An easy solution to allow newcomers to get more traffic would be to
>> reduce the number of servers you run. That way quickplay traffic is
>> distributed more evenly rather than "who bought the most rack space?"
>>
>> On 1/24/14, Valentin G.  wrote:
>> > Then explain how should people remedy this situation?
>> >
>> > Not every community can retroactively join the master race and
>> > suddenly be around for 6 years and have a great playerbase out of thin
>> > air. Yes, there are servers that currently rely on quickplay. So what
>> > if 50% is QP traffic. That's still 50% of players that are returning.
>> > In order to increase that percentage of returning players we still
>> > *need* to have the other 50%. If people don't even come to your server
>> > in the first place (by being in the 50% QP population) there is not
>> > even the *chance* of them staying around.
>> >
>> > This is the model when you use QP. Use the system, deliver an
>> > experience that continuously moves the split towards a healthy,
>> > returning player base. Of course it would be great if players still
>> > went around the server browser and naturally found out about new
>> > servers and stayed there. Since that doesn't happen anymore, newer
>> > communities have to rely on quickplay. That's simply how it works.
>> > It's really great for all the people here that have a long history in
>> > their community and a stable and returning playerbase already. Not
>> > everyone can enjoy that, and you are trying to prevent them from even
>> > having the ability to achieve that.
>> >
>> > I really hope one day people get that into their thick heads. There
>> > are start-ups that haven't been around since the TF2 beta. They *can
>> > not* have as healthy of a playerbase as you already have. Don't talk
>> > them down because of that, and even applaud Valve when every chance of
>> > building up their community is ripped from their hands.
>> >
>> > On Sat, Jan 25, 2014 at 12:14 AM, Gordon Reynolds
>> >  wrote:
>> >> Maybe there is a point to take from this.
>> >>
>> >> Maybe the kind of people who played TF2 pre-F2P era, aren't the same
>> >> people
>> >> who want to play TF2 now?
>> >>
>> >> Demographics change, if you think the same type of people pick up TF2
>> >> today
>> >> as the ones who paid money to pick it up pre-F2P, you might be in for
>> >> a
>> >> bit
>> >> of a shock. Or not, look at your numbers, 50% of your population is
>> >> just
>> >> there because that's where they ended up, they didn't choose to be on
>> >> your
>> >> server.
>> >>
>> >>
>> >> On Fri, Jan 24, 2014 at 3:10 PM, Doctor McKay 
>> >> wrote:
>> >>
>> >>> Find me a vanilla server that remains populated without the help of
>> >>> Quickplay. They don't exist.
>> >>>
>> >>>
>> >>> Dr. McKay
>> >>> www.doctormckay.com
>> >>>
>> >>>
>> >>> On Fri, Jan 24, 2014 at 6:07 PM, Gordon Reynolds <
>> >>> thisisgordonsem...@gmail.com> wrote:
>> >>>
>> >>> > So if you've had a server for a few years and you still get 47%
>> >>> > quickplay
>> >>> > traffic doesn't that tell you that you're running a server that
>> >>> > might
>> >>> > be
>> >>> > twice as large as it needs to be? I mean if you pulled regulars
>> >>> > from
>> >>> > quickplay players wouldn't that number slowly drop (during peak),
>> >>> > because
>> >>> > of all your regulars?
>> >>> >
>> >>> > Or do quickplayer honestly, literally, -not care what server they
>> >>> > are
>> >>> on-,
>> >>> > and will never add your server to favorites as is?
>> >>> >
>> >>> >
>> >>> > On Thu, Jan 23, 2014 at 8:11 PM, Doctor McKay
>> >>> > > >
>> >>> > wrote:
>> >>> >
>> >>> > > The cvar was actually added at the request of myself and several
>> >>> others.
>> >>> > >
>> >>> > > I took the liberty to make a chart showing exactly what percent
>> >>> > > of
>> >>> > > my
>> >>> > > players come from Quickplay. The result was disappointingly high:
>> >>> > > http://i.imgur.com/91xNnU1.png
>> >>> > >
>> >>> > > I don't expect any more than 20% of Quickplay users to uncheck
>> >>> > > the
>> >>> > > "Official servers only" box. That means that I have lost around
>> >>> > > 40%
>> >>> > > of
>> >>> my
>> >>> > > traffic. My community is relatively popular, too. Smaller
>> >>> > > communities
>> >>> or
>> >>> > > communities that are just starting up will lose a lot more
>> >>> > > traffic
>> >>> than I
>> >>> > > will.
>> >>> > >
>> >>> > >
>> >>> > > Dr. McKay
>> >>> > > www.doctormckay.com
>> >>> > >
>> >>> > >
>> >>> > > On Thu, Jan 23, 2014 at 10:48 PM, Robert Paulson <
>> >>> thepauls...@gmail.com
>> >>> > > >wrote:
>> >>> > >
>> >>> > > > It's quite obvious really. Valve only mak

Re: [hlds_linux] Fletcher - I'm Calling you Out On This (Enough is Enough)

2014-01-24 Thread Nerdboy
Ok, but if you have ~50% quickplay traffic, and you're retaining ~20%
of it, you should be set for a while. Just don't buy any more servers
for a bit.

On 1/24/14, Doctor McKay  wrote:
> I log a bunch of stats about all players who connect to my community. I
> queried my database.
>
> This is the plugin to log stats:
> https://forums.alliedmods.net/showthread.php?t=230832
>
>
> Dr. McKay
> www.doctormckay.com
>
>
> On Fri, Jan 24, 2014 at 6:26 PM, Nerdboy  wrote:
>
>> Can you cite your source?
>>
>> On 1/24/14, Doctor McKay  wrote:
>> > In my experience, 19% of people who join via Quickplay come back.
>> > That's
>> > not an insignificant number.
>> >
>> >
>> > Dr. McKay
>> > www.doctormckay.com
>> >
>> >
>> > On Fri, Jan 24, 2014 at 5:57 PM, Gordon Reynolds <
>> > thisisgordonsem...@gmail.com> wrote:
>> >
>> >> If your players were only in your servers because of quickplay, they
>> >> probably do not care one iota about your Server (the entity that is
>> >> the
>> >> collection of your hardware, admins, regulars, plugins, etc), you were
>> >> just
>> >> some hallway that connected them from "not playing TF2" to "playing
>> TF2".
>> >>
>> >> When their match is done and over, they hit disconnect, never add you
>> >> to
>> >> favorites, and may never show back up again. You could see this as
>> "Valve
>> >> stealing your quickplay traffic" or you could see this as "Valve
>> rounding
>> >> up the people who mash PLAYNOW and have no interest in dedicated
>> servers,
>> >> or server communities".
>> >>
>> >> It's a changing demographic - people just want to play videogames, not
>> >> really sign up for a whole 'favorite server loyalty program'.
>> >>
>> >> And who cares if our servers "die out"? What are we out? Ego?
>> >>
>> >>
>> >> On Fri, Jan 24, 2014 at 2:51 PM, Doctor McKay 
>> >> wrote:
>> >>
>> >> > For lack of a better word, this is the last stand of community
>> servers.
>> >> >
>> >> > The smaller communities that depend on Quickplay to gain popularity
>> >> > will
>> >> > die out. We'll be left with nothing but the
>> >> > already-large-and-established
>> >> > server chains, like Lotus, Skial, Saigns, and NighTeam.
>> >> >
>> >> >
>> >> > Dr. McKay
>> >> > www.doctormckay.com
>> >> >
>> >> >
>> >> > On Fri, Jan 24, 2014 at 5:45 PM, Gordon Reynolds <
>> >> > thisisgordonsem...@gmail.com> wrote:
>> >> >
>> >> > > I'm not sure this is that big of a deal.
>> >> > >
>> >> > > I've yet to see a single sane suggestion on how they police bad
>> >> > > servers
>> >> > > other than "have people report them", which sounds like a bad idea
>> >> > > for
>> >> > many
>> >> > > hopefully obvious reasons.
>> >> > >
>> >> > > These are just video game servers; you aren't making money off
>> >> > > them,
>> >> > > if
>> >> > > they sit empty you aren't losing money off them either [more than
>> the
>> >> > cost
>> >> > > of running the server, which you're already doing]. And if you are
>> >> > (making
>> >> > > or losing money), then I would say Valve wants to put those kind
>> >> > > of
>> >> > servers
>> >> > > out, as they generally fart up the experience with donation
>> requests,
>> >> or
>> >> > > donor perks, annoying MOTDs, sound packs, or whatever else you
>> >> > > crazy
>> >> > > SourceMod kiddies do nowadays.
>> >> > >
>> >> > > People here are acting as if this some last stand situation.
>> >> > >
>> >> > >
>> >> > > On Fri, Jan 24, 2014 at 2:02 PM, Game-Over
>> >> > > > >> > > >wrote:
>> >> > >
>> >> > > >
>> >> > > > We've spoken before via Email and as an honest server operator I
>> >> > > > have
>> >> > > > followed your directions via email to the letter.
>> >> > > >
>> >> > > > So, Fletcher, please justify this ludicrous move you have now
>> >> > > > made
>> >> > > > to
>> >> > > > Quickplay, after all of the support that we (us) genuine server
>> >> owners
>> >> > > have
>> >> > > > given you in the past years.
>> >> > > >
>> >> > > > You chose this route rather than actually dealing with corrupt
>> >> > > > server
>> >> > > > owners themselves, which we (on this mailing list) have asked
>> >> > > > you
>> >> > > > to
>> >> do
>> >> > > on
>> >> > > > multiple occasions.
>> >> > > >
>> >> > > > Looking forward to your reply sir.
>> >> > > > ___
>> >> > > > To unsubscribe, edit your list preferences, or view the list
>> >> archives,
>> >> > > > please visit:
>> >> > > >
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> >> > > >
>> >> > > ___
>> >> > > To unsubscribe, edit your list preferences, or view the list
>> >> > > archives,
>> >> > > please visit:
>> >> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> >> > >
>> >> > ___
>> >> > To unsubscribe, edit your list preferences, or view the list
>> >> > archives,
>> >> > please visit:
>> >> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> >> >
>> >

Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Doctor McKay
So newcomers need to face the "big dogs" with hundreds of servers with
their one server?


Dr. McKay
www.doctormckay.com


On Fri, Jan 24, 2014 at 6:35 PM, Nerdboy  wrote:

> An easy solution to allow newcomers to get more traffic would be to
> reduce the number of servers you run. That way quickplay traffic is
> distributed more evenly rather than "who bought the most rack space?"
>
> On 1/24/14, Valentin G.  wrote:
> > Then explain how should people remedy this situation?
> >
> > Not every community can retroactively join the master race and
> > suddenly be around for 6 years and have a great playerbase out of thin
> > air. Yes, there are servers that currently rely on quickplay. So what
> > if 50% is QP traffic. That's still 50% of players that are returning.
> > In order to increase that percentage of returning players we still
> > *need* to have the other 50%. If people don't even come to your server
> > in the first place (by being in the 50% QP population) there is not
> > even the *chance* of them staying around.
> >
> > This is the model when you use QP. Use the system, deliver an
> > experience that continuously moves the split towards a healthy,
> > returning player base. Of course it would be great if players still
> > went around the server browser and naturally found out about new
> > servers and stayed there. Since that doesn't happen anymore, newer
> > communities have to rely on quickplay. That's simply how it works.
> > It's really great for all the people here that have a long history in
> > their community and a stable and returning playerbase already. Not
> > everyone can enjoy that, and you are trying to prevent them from even
> > having the ability to achieve that.
> >
> > I really hope one day people get that into their thick heads. There
> > are start-ups that haven't been around since the TF2 beta. They *can
> > not* have as healthy of a playerbase as you already have. Don't talk
> > them down because of that, and even applaud Valve when every chance of
> > building up their community is ripped from their hands.
> >
> > On Sat, Jan 25, 2014 at 12:14 AM, Gordon Reynolds
> >  wrote:
> >> Maybe there is a point to take from this.
> >>
> >> Maybe the kind of people who played TF2 pre-F2P era, aren't the same
> >> people
> >> who want to play TF2 now?
> >>
> >> Demographics change, if you think the same type of people pick up TF2
> >> today
> >> as the ones who paid money to pick it up pre-F2P, you might be in for a
> >> bit
> >> of a shock. Or not, look at your numbers, 50% of your population is just
> >> there because that's where they ended up, they didn't choose to be on
> >> your
> >> server.
> >>
> >>
> >> On Fri, Jan 24, 2014 at 3:10 PM, Doctor McKay 
> >> wrote:
> >>
> >>> Find me a vanilla server that remains populated without the help of
> >>> Quickplay. They don't exist.
> >>>
> >>>
> >>> Dr. McKay
> >>> www.doctormckay.com
> >>>
> >>>
> >>> On Fri, Jan 24, 2014 at 6:07 PM, Gordon Reynolds <
> >>> thisisgordonsem...@gmail.com> wrote:
> >>>
> >>> > So if you've had a server for a few years and you still get 47%
> >>> > quickplay
> >>> > traffic doesn't that tell you that you're running a server that might
> >>> > be
> >>> > twice as large as it needs to be? I mean if you pulled regulars from
> >>> > quickplay players wouldn't that number slowly drop (during peak),
> >>> > because
> >>> > of all your regulars?
> >>> >
> >>> > Or do quickplayer honestly, literally, -not care what server they are
> >>> on-,
> >>> > and will never add your server to favorites as is?
> >>> >
> >>> >
> >>> > On Thu, Jan 23, 2014 at 8:11 PM, Doctor McKay  >
> >>> > wrote:
> >>> >
> >>> > > The cvar was actually added at the request of myself and several
> >>> others.
> >>> > >
> >>> > > I took the liberty to make a chart showing exactly what percent of
> >>> > > my
> >>> > > players come from Quickplay. The result was disappointingly high:
> >>> > > http://i.imgur.com/91xNnU1.png
> >>> > >
> >>> > > I don't expect any more than 20% of Quickplay users to uncheck the
> >>> > > "Official servers only" box. That means that I have lost around 40%
> >>> > > of
> >>> my
> >>> > > traffic. My community is relatively popular, too. Smaller
> >>> > > communities
> >>> or
> >>> > > communities that are just starting up will lose a lot more traffic
> >>> than I
> >>> > > will.
> >>> > >
> >>> > >
> >>> > > Dr. McKay
> >>> > > www.doctormckay.com
> >>> > >
> >>> > >
> >>> > > On Thu, Jan 23, 2014 at 10:48 PM, Robert Paulson <
> >>> thepauls...@gmail.com
> >>> > > >wrote:
> >>> > >
> >>> > > > It's quite obvious really. Valve only makes features to benefit
> >>> > > themselves
> >>> > > > or players, and cl_connectmethod was at face value did not do
> >>> > > > either
> >>> > one.
> >>> > > >
> >>> > > > They don't care about server owners having this knowledge unless
> >>> > > > it
> >>> > > > benefits them and didn't even bother to protect the convar from
> >>> > spoofing
> >>> > > by
> >>> > > > a using 1 conva

Re: [hlds_linux] Fletcher - I'm Calling you Out On This (Enough is Enough)

2014-01-24 Thread Doctor McKay
I log a bunch of stats about all players who connect to my community. I
queried my database.

This is the plugin to log stats:
https://forums.alliedmods.net/showthread.php?t=230832


Dr. McKay
www.doctormckay.com


On Fri, Jan 24, 2014 at 6:26 PM, Nerdboy  wrote:

> Can you cite your source?
>
> On 1/24/14, Doctor McKay  wrote:
> > In my experience, 19% of people who join via Quickplay come back. That's
> > not an insignificant number.
> >
> >
> > Dr. McKay
> > www.doctormckay.com
> >
> >
> > On Fri, Jan 24, 2014 at 5:57 PM, Gordon Reynolds <
> > thisisgordonsem...@gmail.com> wrote:
> >
> >> If your players were only in your servers because of quickplay, they
> >> probably do not care one iota about your Server (the entity that is the
> >> collection of your hardware, admins, regulars, plugins, etc), you were
> >> just
> >> some hallway that connected them from "not playing TF2" to "playing
> TF2".
> >>
> >> When their match is done and over, they hit disconnect, never add you to
> >> favorites, and may never show back up again. You could see this as
> "Valve
> >> stealing your quickplay traffic" or you could see this as "Valve
> rounding
> >> up the people who mash PLAYNOW and have no interest in dedicated
> servers,
> >> or server communities".
> >>
> >> It's a changing demographic - people just want to play videogames, not
> >> really sign up for a whole 'favorite server loyalty program'.
> >>
> >> And who cares if our servers "die out"? What are we out? Ego?
> >>
> >>
> >> On Fri, Jan 24, 2014 at 2:51 PM, Doctor McKay 
> >> wrote:
> >>
> >> > For lack of a better word, this is the last stand of community
> servers.
> >> >
> >> > The smaller communities that depend on Quickplay to gain popularity
> >> > will
> >> > die out. We'll be left with nothing but the
> >> > already-large-and-established
> >> > server chains, like Lotus, Skial, Saigns, and NighTeam.
> >> >
> >> >
> >> > Dr. McKay
> >> > www.doctormckay.com
> >> >
> >> >
> >> > On Fri, Jan 24, 2014 at 5:45 PM, Gordon Reynolds <
> >> > thisisgordonsem...@gmail.com> wrote:
> >> >
> >> > > I'm not sure this is that big of a deal.
> >> > >
> >> > > I've yet to see a single sane suggestion on how they police bad
> >> > > servers
> >> > > other than "have people report them", which sounds like a bad idea
> >> > > for
> >> > many
> >> > > hopefully obvious reasons.
> >> > >
> >> > > These are just video game servers; you aren't making money off them,
> >> > > if
> >> > > they sit empty you aren't losing money off them either [more than
> the
> >> > cost
> >> > > of running the server, which you're already doing]. And if you are
> >> > (making
> >> > > or losing money), then I would say Valve wants to put those kind of
> >> > servers
> >> > > out, as they generally fart up the experience with donation
> requests,
> >> or
> >> > > donor perks, annoying MOTDs, sound packs, or whatever else you crazy
> >> > > SourceMod kiddies do nowadays.
> >> > >
> >> > > People here are acting as if this some last stand situation.
> >> > >
> >> > >
> >> > > On Fri, Jan 24, 2014 at 2:02 PM, Game-Over
> >> > >  >> > > >wrote:
> >> > >
> >> > > >
> >> > > > We've spoken before via Email and as an honest server operator I
> >> > > > have
> >> > > > followed your directions via email to the letter.
> >> > > >
> >> > > > So, Fletcher, please justify this ludicrous move you have now made
> >> > > > to
> >> > > > Quickplay, after all of the support that we (us) genuine server
> >> owners
> >> > > have
> >> > > > given you in the past years.
> >> > > >
> >> > > > You chose this route rather than actually dealing with corrupt
> >> > > > server
> >> > > > owners themselves, which we (on this mailing list) have asked you
> >> > > > to
> >> do
> >> > > on
> >> > > > multiple occasions.
> >> > > >
> >> > > > Looking forward to your reply sir.
> >> > > > ___
> >> > > > To unsubscribe, edit your list preferences, or view the list
> >> archives,
> >> > > > please visit:
> >> > > >
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >> > > >
> >> > > ___
> >> > > To unsubscribe, edit your list preferences, or view the list
> >> > > archives,
> >> > > please visit:
> >> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >> > >
> >> > ___
> >> > To unsubscribe, edit your list preferences, or view the list archives,
> >> > please visit:
> >> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >> >
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >>
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/m

Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Nerdboy
An easy solution to allow newcomers to get more traffic would be to
reduce the number of servers you run. That way quickplay traffic is
distributed more evenly rather than "who bought the most rack space?"

On 1/24/14, Valentin G.  wrote:
> Then explain how should people remedy this situation?
>
> Not every community can retroactively join the master race and
> suddenly be around for 6 years and have a great playerbase out of thin
> air. Yes, there are servers that currently rely on quickplay. So what
> if 50% is QP traffic. That's still 50% of players that are returning.
> In order to increase that percentage of returning players we still
> *need* to have the other 50%. If people don't even come to your server
> in the first place (by being in the 50% QP population) there is not
> even the *chance* of them staying around.
>
> This is the model when you use QP. Use the system, deliver an
> experience that continuously moves the split towards a healthy,
> returning player base. Of course it would be great if players still
> went around the server browser and naturally found out about new
> servers and stayed there. Since that doesn't happen anymore, newer
> communities have to rely on quickplay. That's simply how it works.
> It's really great for all the people here that have a long history in
> their community and a stable and returning playerbase already. Not
> everyone can enjoy that, and you are trying to prevent them from even
> having the ability to achieve that.
>
> I really hope one day people get that into their thick heads. There
> are start-ups that haven't been around since the TF2 beta. They *can
> not* have as healthy of a playerbase as you already have. Don't talk
> them down because of that, and even applaud Valve when every chance of
> building up their community is ripped from their hands.
>
> On Sat, Jan 25, 2014 at 12:14 AM, Gordon Reynolds
>  wrote:
>> Maybe there is a point to take from this.
>>
>> Maybe the kind of people who played TF2 pre-F2P era, aren't the same
>> people
>> who want to play TF2 now?
>>
>> Demographics change, if you think the same type of people pick up TF2
>> today
>> as the ones who paid money to pick it up pre-F2P, you might be in for a
>> bit
>> of a shock. Or not, look at your numbers, 50% of your population is just
>> there because that's where they ended up, they didn't choose to be on
>> your
>> server.
>>
>>
>> On Fri, Jan 24, 2014 at 3:10 PM, Doctor McKay 
>> wrote:
>>
>>> Find me a vanilla server that remains populated without the help of
>>> Quickplay. They don't exist.
>>>
>>>
>>> Dr. McKay
>>> www.doctormckay.com
>>>
>>>
>>> On Fri, Jan 24, 2014 at 6:07 PM, Gordon Reynolds <
>>> thisisgordonsem...@gmail.com> wrote:
>>>
>>> > So if you've had a server for a few years and you still get 47%
>>> > quickplay
>>> > traffic doesn't that tell you that you're running a server that might
>>> > be
>>> > twice as large as it needs to be? I mean if you pulled regulars from
>>> > quickplay players wouldn't that number slowly drop (during peak),
>>> > because
>>> > of all your regulars?
>>> >
>>> > Or do quickplayer honestly, literally, -not care what server they are
>>> on-,
>>> > and will never add your server to favorites as is?
>>> >
>>> >
>>> > On Thu, Jan 23, 2014 at 8:11 PM, Doctor McKay 
>>> > wrote:
>>> >
>>> > > The cvar was actually added at the request of myself and several
>>> others.
>>> > >
>>> > > I took the liberty to make a chart showing exactly what percent of
>>> > > my
>>> > > players come from Quickplay. The result was disappointingly high:
>>> > > http://i.imgur.com/91xNnU1.png
>>> > >
>>> > > I don't expect any more than 20% of Quickplay users to uncheck the
>>> > > "Official servers only" box. That means that I have lost around 40%
>>> > > of
>>> my
>>> > > traffic. My community is relatively popular, too. Smaller
>>> > > communities
>>> or
>>> > > communities that are just starting up will lose a lot more traffic
>>> than I
>>> > > will.
>>> > >
>>> > >
>>> > > Dr. McKay
>>> > > www.doctormckay.com
>>> > >
>>> > >
>>> > > On Thu, Jan 23, 2014 at 10:48 PM, Robert Paulson <
>>> thepauls...@gmail.com
>>> > > >wrote:
>>> > >
>>> > > > It's quite obvious really. Valve only makes features to benefit
>>> > > themselves
>>> > > > or players, and cl_connectmethod was at face value did not do
>>> > > > either
>>> > one.
>>> > > >
>>> > > > They don't care about server owners having this knowledge unless
>>> > > > it
>>> > > > benefits them and didn't even bother to protect the convar from
>>> > spoofing
>>> > > by
>>> > > > a using 1 convar flag.
>>> > > >
>>> > > > Its main purpose was to stop server owners from complaining about
>>> > > > all
>>> > the
>>> > > > restrictions placed on quickplay on the flawed assumption that
>>> > quickplay
>>> > > is
>>> > > > a tiny and unimportant part of your player base.
>>> > > >
>>> > > >
>>> > > >
>>> > > > On Thu, Jan 23, 2014 at 7:20 PM, Doctor McKay
>>> > > > >> >
>>> > > > wrote:
>>> > > >
>>> > > > > W

Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Valentin G.
Then explain how should people remedy this situation?

Not every community can retroactively join the master race and
suddenly be around for 6 years and have a great playerbase out of thin
air. Yes, there are servers that currently rely on quickplay. So what
if 50% is QP traffic. That's still 50% of players that are returning.
In order to increase that percentage of returning players we still
*need* to have the other 50%. If people don't even come to your server
in the first place (by being in the 50% QP population) there is not
even the *chance* of them staying around.

This is the model when you use QP. Use the system, deliver an
experience that continuously moves the split towards a healthy,
returning player base. Of course it would be great if players still
went around the server browser and naturally found out about new
servers and stayed there. Since that doesn't happen anymore, newer
communities have to rely on quickplay. That's simply how it works.
It's really great for all the people here that have a long history in
their community and a stable and returning playerbase already. Not
everyone can enjoy that, and you are trying to prevent them from even
having the ability to achieve that.

I really hope one day people get that into their thick heads. There
are start-ups that haven't been around since the TF2 beta. They *can
not* have as healthy of a playerbase as you already have. Don't talk
them down because of that, and even applaud Valve when every chance of
building up their community is ripped from their hands.

On Sat, Jan 25, 2014 at 12:14 AM, Gordon Reynolds
 wrote:
> Maybe there is a point to take from this.
>
> Maybe the kind of people who played TF2 pre-F2P era, aren't the same people
> who want to play TF2 now?
>
> Demographics change, if you think the same type of people pick up TF2 today
> as the ones who paid money to pick it up pre-F2P, you might be in for a bit
> of a shock. Or not, look at your numbers, 50% of your population is just
> there because that's where they ended up, they didn't choose to be on your
> server.
>
>
> On Fri, Jan 24, 2014 at 3:10 PM, Doctor McKay  wrote:
>
>> Find me a vanilla server that remains populated without the help of
>> Quickplay. They don't exist.
>>
>>
>> Dr. McKay
>> www.doctormckay.com
>>
>>
>> On Fri, Jan 24, 2014 at 6:07 PM, Gordon Reynolds <
>> thisisgordonsem...@gmail.com> wrote:
>>
>> > So if you've had a server for a few years and you still get 47% quickplay
>> > traffic doesn't that tell you that you're running a server that might be
>> > twice as large as it needs to be? I mean if you pulled regulars from
>> > quickplay players wouldn't that number slowly drop (during peak), because
>> > of all your regulars?
>> >
>> > Or do quickplayer honestly, literally, -not care what server they are
>> on-,
>> > and will never add your server to favorites as is?
>> >
>> >
>> > On Thu, Jan 23, 2014 at 8:11 PM, Doctor McKay 
>> > wrote:
>> >
>> > > The cvar was actually added at the request of myself and several
>> others.
>> > >
>> > > I took the liberty to make a chart showing exactly what percent of my
>> > > players come from Quickplay. The result was disappointingly high:
>> > > http://i.imgur.com/91xNnU1.png
>> > >
>> > > I don't expect any more than 20% of Quickplay users to uncheck the
>> > > "Official servers only" box. That means that I have lost around 40% of
>> my
>> > > traffic. My community is relatively popular, too. Smaller communities
>> or
>> > > communities that are just starting up will lose a lot more traffic
>> than I
>> > > will.
>> > >
>> > >
>> > > Dr. McKay
>> > > www.doctormckay.com
>> > >
>> > >
>> > > On Thu, Jan 23, 2014 at 10:48 PM, Robert Paulson <
>> thepauls...@gmail.com
>> > > >wrote:
>> > >
>> > > > It's quite obvious really. Valve only makes features to benefit
>> > > themselves
>> > > > or players, and cl_connectmethod was at face value did not do either
>> > one.
>> > > >
>> > > > They don't care about server owners having this knowledge unless it
>> > > > benefits them and didn't even bother to protect the convar from
>> > spoofing
>> > > by
>> > > > a using 1 convar flag.
>> > > >
>> > > > Its main purpose was to stop server owners from complaining about all
>> > the
>> > > > restrictions placed on quickplay on the flawed assumption that
>> > quickplay
>> > > is
>> > > > a tiny and unimportant part of your player base.
>> > > >
>> > > >
>> > > >
>> > > > On Thu, Jan 23, 2014 at 7:20 PM, Doctor McKay > >
>> > > > wrote:
>> > > >
>> > > > > While I agree with what you are saying, what does cl_connectmethod
>> > have
>> > > > to
>> > > > > do with any of this?
>> > > > > On Jan 23, 2014 9:12 PM, "Robert Paulson" 
>> > > wrote:
>> > > > >
>> > > > > > First they came for the custom attachments, and I did not speak
>> > out.
>> > > > > > Because I did not use it.
>> > > > > > Then they came for fast respawn, and I did not speak out.
>> Because I
>> > > did
>> > > > > not
>> > > > > > use it.
>> > > > > > Then they ca

Re: [hlds_linux] Fletcher - I'm Calling you Out On This (Enough is Enough)

2014-01-24 Thread Nerdboy
Can you cite your source?

On 1/24/14, Doctor McKay  wrote:
> In my experience, 19% of people who join via Quickplay come back. That's
> not an insignificant number.
>
>
> Dr. McKay
> www.doctormckay.com
>
>
> On Fri, Jan 24, 2014 at 5:57 PM, Gordon Reynolds <
> thisisgordonsem...@gmail.com> wrote:
>
>> If your players were only in your servers because of quickplay, they
>> probably do not care one iota about your Server (the entity that is the
>> collection of your hardware, admins, regulars, plugins, etc), you were
>> just
>> some hallway that connected them from "not playing TF2" to "playing TF2".
>>
>> When their match is done and over, they hit disconnect, never add you to
>> favorites, and may never show back up again. You could see this as "Valve
>> stealing your quickplay traffic" or you could see this as "Valve rounding
>> up the people who mash PLAYNOW and have no interest in dedicated servers,
>> or server communities".
>>
>> It's a changing demographic - people just want to play videogames, not
>> really sign up for a whole 'favorite server loyalty program'.
>>
>> And who cares if our servers "die out"? What are we out? Ego?
>>
>>
>> On Fri, Jan 24, 2014 at 2:51 PM, Doctor McKay 
>> wrote:
>>
>> > For lack of a better word, this is the last stand of community servers.
>> >
>> > The smaller communities that depend on Quickplay to gain popularity
>> > will
>> > die out. We'll be left with nothing but the
>> > already-large-and-established
>> > server chains, like Lotus, Skial, Saigns, and NighTeam.
>> >
>> >
>> > Dr. McKay
>> > www.doctormckay.com
>> >
>> >
>> > On Fri, Jan 24, 2014 at 5:45 PM, Gordon Reynolds <
>> > thisisgordonsem...@gmail.com> wrote:
>> >
>> > > I'm not sure this is that big of a deal.
>> > >
>> > > I've yet to see a single sane suggestion on how they police bad
>> > > servers
>> > > other than "have people report them", which sounds like a bad idea
>> > > for
>> > many
>> > > hopefully obvious reasons.
>> > >
>> > > These are just video game servers; you aren't making money off them,
>> > > if
>> > > they sit empty you aren't losing money off them either [more than the
>> > cost
>> > > of running the server, which you're already doing]. And if you are
>> > (making
>> > > or losing money), then I would say Valve wants to put those kind of
>> > servers
>> > > out, as they generally fart up the experience with donation requests,
>> or
>> > > donor perks, annoying MOTDs, sound packs, or whatever else you crazy
>> > > SourceMod kiddies do nowadays.
>> > >
>> > > People here are acting as if this some last stand situation.
>> > >
>> > >
>> > > On Fri, Jan 24, 2014 at 2:02 PM, Game-Over
>> > > > > > >wrote:
>> > >
>> > > >
>> > > > We've spoken before via Email and as an honest server operator I
>> > > > have
>> > > > followed your directions via email to the letter.
>> > > >
>> > > > So, Fletcher, please justify this ludicrous move you have now made
>> > > > to
>> > > > Quickplay, after all of the support that we (us) genuine server
>> owners
>> > > have
>> > > > given you in the past years.
>> > > >
>> > > > You chose this route rather than actually dealing with corrupt
>> > > > server
>> > > > owners themselves, which we (on this mailing list) have asked you
>> > > > to
>> do
>> > > on
>> > > > multiple occasions.
>> > > >
>> > > > Looking forward to your reply sir.
>> > > > ___
>> > > > To unsubscribe, edit your list preferences, or view the list
>> archives,
>> > > > please visit:
>> > > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> > > >
>> > > ___
>> > > To unsubscribe, edit your list preferences, or view the list
>> > > archives,
>> > > please visit:
>> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> > >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> >
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
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Re: [hlds_linux] Fletcher - I'm Calling you Out On This (Enough is Enough)

2014-01-24 Thread Valentin G.
What people don't get: New server communities have no way to establish
themselves anymore.

Every single time people tout how "Your servers are dead anyway if
they rely on quickplay", "My servers don't need quickplay", great. But
how exactly are newcomers supposed to get to that stage?
New players are almost forced to use quickplay at this point. If these
players never leave this system, and now don't even get connected to
community servers by default, how are server operators supposed to get
those regular players onto their servers? There is no way to do that.
You can literally offer the best experience possible, but people won't
search for and let alone even find your server.

We have gotten a pretty stable amount of regulars in the time we've
been doing this. Largely because quickplay allowed us to kickstart
that development immensely. We can offer a good experience to a lot of
returning players, but where should we find new players now? Not only
do we need them in some of the slower times when our core playerbase
is partly absent, to have the server still be full with a mix of QP
and returning players. But also regulars won't be staying around
forever. The natural development in the playerbase is gone if all new
players are drained towards Valve servers in the future.

Right now we could afford to not care about this. But it's simply
ignorant and a dick move to just move along and even defend this
decision. It hurts your peers, and in the long run it will hurt you.
This is not a good way, I want it to change.

On Sat, Jan 25, 2014 at 12:09 AM, Doctor McKay  wrote:
> In my experience, 19% of people who join via Quickplay come back. That's
> not an insignificant number.
>
>
> Dr. McKay
> www.doctormckay.com
>
>
> On Fri, Jan 24, 2014 at 5:57 PM, Gordon Reynolds <
> thisisgordonsem...@gmail.com> wrote:
>
>> If your players were only in your servers because of quickplay, they
>> probably do not care one iota about your Server (the entity that is the
>> collection of your hardware, admins, regulars, plugins, etc), you were just
>> some hallway that connected them from "not playing TF2" to "playing TF2".
>>
>> When their match is done and over, they hit disconnect, never add you to
>> favorites, and may never show back up again. You could see this as "Valve
>> stealing your quickplay traffic" or you could see this as "Valve rounding
>> up the people who mash PLAYNOW and have no interest in dedicated servers,
>> or server communities".
>>
>> It's a changing demographic - people just want to play videogames, not
>> really sign up for a whole 'favorite server loyalty program'.
>>
>> And who cares if our servers "die out"? What are we out? Ego?
>>
>>
>> On Fri, Jan 24, 2014 at 2:51 PM, Doctor McKay 
>> wrote:
>>
>> > For lack of a better word, this is the last stand of community servers.
>> >
>> > The smaller communities that depend on Quickplay to gain popularity will
>> > die out. We'll be left with nothing but the already-large-and-established
>> > server chains, like Lotus, Skial, Saigns, and NighTeam.
>> >
>> >
>> > Dr. McKay
>> > www.doctormckay.com
>> >
>> >
>> > On Fri, Jan 24, 2014 at 5:45 PM, Gordon Reynolds <
>> > thisisgordonsem...@gmail.com> wrote:
>> >
>> > > I'm not sure this is that big of a deal.
>> > >
>> > > I've yet to see a single sane suggestion on how they police bad servers
>> > > other than "have people report them", which sounds like a bad idea for
>> > many
>> > > hopefully obvious reasons.
>> > >
>> > > These are just video game servers; you aren't making money off them, if
>> > > they sit empty you aren't losing money off them either [more than the
>> > cost
>> > > of running the server, which you're already doing]. And if you are
>> > (making
>> > > or losing money), then I would say Valve wants to put those kind of
>> > servers
>> > > out, as they generally fart up the experience with donation requests,
>> or
>> > > donor perks, annoying MOTDs, sound packs, or whatever else you crazy
>> > > SourceMod kiddies do nowadays.
>> > >
>> > > People here are acting as if this some last stand situation.
>> > >
>> > >
>> > > On Fri, Jan 24, 2014 at 2:02 PM, Game-Over > > > >wrote:
>> > >
>> > > >
>> > > > We've spoken before via Email and as an honest server operator I have
>> > > > followed your directions via email to the letter.
>> > > >
>> > > > So, Fletcher, please justify this ludicrous move you have now made to
>> > > > Quickplay, after all of the support that we (us) genuine server
>> owners
>> > > have
>> > > > given you in the past years.
>> > > >
>> > > > You chose this route rather than actually dealing with corrupt server
>> > > > owners themselves, which we (on this mailing list) have asked you to
>> do
>> > > on
>> > > > multiple occasions.
>> > > >
>> > > > Looking forward to your reply sir.
>> > > > ___
>> > > > To unsubscribe, edit your list preferences, or view the list
>> archives,
>> > > > please visit:
>> > > > https://list.va

Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Gordon Reynolds
Maybe there is a point to take from this.

Maybe the kind of people who played TF2 pre-F2P era, aren't the same people
who want to play TF2 now?

Demographics change, if you think the same type of people pick up TF2 today
as the ones who paid money to pick it up pre-F2P, you might be in for a bit
of a shock. Or not, look at your numbers, 50% of your population is just
there because that's where they ended up, they didn't choose to be on your
server.


On Fri, Jan 24, 2014 at 3:10 PM, Doctor McKay  wrote:

> Find me a vanilla server that remains populated without the help of
> Quickplay. They don't exist.
>
>
> Dr. McKay
> www.doctormckay.com
>
>
> On Fri, Jan 24, 2014 at 6:07 PM, Gordon Reynolds <
> thisisgordonsem...@gmail.com> wrote:
>
> > So if you've had a server for a few years and you still get 47% quickplay
> > traffic doesn't that tell you that you're running a server that might be
> > twice as large as it needs to be? I mean if you pulled regulars from
> > quickplay players wouldn't that number slowly drop (during peak), because
> > of all your regulars?
> >
> > Or do quickplayer honestly, literally, -not care what server they are
> on-,
> > and will never add your server to favorites as is?
> >
> >
> > On Thu, Jan 23, 2014 at 8:11 PM, Doctor McKay 
> > wrote:
> >
> > > The cvar was actually added at the request of myself and several
> others.
> > >
> > > I took the liberty to make a chart showing exactly what percent of my
> > > players come from Quickplay. The result was disappointingly high:
> > > http://i.imgur.com/91xNnU1.png
> > >
> > > I don't expect any more than 20% of Quickplay users to uncheck the
> > > "Official servers only" box. That means that I have lost around 40% of
> my
> > > traffic. My community is relatively popular, too. Smaller communities
> or
> > > communities that are just starting up will lose a lot more traffic
> than I
> > > will.
> > >
> > >
> > > Dr. McKay
> > > www.doctormckay.com
> > >
> > >
> > > On Thu, Jan 23, 2014 at 10:48 PM, Robert Paulson <
> thepauls...@gmail.com
> > > >wrote:
> > >
> > > > It's quite obvious really. Valve only makes features to benefit
> > > themselves
> > > > or players, and cl_connectmethod was at face value did not do either
> > one.
> > > >
> > > > They don't care about server owners having this knowledge unless it
> > > > benefits them and didn't even bother to protect the convar from
> > spoofing
> > > by
> > > > a using 1 convar flag.
> > > >
> > > > Its main purpose was to stop server owners from complaining about all
> > the
> > > > restrictions placed on quickplay on the flawed assumption that
> > quickplay
> > > is
> > > > a tiny and unimportant part of your player base.
> > > >
> > > >
> > > >
> > > > On Thu, Jan 23, 2014 at 7:20 PM, Doctor McKay  >
> > > > wrote:
> > > >
> > > > > While I agree with what you are saying, what does cl_connectmethod
> > have
> > > > to
> > > > > do with any of this?
> > > > > On Jan 23, 2014 9:12 PM, "Robert Paulson" 
> > > wrote:
> > > > >
> > > > > > First they came for the custom attachments, and I did not speak
> > out.
> > > > > > Because I did not use it.
> > > > > > Then they came for fast respawn, and I did not speak out.
> Because I
> > > did
> > > > > not
> > > > > > use it.
> > > > > > Then they came for increased slots, and I did not speak out.
> > Because
> > > I
> > > > > did
> > > > > > not use it.
> > > > > > Then they came for the MOTD, and I did not speak out. Because it
> > > would
> > > > > hurt
> > > > > > others more than me.
> > > > > > Then they came for me, and there was no one left to speak for me.
> > > > > >
> > > > > > This is a repeat of the "Custom Tabs" fiasco. Except Valve
> probably
> > > > won't
> > > > > > remove it this time because they can wave the evidence that a
> > > minority
> > > > of
> > > > > > players use quickplay, despite the fact that quickplay has a
> > monopoly
> > > > on
> > > > > > new players and without them your server is dead. Your current
> > > players
> > > > > > won't play TF2 forever.
> > > > > >
> > > > > > I saw this coming a mile away when Valve released the
> > > cl_connectmethod
> > > > > > convar. As I have said time and time again, Valve has obligations
> > to
> > > > > server
> > > > > > owners as well as players. We, or at least I, bought TF2
>  expecting
> > > not
> > > > > to
> > > > > > have our hosting abilities crippled so much.
> > > > > >
> > > > > > On Thu, Jan 23, 2014 at 5:11 PM, Doctor McKay <
> > mc...@doctormckay.com
> > > >
> > > > > > wrote:
> > > > > >
> > > > > > > Why?
> > > > > > >
> > > > > > > Adding a "Valve servers only" checkbox (that's checked by
> > default)
> > > is
> > > > > > going
> > > > > > > to hurt enough (and only those communities that are playing by
> > the
> > > > > rules;
> > > > > > > cheating communities will just steal *more* traffic from the
> > > > legitimate
> > > > > > > communities).
> > > > > > >
> > > > > > > It's now all but impossible to try to retain a client who
> joined
> 

Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Doctor McKay
Find me a vanilla server that remains populated without the help of
Quickplay. They don't exist.


Dr. McKay
www.doctormckay.com


On Fri, Jan 24, 2014 at 6:07 PM, Gordon Reynolds <
thisisgordonsem...@gmail.com> wrote:

> So if you've had a server for a few years and you still get 47% quickplay
> traffic doesn't that tell you that you're running a server that might be
> twice as large as it needs to be? I mean if you pulled regulars from
> quickplay players wouldn't that number slowly drop (during peak), because
> of all your regulars?
>
> Or do quickplayer honestly, literally, -not care what server they are on-,
> and will never add your server to favorites as is?
>
>
> On Thu, Jan 23, 2014 at 8:11 PM, Doctor McKay 
> wrote:
>
> > The cvar was actually added at the request of myself and several others.
> >
> > I took the liberty to make a chart showing exactly what percent of my
> > players come from Quickplay. The result was disappointingly high:
> > http://i.imgur.com/91xNnU1.png
> >
> > I don't expect any more than 20% of Quickplay users to uncheck the
> > "Official servers only" box. That means that I have lost around 40% of my
> > traffic. My community is relatively popular, too. Smaller communities or
> > communities that are just starting up will lose a lot more traffic than I
> > will.
> >
> >
> > Dr. McKay
> > www.doctormckay.com
> >
> >
> > On Thu, Jan 23, 2014 at 10:48 PM, Robert Paulson  > >wrote:
> >
> > > It's quite obvious really. Valve only makes features to benefit
> > themselves
> > > or players, and cl_connectmethod was at face value did not do either
> one.
> > >
> > > They don't care about server owners having this knowledge unless it
> > > benefits them and didn't even bother to protect the convar from
> spoofing
> > by
> > > a using 1 convar flag.
> > >
> > > Its main purpose was to stop server owners from complaining about all
> the
> > > restrictions placed on quickplay on the flawed assumption that
> quickplay
> > is
> > > a tiny and unimportant part of your player base.
> > >
> > >
> > >
> > > On Thu, Jan 23, 2014 at 7:20 PM, Doctor McKay 
> > > wrote:
> > >
> > > > While I agree with what you are saying, what does cl_connectmethod
> have
> > > to
> > > > do with any of this?
> > > > On Jan 23, 2014 9:12 PM, "Robert Paulson" 
> > wrote:
> > > >
> > > > > First they came for the custom attachments, and I did not speak
> out.
> > > > > Because I did not use it.
> > > > > Then they came for fast respawn, and I did not speak out. Because I
> > did
> > > > not
> > > > > use it.
> > > > > Then they came for increased slots, and I did not speak out.
> Because
> > I
> > > > did
> > > > > not use it.
> > > > > Then they came for the MOTD, and I did not speak out. Because it
> > would
> > > > hurt
> > > > > others more than me.
> > > > > Then they came for me, and there was no one left to speak for me.
> > > > >
> > > > > This is a repeat of the "Custom Tabs" fiasco. Except Valve probably
> > > won't
> > > > > remove it this time because they can wave the evidence that a
> > minority
> > > of
> > > > > players use quickplay, despite the fact that quickplay has a
> monopoly
> > > on
> > > > > new players and without them your server is dead. Your current
> > players
> > > > > won't play TF2 forever.
> > > > >
> > > > > I saw this coming a mile away when Valve released the
> > cl_connectmethod
> > > > > convar. As I have said time and time again, Valve has obligations
> to
> > > > server
> > > > > owners as well as players. We, or at least I, bought TF2  expecting
> > not
> > > > to
> > > > > have our hosting abilities crippled so much.
> > > > >
> > > > > On Thu, Jan 23, 2014 at 5:11 PM, Doctor McKay <
> mc...@doctormckay.com
> > >
> > > > > wrote:
> > > > >
> > > > > > Why?
> > > > > >
> > > > > > Adding a "Valve servers only" checkbox (that's checked by
> default)
> > is
> > > > > going
> > > > > > to hurt enough (and only those communities that are playing by
> the
> > > > rules;
> > > > > > cheating communities will just steal *more* traffic from the
> > > legitimate
> > > > > > communities).
> > > > > >
> > > > > > It's now all but impossible to try to retain a client who joined
> > via
> > > > > > Quickplay (and those are the clients we *need* to retain). We
> can't
> > > > show
> > > > > > them our website. We can't even allow them to use a menu to jump
> to
> > > > > another
> > > > > > one of our servers anymore.
> > > > > >
> > > > > > Please think about what you're doing. If your intention is to
> harm
> > > the
> > > > > good
> > > > > > communities, you're doing a fine job at it.
> > > > > >
> > > > > > Dr. McKay
> > > > > > www.doctormckay.com
> > > > > > ___
> > > > > > To unsubscribe, edit your list preferences, or view the list
> > > archives,
> > > > > > please visit:
> > > > > >
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > > > > >
> > > > > ___
> > > > > To

Re: [hlds_linux] Fletcher - I'm Calling you Out On This (Enough is Enough)

2014-01-24 Thread Doctor McKay
In my experience, 19% of people who join via Quickplay come back. That's
not an insignificant number.


Dr. McKay
www.doctormckay.com


On Fri, Jan 24, 2014 at 5:57 PM, Gordon Reynolds <
thisisgordonsem...@gmail.com> wrote:

> If your players were only in your servers because of quickplay, they
> probably do not care one iota about your Server (the entity that is the
> collection of your hardware, admins, regulars, plugins, etc), you were just
> some hallway that connected them from "not playing TF2" to "playing TF2".
>
> When their match is done and over, they hit disconnect, never add you to
> favorites, and may never show back up again. You could see this as "Valve
> stealing your quickplay traffic" or you could see this as "Valve rounding
> up the people who mash PLAYNOW and have no interest in dedicated servers,
> or server communities".
>
> It's a changing demographic - people just want to play videogames, not
> really sign up for a whole 'favorite server loyalty program'.
>
> And who cares if our servers "die out"? What are we out? Ego?
>
>
> On Fri, Jan 24, 2014 at 2:51 PM, Doctor McKay 
> wrote:
>
> > For lack of a better word, this is the last stand of community servers.
> >
> > The smaller communities that depend on Quickplay to gain popularity will
> > die out. We'll be left with nothing but the already-large-and-established
> > server chains, like Lotus, Skial, Saigns, and NighTeam.
> >
> >
> > Dr. McKay
> > www.doctormckay.com
> >
> >
> > On Fri, Jan 24, 2014 at 5:45 PM, Gordon Reynolds <
> > thisisgordonsem...@gmail.com> wrote:
> >
> > > I'm not sure this is that big of a deal.
> > >
> > > I've yet to see a single sane suggestion on how they police bad servers
> > > other than "have people report them", which sounds like a bad idea for
> > many
> > > hopefully obvious reasons.
> > >
> > > These are just video game servers; you aren't making money off them, if
> > > they sit empty you aren't losing money off them either [more than the
> > cost
> > > of running the server, which you're already doing]. And if you are
> > (making
> > > or losing money), then I would say Valve wants to put those kind of
> > servers
> > > out, as they generally fart up the experience with donation requests,
> or
> > > donor perks, annoying MOTDs, sound packs, or whatever else you crazy
> > > SourceMod kiddies do nowadays.
> > >
> > > People here are acting as if this some last stand situation.
> > >
> > >
> > > On Fri, Jan 24, 2014 at 2:02 PM, Game-Over  > > >wrote:
> > >
> > > >
> > > > We've spoken before via Email and as an honest server operator I have
> > > > followed your directions via email to the letter.
> > > >
> > > > So, Fletcher, please justify this ludicrous move you have now made to
> > > > Quickplay, after all of the support that we (us) genuine server
> owners
> > > have
> > > > given you in the past years.
> > > >
> > > > You chose this route rather than actually dealing with corrupt server
> > > > owners themselves, which we (on this mailing list) have asked you to
> do
> > > on
> > > > multiple occasions.
> > > >
> > > > Looking forward to your reply sir.
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > > >
> > > ___
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> > > please visit:
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> > >
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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Gordon Reynolds
So if you've had a server for a few years and you still get 47% quickplay
traffic doesn't that tell you that you're running a server that might be
twice as large as it needs to be? I mean if you pulled regulars from
quickplay players wouldn't that number slowly drop (during peak), because
of all your regulars?

Or do quickplayer honestly, literally, -not care what server they are on-,
and will never add your server to favorites as is?


On Thu, Jan 23, 2014 at 8:11 PM, Doctor McKay  wrote:

> The cvar was actually added at the request of myself and several others.
>
> I took the liberty to make a chart showing exactly what percent of my
> players come from Quickplay. The result was disappointingly high:
> http://i.imgur.com/91xNnU1.png
>
> I don't expect any more than 20% of Quickplay users to uncheck the
> "Official servers only" box. That means that I have lost around 40% of my
> traffic. My community is relatively popular, too. Smaller communities or
> communities that are just starting up will lose a lot more traffic than I
> will.
>
>
> Dr. McKay
> www.doctormckay.com
>
>
> On Thu, Jan 23, 2014 at 10:48 PM, Robert Paulson  >wrote:
>
> > It's quite obvious really. Valve only makes features to benefit
> themselves
> > or players, and cl_connectmethod was at face value did not do either one.
> >
> > They don't care about server owners having this knowledge unless it
> > benefits them and didn't even bother to protect the convar from spoofing
> by
> > a using 1 convar flag.
> >
> > Its main purpose was to stop server owners from complaining about all the
> > restrictions placed on quickplay on the flawed assumption that quickplay
> is
> > a tiny and unimportant part of your player base.
> >
> >
> >
> > On Thu, Jan 23, 2014 at 7:20 PM, Doctor McKay 
> > wrote:
> >
> > > While I agree with what you are saying, what does cl_connectmethod have
> > to
> > > do with any of this?
> > > On Jan 23, 2014 9:12 PM, "Robert Paulson" 
> wrote:
> > >
> > > > First they came for the custom attachments, and I did not speak out.
> > > > Because I did not use it.
> > > > Then they came for fast respawn, and I did not speak out. Because I
> did
> > > not
> > > > use it.
> > > > Then they came for increased slots, and I did not speak out. Because
> I
> > > did
> > > > not use it.
> > > > Then they came for the MOTD, and I did not speak out. Because it
> would
> > > hurt
> > > > others more than me.
> > > > Then they came for me, and there was no one left to speak for me.
> > > >
> > > > This is a repeat of the "Custom Tabs" fiasco. Except Valve probably
> > won't
> > > > remove it this time because they can wave the evidence that a
> minority
> > of
> > > > players use quickplay, despite the fact that quickplay has a monopoly
> > on
> > > > new players and without them your server is dead. Your current
> players
> > > > won't play TF2 forever.
> > > >
> > > > I saw this coming a mile away when Valve released the
> cl_connectmethod
> > > > convar. As I have said time and time again, Valve has obligations to
> > > server
> > > > owners as well as players. We, or at least I, bought TF2  expecting
> not
> > > to
> > > > have our hosting abilities crippled so much.
> > > >
> > > > On Thu, Jan 23, 2014 at 5:11 PM, Doctor McKay  >
> > > > wrote:
> > > >
> > > > > Why?
> > > > >
> > > > > Adding a "Valve servers only" checkbox (that's checked by default)
> is
> > > > going
> > > > > to hurt enough (and only those communities that are playing by the
> > > rules;
> > > > > cheating communities will just steal *more* traffic from the
> > legitimate
> > > > > communities).
> > > > >
> > > > > It's now all but impossible to try to retain a client who joined
> via
> > > > > Quickplay (and those are the clients we *need* to retain). We can't
> > > show
> > > > > them our website. We can't even allow them to use a menu to jump to
> > > > another
> > > > > one of our servers anymore.
> > > > >
> > > > > Please think about what you're doing. If your intention is to harm
> > the
> > > > good
> > > > > communities, you're doing a fine job at it.
> > > > >
> > > > > Dr. McKay
> > > > > www.doctormckay.com
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > > > please visit:
> > > > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
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> > > >
> > > ___
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> > > please visit:
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> > >
> > ___
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> > 

Re: [hlds_linux] Fletcher - I'm Calling you Out On This (Enough is Enough)

2014-01-24 Thread Frank
Valve created steam groups, ways for people to join communities and many
many people take advantage of this to be a part of something.
This act of being a part of something adds depth to the game and that is
what communities have to offer.

This change Valve did needs to go - period. 
I'm with the rest here, there needs to be a response from Valve and soon not
just do the norm of releasing an update and then go away for the weekend
leaving everyone hanging.


_
It's a changing demographic - people just want to play videogames, not
really sign up for a whole 'favorite server loyalty program'.

And who cares if our servers "die out"? What are we out? Ego?




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Re: [hlds_linux] Fletcher - I'm Calling you Out On This (Enough is Enough)

2014-01-24 Thread Gordon Reynolds
If your players were only in your servers because of quickplay, they
probably do not care one iota about your Server (the entity that is the
collection of your hardware, admins, regulars, plugins, etc), you were just
some hallway that connected them from "not playing TF2" to "playing TF2".

When their match is done and over, they hit disconnect, never add you to
favorites, and may never show back up again. You could see this as "Valve
stealing your quickplay traffic" or you could see this as "Valve rounding
up the people who mash PLAYNOW and have no interest in dedicated servers,
or server communities".

It's a changing demographic - people just want to play videogames, not
really sign up for a whole 'favorite server loyalty program'.

And who cares if our servers "die out"? What are we out? Ego?


On Fri, Jan 24, 2014 at 2:51 PM, Doctor McKay  wrote:

> For lack of a better word, this is the last stand of community servers.
>
> The smaller communities that depend on Quickplay to gain popularity will
> die out. We'll be left with nothing but the already-large-and-established
> server chains, like Lotus, Skial, Saigns, and NighTeam.
>
>
> Dr. McKay
> www.doctormckay.com
>
>
> On Fri, Jan 24, 2014 at 5:45 PM, Gordon Reynolds <
> thisisgordonsem...@gmail.com> wrote:
>
> > I'm not sure this is that big of a deal.
> >
> > I've yet to see a single sane suggestion on how they police bad servers
> > other than "have people report them", which sounds like a bad idea for
> many
> > hopefully obvious reasons.
> >
> > These are just video game servers; you aren't making money off them, if
> > they sit empty you aren't losing money off them either [more than the
> cost
> > of running the server, which you're already doing]. And if you are
> (making
> > or losing money), then I would say Valve wants to put those kind of
> servers
> > out, as they generally fart up the experience with donation requests, or
> > donor perks, annoying MOTDs, sound packs, or whatever else you crazy
> > SourceMod kiddies do nowadays.
> >
> > People here are acting as if this some last stand situation.
> >
> >
> > On Fri, Jan 24, 2014 at 2:02 PM, Game-Over  > >wrote:
> >
> > >
> > > We've spoken before via Email and as an honest server operator I have
> > > followed your directions via email to the letter.
> > >
> > > So, Fletcher, please justify this ludicrous move you have now made to
> > > Quickplay, after all of the support that we (us) genuine server owners
> > have
> > > given you in the past years.
> > >
> > > You chose this route rather than actually dealing with corrupt server
> > > owners themselves, which we (on this mailing list) have asked you to do
> > on
> > > multiple occasions.
> > >
> > > Looking forward to your reply sir.
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >
> > ___
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> > please visit:
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> >
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Re: [hlds_linux] Fletcher - I'm Calling you Out On This (Enough is Enough)

2014-01-24 Thread Doctor McKay
For lack of a better word, this is the last stand of community servers.

The smaller communities that depend on Quickplay to gain popularity will
die out. We'll be left with nothing but the already-large-and-established
server chains, like Lotus, Skial, Saigns, and NighTeam.


Dr. McKay
www.doctormckay.com


On Fri, Jan 24, 2014 at 5:45 PM, Gordon Reynolds <
thisisgordonsem...@gmail.com> wrote:

> I'm not sure this is that big of a deal.
>
> I've yet to see a single sane suggestion on how they police bad servers
> other than "have people report them", which sounds like a bad idea for many
> hopefully obvious reasons.
>
> These are just video game servers; you aren't making money off them, if
> they sit empty you aren't losing money off them either [more than the cost
> of running the server, which you're already doing]. And if you are (making
> or losing money), then I would say Valve wants to put those kind of servers
> out, as they generally fart up the experience with donation requests, or
> donor perks, annoying MOTDs, sound packs, or whatever else you crazy
> SourceMod kiddies do nowadays.
>
> People here are acting as if this some last stand situation.
>
>
> On Fri, Jan 24, 2014 at 2:02 PM, Game-Over  >wrote:
>
> >
> > We've spoken before via Email and as an honest server operator I have
> > followed your directions via email to the letter.
> >
> > So, Fletcher, please justify this ludicrous move you have now made to
> > Quickplay, after all of the support that we (us) genuine server owners
> have
> > given you in the past years.
> >
> > You chose this route rather than actually dealing with corrupt server
> > owners themselves, which we (on this mailing list) have asked you to do
> on
> > multiple occasions.
> >
> > Looking forward to your reply sir.
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
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Re: [hlds_linux] Fletcher - I'm Calling you Out On This (Enough is Enough)

2014-01-24 Thread Gordon Reynolds
I'm not sure this is that big of a deal.

I've yet to see a single sane suggestion on how they police bad servers
other than "have people report them", which sounds like a bad idea for many
hopefully obvious reasons.

These are just video game servers; you aren't making money off them, if
they sit empty you aren't losing money off them either [more than the cost
of running the server, which you're already doing]. And if you are (making
or losing money), then I would say Valve wants to put those kind of servers
out, as they generally fart up the experience with donation requests, or
donor perks, annoying MOTDs, sound packs, or whatever else you crazy
SourceMod kiddies do nowadays.

People here are acting as if this some last stand situation.


On Fri, Jan 24, 2014 at 2:02 PM, Game-Over wrote:

>
> We've spoken before via Email and as an honest server operator I have
> followed your directions via email to the letter.
>
> So, Fletcher, please justify this ludicrous move you have now made to
> Quickplay, after all of the support that we (us) genuine server owners have
> given you in the past years.
>
> You chose this route rather than actually dealing with corrupt server
> owners themselves, which we (on this mailing list) have asked you to do on
> multiple occasions.
>
> Looking forward to your reply sir.
> ___
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> please visit:
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[hlds_linux] Fletcher - I'm Calling you Out On This (Enough is Enough)

2014-01-24 Thread Game-Over


We've spoken before via Email and as an honest server operator I have 
followed your directions via email to the letter.


So, Fletcher, please justify this ludicrous move you have now made to 
Quickplay, after all of the support that we (us) genuine server owners 
have given you in the past years.


You chose this route rather than actually dealing with corrupt server 
owners themselves, which we (on this mailing list) have asked you to do 
on multiple occasions.


Looking forward to your reply sir.
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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Rick Dunn
Yeah, it was a 2-paragraph distillation of one person's view of the past
4-5 years of this game in his life.  I'm sure some of the other people that
were involved in the larger communities with large mod-bases at the time
can back me up on the larger points.  Of course the actual happenings were
much more subtle and took many more steps than what I just said.  The end
results of each series of events was the same.

On Fri, Jan 24, 2014 at 3:24 PM, dan  wrote:

> On 24/01/2014 19:57, Rick Dunn wrote:
>
>> Everything you've said is perfectly relevant and 100% besides the point.
>> You are talking to a list of people who have been running TF2 servers
>> since
>> its release.  TF2 was built by Valve, came out, and was popular for about
>> a
>> year in its default format.  When its charm had worn off, communities took
>> it, modded it, added incentives such as hats, custom weapons, skins, in
>> their mods, and built large playerbases from it.
>>
>
> Ummm this is not really an accurate history of TF2 development.
>
> It reads like the Hollywood movie version of history.
>
> Just add an ending that makes the Americans win and sell
> the script.
>
>
> --
> Dan
>
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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Abdulrahman Abdulkawi
It is extremely unlikely that Valve will have the box unchecked by 
default as they want players to know the difference between a official 
and unofficial server.

But the problem still exists. A 
new player would not know the difference between a Valve and non-valve 
server.

The check-box is simply "hidden from 
sight" for new, and casual/pub players. Many existing players are also 
unaware of the change, and do not even understand what the difference 
is.

Accepting that Valve will unlikely have the box unchecked by default, I
 think it would be of huge benefit for non-official servers if a small 
notification is shown for the First Time a player EVER opens the 
quick-play menu (from the update). It should draw attention to where it is, and 
what it does/the 
difference is.

In addition, adding a little color to the tick would also be 
nice, to draw more attention to it. And when a player's cursor hovers 
over the box/area, it would again say what it does/the difference is.

This would at-least ensure quickplay users aren't completely unaware of the 
change and negligent of the check-box.

> Date: Fri, 24 Jan 2014 13:22:18 -0500
> From: mc...@doctormckay.com
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Prevent game servers from redirecting players to 
> alternate servers when players connect through quickplay
> 
> You know what would solve the problem for good? Remove the ability for
> third parties to host TF2 servers. Valve is already heading down that road
> anyway.
> 
> Obviously, I don't want this to happen, but if there's one thing that Valve
> is good at, it's picking the nuclear solution to a problem.
> On Jan 24, 2014 1:06 PM, "thesupremecommander" 
> wrote:
> 
> > I actually sent an email to Valve about a week or so ago (back when this
> > issue was just bubbling up) asking them to implement a CS:GO Overwatch-type
> > system for TF2 servers. I still think that such a system is the best way to
> > go without requiring Valve to manually police servers themselves, allowing
> > community owners to still compete for QuickPlay traffic with servers both
> > following the intent and the text of Valve's QuickPlay rules, and giving
> > players the same unadulterated vanilla experience that they want.
> >
> > At the very least I'd like Valve to at least address the issue and discuss
> > these changes with us instead of remaining completely silent.
> >
> >
> > On Fri, Jan 24, 2014 at 12:56 PM, ics  wrote:
> >
> > > Well it would be just better for them to care more about our time spent
> > on
> > > their game because customer service is lacking a hand here. A rating
> > system
> > > doesn't do any good because there are quickplay rules and it's ok to
> > have a
> > > crap server obeying them. That's the real problem and i think thats why
> > > they added only official valve servers option, so players can seek and
> > feel
> > > the vanilla experience while playing instead of mod this, mod that, yadda
> > > yadda crap.
> > >
> > > But this hits us, who run legitimate servers for fun and out of sincere
> > > reasons the most.
> > >
> > > -ics
> > >
> > > Jake Forrester kirjoitti:
> > >
> > >  What if one of us made a site specifically for rating TF2 communities
> > >> and servers?  We could quite literally provide a list of crappy servers
> > >> by name + IP to them once a month.  I imagine Valve does want the
> > >> servers gone as much as we do, but if it's going to waste too much of an
> > >> employee's time, it's not worth it to them.  If we could hand them
> > >> something that's manageable and could be dealt with in part of a day,
> > >> maybe they'd be more willing to shut down (or even just penalize) those
> > >> communities who aren't living up to the standards either of us want.
> > >>
> > >> On 1/24/2014 9:35 AM, ics wrote:
> > >>
> > >>> There are only 2 solutuins where one is good and one is tolerable.
> > >>>
> > >>> The good one would be removing all the crap servers from quickplay but
> > >>> thats too much work for them. The tolerable option, since there is no
> > >>> going back is to take that tick off from the box that makes people
> > >>> search servers among official valve servers only by default.
> > >>>
> > >>> -ics
> > >>>
> > >>> Jake Forrester kirjoitti:
> > >>>
> >  I don't generally post to this list, but I would like to add some
> >  statistics from my community.  McKay already posted some of them, but
> >  here are some more numbers.
> > 
> >  We run 3 dedicated boxes, and about 20 total TF2 servers.  Of those,
> > 14
> >  are quickplay.  The quickplay servers are mostly vanilla, with some
> >  various donor perks that don't affect gameplay whatsoever.   In the
> > last
> >  month we have seen about***140,000 unique players* and *475,000
> >  individual sessions*.  We're not a gigantic community, but we're
> >  definitely not small either.  At least 2500 players have > 24 hours of
> >  play time on our servers, 

Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Paul
I think that's a wonderful idea! That's assuming of course Valve are taking
an active interest and observation of this discussion. Fingers crossed they
are.


On 24 January 2014 20:43, Doctor McKay  wrote:

> Obviously, Valve wants new players to be able to try out the game without
> ending up in some pay2win or other bad server. Why not just have popups
> explaining the game when it's first launched? There's already a popup
> pointing to the Mann Co. Store button (lol), why not label the other main
> menu buttons as well?
>
> Play Multiplayer <-- [ Click this button to automatically find a server ]
> Play Co-op <-- [ Click this button to play Mann vs. Machine ]
> Servers <-- [ Click this button to search all available games based on your
> own filters ]
>
> And when you open the server browser for the first time, point to the
> filters, explain what they do, explain what tags are, etc.
>
>
> Dr. McKay
> www.doctormckay.com
>
>
> On Fri, Jan 24, 2014 at 3:24 PM, dan  wrote:
>
> > On 24/01/2014 19:57, Rick Dunn wrote:
> >
> >> Everything you've said is perfectly relevant and 100% besides the point.
> >> You are talking to a list of people who have been running TF2 servers
> >> since
> >> its release.  TF2 was built by Valve, came out, and was popular for
> about
> >> a
> >> year in its default format.  When its charm had worn off, communities
> took
> >> it, modded it, added incentives such as hats, custom weapons, skins, in
> >> their mods, and built large playerbases from it.
> >>
> >
> > Ummm this is not really an accurate history of TF2 development.
> >
> > It reads like the Hollywood movie version of history.
> >
> > Just add an ending that makes the Americans win and sell
> > the script.
> >
> >
> > --
> > Dan
> >
> > ___
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> > please visit:
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> >
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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Doctor McKay
Obviously, Valve wants new players to be able to try out the game without
ending up in some pay2win or other bad server. Why not just have popups
explaining the game when it's first launched? There's already a popup
pointing to the Mann Co. Store button (lol), why not label the other main
menu buttons as well?

Play Multiplayer <-- [ Click this button to automatically find a server ]
Play Co-op <-- [ Click this button to play Mann vs. Machine ]
Servers <-- [ Click this button to search all available games based on your
own filters ]

And when you open the server browser for the first time, point to the
filters, explain what they do, explain what tags are, etc.


Dr. McKay
www.doctormckay.com


On Fri, Jan 24, 2014 at 3:24 PM, dan  wrote:

> On 24/01/2014 19:57, Rick Dunn wrote:
>
>> Everything you've said is perfectly relevant and 100% besides the point.
>> You are talking to a list of people who have been running TF2 servers
>> since
>> its release.  TF2 was built by Valve, came out, and was popular for about
>> a
>> year in its default format.  When its charm had worn off, communities took
>> it, modded it, added incentives such as hats, custom weapons, skins, in
>> their mods, and built large playerbases from it.
>>
>
> Ummm this is not really an accurate history of TF2 development.
>
> It reads like the Hollywood movie version of history.
>
> Just add an ending that makes the Americans win and sell
> the script.
>
>
> --
> Dan
>
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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread dan

On 24/01/2014 19:57, Rick Dunn wrote:

Everything you've said is perfectly relevant and 100% besides the point.
You are talking to a list of people who have been running TF2 servers since
its release.  TF2 was built by Valve, came out, and was popular for about a
year in its default format.  When its charm had worn off, communities took
it, modded it, added incentives such as hats, custom weapons, skins, in
their mods, and built large playerbases from it.


Ummm this is not really an accurate history of TF2 development.

It reads like the Hollywood movie version of history.

Just add an ending that makes the Americans win and sell
the script.

--
Dan

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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Paul
It's not that they don't read our messages here, but most probably *more
that they choose not to respond* to our concerns or complaints as a group
that majoritively agrees on the same thing (that this new feature is a big
problem for loyal communities). I too am curious to know who the best
department or person(s) are to email regarding this as well.


On 24 January 2014 19:27, chris  wrote:

> What is the email address everyone uses to contact valve?  I'd like to
> voice my opinion in their inbox too since we aren't getting any official
> responses on the mailing list.
>
> Another way to go about this could be:
>
> 1. The first time a player uses QP prompt them asking if they want to be
> matched in Valve official servers or all servers.
> or
> 2. After X amount of QP searches prompt to be matched in all servers.
>
> Just some thoughts...  I really hope Valve comes up with something that
> works for everyone.
>
>
> On Fri, Jan 24, 2014 at 1:42 PM, px  wrote:
>
> > Join the dark side, became non-Steam!
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> > /*Trolling*/
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Rick Dunn
Everything you've said is perfectly relevant and 100% besides the point.
You are talking to a list of people who have been running TF2 servers since
its release.  TF2 was built by Valve, came out, and was popular for about a
year in its default format.  When its charm had worn off, communities took
it, modded it, added incentives such as hats, custom weapons, skins, in
their mods, and built large playerbases from it.  The TF2 community rose up
and expanded again based on these mods, and communities kept their servers
up by having them as donator perks.  The better communities (those who had
weapons be free and donator perks be *only* cosmetic) prospered and
everything was great for about another year, until the day when (some of
you probably remember) those running communities with cosmetic donator
perks were sent emails from Valve asking us to remove the cosmetic and
custom items from our servers or have them blacklisted, as they were
getting ready to release their own.

The ENTIRE POINT of this discussion is that Valve released a game, it
didn't do as well as counterstrike or half life, and the *COMMUNITIES* took
it and molded it into something that people loved.  Valve took the best
ideas from those communities and monetized them.  We lost any way to bring
in donations to fund servers because the only donator perks we can offer is
end-of-round immunity (whoop de doo).  We lost our playerbase because the
fun stuff that kept players on our servers was now built into the game.
Quickplay was introduced, making us turn off more stuff to try and bring
people in and keep them.  It has been downhill from there.

So pardon the hell out of me, I do indeed feel like I am a little bit
entitled to have some support from the company that took the things we were
offering to players and monetized them.  I feel like I'm entitled to a
small portion of the playerbase and I feel like I'm entitled to at least
some answers from the people who made the decision.  We are well over 50
replies into this thread and we have not yet heard back from them on ANY of
the questions we've had since we found out that they have priority in QP
during the halloween update.  I feel like I'm entitled because without the
communities, the game would have died off to everyone except the
hardest-core comp players years ago.  We helped build it, we helped
maintain it, and now we're being crapped on from on high and feel like the
LEAST we deserve is some freaking answers.  Your being derisive towards
everyone else here simply tells me you haven't been as invested into the
game and the aspect of the community behind it as some of us.


On Fri, Jan 24, 2014 at 2:08 PM, dan  wrote:

> On 24/01/2014 18:04, thesupremecommander wrote:
>
>> I actually sent an email to Valve about a week or so ago (back when this
>> issue was just bubbling up) asking them to implement a CS:GO
>> Overwatch-type
>> system for TF2 servers. I still think that such a system is the best way
>> to
>> go without requiring Valve to manually police servers themselves, allowing
>> community owners to still compete for QuickPlay traffic with servers both
>> following the intent and the text of Valve's QuickPlay rules, and giving
>> players the same unadulterated vanilla experience that they want.
>>
>
> I just joined a valve server with quickplay and 'official servers' checked
> to play 2fort.
>
> The experience of joining is pretty good. Fast and I got a server with a
> low ping
> that played well.
>
> All I can say to the folks here is though, if you can't compete with a
> Valve server, switch
> off your servers and bake cakes to sell because you're in the wrong game.
>
> It was a complete farce. Barely anyone knew how to cap, where to cap,
> or what the objectives were. Neither team had any defence, certainly no
> engineers.
>
> I was told what I was doing was "impossible" (i.e shooting nades at people
> and hitting them)
>
> So, relax. No one who sits facing the shiny side of their monitor
> will  be playing on Valve servers via quickplay for any length of time
> because
> the servers are swamped with the confused and bewildered.
>
> You can (as I have in the past) jump from valve server to valve server and
> find a decent round, but you'd spend all day doing that with
> the quickplay button joining random servers.
>
> Who knows, perhaps the official checkbox will mix up the player base and
> change
> that, but right now that doesn't appear to be the case.
> --
> Dan
>
>
> ___
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> please visit:
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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread ics

They read this list, many of them.

-ics

chris kirjoitti:

What is the email address everyone uses to contact valve?  I'd like to
voice my opinion in their inbox too since we aren't getting any official
responses on the mailing list.

Another way to go about this could be:

1. The first time a player uses QP prompt them asking if they want to be
matched in Valve official servers or all servers.
or
2. After X amount of QP searches prompt to be matched in all servers.

Just some thoughts...  I really hope Valve comes up with something that
works for everyone.


On Fri, Jan 24, 2014 at 1:42 PM, px  wrote:


Join the dark side, became non-Steam!
































































/*Trolling*/


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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Doctor McKay
The problem is that a very large portion of (ignorant) players prefer Valve
servers for some asinine reason.


Dr. McKay
www.doctormckay.com


On Fri, Jan 24, 2014 at 2:08 PM, dan  wrote:

> On 24/01/2014 18:04, thesupremecommander wrote:
>
>> I actually sent an email to Valve about a week or so ago (back when this
>> issue was just bubbling up) asking them to implement a CS:GO
>> Overwatch-type
>> system for TF2 servers. I still think that such a system is the best way
>> to
>> go without requiring Valve to manually police servers themselves, allowing
>> community owners to still compete for QuickPlay traffic with servers both
>> following the intent and the text of Valve's QuickPlay rules, and giving
>> players the same unadulterated vanilla experience that they want.
>>
>
> I just joined a valve server with quickplay and 'official servers' checked
> to play 2fort.
>
> The experience of joining is pretty good. Fast and I got a server with a
> low ping
> that played well.
>
> All I can say to the folks here is though, if you can't compete with a
> Valve server, switch
> off your servers and bake cakes to sell because you're in the wrong game.
>
> It was a complete farce. Barely anyone knew how to cap, where to cap,
> or what the objectives were. Neither team had any defence, certainly no
> engineers.
>
> I was told what I was doing was "impossible" (i.e shooting nades at people
> and hitting them)
>
> So, relax. No one who sits facing the shiny side of their monitor
> will  be playing on Valve servers via quickplay for any length of time
> because
> the servers are swamped with the confused and bewildered.
>
> You can (as I have in the past) jump from valve server to valve server and
> find a decent round, but you'd spend all day doing that with
> the quickplay button joining random servers.
>
> Who knows, perhaps the official checkbox will mix up the player base and
> change
> that, but right now that doesn't appear to be the case.
> --
> Dan
>
>
> ___
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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread chris
What is the email address everyone uses to contact valve?  I'd like to
voice my opinion in their inbox too since we aren't getting any official
responses on the mailing list.

Another way to go about this could be:

1. The first time a player uses QP prompt them asking if they want to be
matched in Valve official servers or all servers.
or
2. After X amount of QP searches prompt to be matched in all servers.

Just some thoughts...  I really hope Valve comes up with something that
works for everyone.


On Fri, Jan 24, 2014 at 1:42 PM, px  wrote:

> Join the dark side, became non-Steam!
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
> /*Trolling*/
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Frank
Unchecking the box by default is the only option aside from remove this
added feature.
Type up a bunch of a response all you want but my first reply to this is
just that - it needs to go.

Ohh chocolate cake tastes good and I just made one while running my servers
:)


_
I just joined a valve server with quickplay and 'official servers' 
checked to play 2fort.

The experience of joining is pretty good. Fast and I got a server with a low
ping that played well.

All I can say to the folks here is though, if you can't compete with a Valve
server, switch off your servers and bake cakes to sell because you're in the
wrong game.

It was a complete farce. Barely anyone knew how to cap, where to cap, or
what the objectives were. Neither team had any defence, certainly no
engineers.

I was told what I was doing was "impossible" (i.e shooting nades at people
and hitting them)

So, relax. No one who sits facing the shiny side of their monitor will  be
playing on Valve servers via quickplay for any length of time because the
servers are swamped with the confused and bewildered.

You can (as I have in the past) jump from valve server to valve server and
find a decent round, but you'd spend all day doing that with the quickplay
button joining random servers.

Who knows, perhaps the official checkbox will mix up the player base and
change that, but right now that doesn't appear to be the case.
--
Dan

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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread dan

On 24/01/2014 18:04, thesupremecommander wrote:

I actually sent an email to Valve about a week or so ago (back when this
issue was just bubbling up) asking them to implement a CS:GO Overwatch-type
system for TF2 servers. I still think that such a system is the best way to
go without requiring Valve to manually police servers themselves, allowing
community owners to still compete for QuickPlay traffic with servers both
following the intent and the text of Valve's QuickPlay rules, and giving
players the same unadulterated vanilla experience that they want.


I just joined a valve server with quickplay and 'official servers' 
checked to play 2fort.


The experience of joining is pretty good. Fast and I got a server with a 
low ping

that played well.

All I can say to the folks here is though, if you can't compete with a 
Valve server, switch

off your servers and bake cakes to sell because you're in the wrong game.

It was a complete farce. Barely anyone knew how to cap, where to cap,
or what the objectives were. Neither team had any defence, certainly no 
engineers.


I was told what I was doing was "impossible" (i.e shooting nades at 
people and hitting them)


So, relax. No one who sits facing the shiny side of their monitor
will  be playing on Valve servers via quickplay for any length of time 
because

the servers are swamped with the confused and bewildered.

You can (as I have in the past) jump from valve server to valve server and
find a decent round, but you'd spend all day doing that with
the quickplay button joining random servers.

Who knows, perhaps the official checkbox will mix up the player base and 
change

that, but right now that doesn't appear to be the case.
--
Dan

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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread px
Join the dark side, became non-Steam!
































































/*Trolling*/


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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Doctor McKay
You know what would solve the problem for good? Remove the ability for
third parties to host TF2 servers. Valve is already heading down that road
anyway.

Obviously, I don't want this to happen, but if there's one thing that Valve
is good at, it's picking the nuclear solution to a problem.
On Jan 24, 2014 1:06 PM, "thesupremecommander" 
wrote:

> I actually sent an email to Valve about a week or so ago (back when this
> issue was just bubbling up) asking them to implement a CS:GO Overwatch-type
> system for TF2 servers. I still think that such a system is the best way to
> go without requiring Valve to manually police servers themselves, allowing
> community owners to still compete for QuickPlay traffic with servers both
> following the intent and the text of Valve's QuickPlay rules, and giving
> players the same unadulterated vanilla experience that they want.
>
> At the very least I'd like Valve to at least address the issue and discuss
> these changes with us instead of remaining completely silent.
>
>
> On Fri, Jan 24, 2014 at 12:56 PM, ics  wrote:
>
> > Well it would be just better for them to care more about our time spent
> on
> > their game because customer service is lacking a hand here. A rating
> system
> > doesn't do any good because there are quickplay rules and it's ok to
> have a
> > crap server obeying them. That's the real problem and i think thats why
> > they added only official valve servers option, so players can seek and
> feel
> > the vanilla experience while playing instead of mod this, mod that, yadda
> > yadda crap.
> >
> > But this hits us, who run legitimate servers for fun and out of sincere
> > reasons the most.
> >
> > -ics
> >
> > Jake Forrester kirjoitti:
> >
> >  What if one of us made a site specifically for rating TF2 communities
> >> and servers?  We could quite literally provide a list of crappy servers
> >> by name + IP to them once a month.  I imagine Valve does want the
> >> servers gone as much as we do, but if it's going to waste too much of an
> >> employee's time, it's not worth it to them.  If we could hand them
> >> something that's manageable and could be dealt with in part of a day,
> >> maybe they'd be more willing to shut down (or even just penalize) those
> >> communities who aren't living up to the standards either of us want.
> >>
> >> On 1/24/2014 9:35 AM, ics wrote:
> >>
> >>> There are only 2 solutuins where one is good and one is tolerable.
> >>>
> >>> The good one would be removing all the crap servers from quickplay but
> >>> thats too much work for them. The tolerable option, since there is no
> >>> going back is to take that tick off from the box that makes people
> >>> search servers among official valve servers only by default.
> >>>
> >>> -ics
> >>>
> >>> Jake Forrester kirjoitti:
> >>>
>  I don't generally post to this list, but I would like to add some
>  statistics from my community.  McKay already posted some of them, but
>  here are some more numbers.
> 
>  We run 3 dedicated boxes, and about 20 total TF2 servers.  Of those,
> 14
>  are quickplay.  The quickplay servers are mostly vanilla, with some
>  various donor perks that don't affect gameplay whatsoever.   In the
> last
>  month we have seen about***140,000 unique players* and *475,000
>  individual sessions*.  We're not a gigantic community, but we're
>  definitely not small either.  At least 2500 players have > 24 hours of
>  play time on our servers, and I don't really see those players
>  disappearing--at least not right off.
> 
>  Our community relies 100% on donations, so a temporary decrease in
>  quickplay traffic wont affect us at all in regards to keeping our
>  servers up (no ad revenue).  But looking at our server list this
>  morning, I noticed that our Chicago system which usually has 7 servers
>  full around this time of day instead has 3.  If we're unable to keep
> our
>  servers full, I'm sure the donors will eventually start to dwindle as
>  well.
> 
>  Now there's no real way for community owners to fight back.  Really
> our
>  only defense is to post to the mailing list and hope our message is
> read
>  by a Valve employee, but that alone doesn't create change.  If we can
>  all band together behind a single solution though, it certainly
> wouldn't
>  hurt our cause.
> 
>  That said, let's get the ball rolling on some ways we can help Valve
>  combat players getting matched into terrible quickplay servers,
> without
>  ripping apart the communities which make this game so great.
> 
>  Here are a couple of my ideas:
> 
>  *1) Quickplay ID Grouping*
>  Have the ability to register a community/group ID to associate
> different
>  quickplay IDs.  This way if one server breaks the terms of service,
> they
>  can all be shut down fairly easily.  Of course, this incentivises good
>  communities to use this option, and t

Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread thesupremecommander
I actually sent an email to Valve about a week or so ago (back when this
issue was just bubbling up) asking them to implement a CS:GO Overwatch-type
system for TF2 servers. I still think that such a system is the best way to
go without requiring Valve to manually police servers themselves, allowing
community owners to still compete for QuickPlay traffic with servers both
following the intent and the text of Valve's QuickPlay rules, and giving
players the same unadulterated vanilla experience that they want.

At the very least I'd like Valve to at least address the issue and discuss
these changes with us instead of remaining completely silent.


On Fri, Jan 24, 2014 at 12:56 PM, ics  wrote:

> Well it would be just better for them to care more about our time spent on
> their game because customer service is lacking a hand here. A rating system
> doesn't do any good because there are quickplay rules and it's ok to have a
> crap server obeying them. That's the real problem and i think thats why
> they added only official valve servers option, so players can seek and feel
> the vanilla experience while playing instead of mod this, mod that, yadda
> yadda crap.
>
> But this hits us, who run legitimate servers for fun and out of sincere
> reasons the most.
>
> -ics
>
> Jake Forrester kirjoitti:
>
>  What if one of us made a site specifically for rating TF2 communities
>> and servers?  We could quite literally provide a list of crappy servers
>> by name + IP to them once a month.  I imagine Valve does want the
>> servers gone as much as we do, but if it's going to waste too much of an
>> employee's time, it's not worth it to them.  If we could hand them
>> something that's manageable and could be dealt with in part of a day,
>> maybe they'd be more willing to shut down (or even just penalize) those
>> communities who aren't living up to the standards either of us want.
>>
>> On 1/24/2014 9:35 AM, ics wrote:
>>
>>> There are only 2 solutuins where one is good and one is tolerable.
>>>
>>> The good one would be removing all the crap servers from quickplay but
>>> thats too much work for them. The tolerable option, since there is no
>>> going back is to take that tick off from the box that makes people
>>> search servers among official valve servers only by default.
>>>
>>> -ics
>>>
>>> Jake Forrester kirjoitti:
>>>
 I don't generally post to this list, but I would like to add some
 statistics from my community.  McKay already posted some of them, but
 here are some more numbers.

 We run 3 dedicated boxes, and about 20 total TF2 servers.  Of those, 14
 are quickplay.  The quickplay servers are mostly vanilla, with some
 various donor perks that don't affect gameplay whatsoever.   In the last
 month we have seen about***140,000 unique players* and *475,000
 individual sessions*.  We're not a gigantic community, but we're
 definitely not small either.  At least 2500 players have > 24 hours of
 play time on our servers, and I don't really see those players
 disappearing--at least not right off.

 Our community relies 100% on donations, so a temporary decrease in
 quickplay traffic wont affect us at all in regards to keeping our
 servers up (no ad revenue).  But looking at our server list this
 morning, I noticed that our Chicago system which usually has 7 servers
 full around this time of day instead has 3.  If we're unable to keep our
 servers full, I'm sure the donors will eventually start to dwindle as
 well.

 Now there's no real way for community owners to fight back.  Really our
 only defense is to post to the mailing list and hope our message is read
 by a Valve employee, but that alone doesn't create change.  If we can
 all band together behind a single solution though, it certainly wouldn't
 hurt our cause.

 That said, let's get the ball rolling on some ways we can help Valve
 combat players getting matched into terrible quickplay servers, without
 ripping apart the communities which make this game so great.

 Here are a couple of my ideas:

 *1) Quickplay ID Grouping*
 Have the ability to register a community/group ID to associate different
 quickplay IDs.  This way if one server breaks the terms of service, they
 can all be shut down fairly easily.  Of course, this incentivises good
 communities to use this option, and the troll/spam/greedy ones not to
 use it.  I think that's fine.  Prioritize traffic of those communities
 who have > 2 servers on the same group ID, and make it a little bit
 harder to start out without a community ID (sorry new folks, but I don't
 see an elegant solution here for you).

 *2) User-based voting*
 For all users matched through quickplay, have them actually rate the
 server they were connected to once they leave.  A simple 1-5 star system
 and a "flag as abusive" button to start a ticket woul

Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread ics
Well it would be just better for them to care more about our time spent 
on their game because customer service is lacking a hand here. A rating 
system doesn't do any good because there are quickplay rules and it's ok 
to have a crap server obeying them. That's the real problem and i think 
thats why they added only official valve servers option, so players can 
seek and feel the vanilla experience while playing instead of mod this, 
mod that, yadda yadda crap.


But this hits us, who run legitimate servers for fun and out of sincere 
reasons the most.


-ics

Jake Forrester kirjoitti:

What if one of us made a site specifically for rating TF2 communities
and servers?  We could quite literally provide a list of crappy servers
by name + IP to them once a month.  I imagine Valve does want the
servers gone as much as we do, but if it's going to waste too much of an
employee's time, it's not worth it to them.  If we could hand them
something that's manageable and could be dealt with in part of a day,
maybe they'd be more willing to shut down (or even just penalize) those
communities who aren't living up to the standards either of us want.

On 1/24/2014 9:35 AM, ics wrote:

There are only 2 solutuins where one is good and one is tolerable.

The good one would be removing all the crap servers from quickplay but
thats too much work for them. The tolerable option, since there is no
going back is to take that tick off from the box that makes people
search servers among official valve servers only by default.

-ics

Jake Forrester kirjoitti:

I don't generally post to this list, but I would like to add some
statistics from my community.  McKay already posted some of them, but
here are some more numbers.

We run 3 dedicated boxes, and about 20 total TF2 servers.  Of those, 14
are quickplay.  The quickplay servers are mostly vanilla, with some
various donor perks that don't affect gameplay whatsoever.   In the last
month we have seen about***140,000 unique players* and *475,000
individual sessions*.  We're not a gigantic community, but we're
definitely not small either.  At least 2500 players have > 24 hours of
play time on our servers, and I don't really see those players
disappearing--at least not right off.

Our community relies 100% on donations, so a temporary decrease in
quickplay traffic wont affect us at all in regards to keeping our
servers up (no ad revenue).  But looking at our server list this
morning, I noticed that our Chicago system which usually has 7 servers
full around this time of day instead has 3.  If we're unable to keep our
servers full, I'm sure the donors will eventually start to dwindle as
well.

Now there's no real way for community owners to fight back.  Really our
only defense is to post to the mailing list and hope our message is read
by a Valve employee, but that alone doesn't create change.  If we can
all band together behind a single solution though, it certainly wouldn't
hurt our cause.

That said, let's get the ball rolling on some ways we can help Valve
combat players getting matched into terrible quickplay servers, without
ripping apart the communities which make this game so great.

Here are a couple of my ideas:

*1) Quickplay ID Grouping*
Have the ability to register a community/group ID to associate different
quickplay IDs.  This way if one server breaks the terms of service, they
can all be shut down fairly easily.  Of course, this incentivises good
communities to use this option, and the troll/spam/greedy ones not to
use it.  I think that's fine.  Prioritize traffic of those communities
who have > 2 servers on the same group ID, and make it a little bit
harder to start out without a community ID (sorry new folks, but I don't
see an elegant solution here for you).

*2) User-based voting*
For all users matched through quickplay, have them actually rate the
server they were connected to once they leave.  A simple 1-5 star system
and a "flag as abusive" button to start a ticket would be great.  If a
user has already rated that server, show their previous vote and allow
them to change it.  By not allowing the same user to repeatedly vote on
the same server would help cut back on people down-voting other
communities just to get more traffic sent to their own.  This can work
with the first idea to rank communities as a whole.  So if you run a
solid community and launch a new server, it wont be so hard to fill it
up.  You've proven your worth, and you shouldn't need to do it with
every server launch.  But if you run a poor community, it will affect
all your servers.

*3) Un-check the box
*Everyone else said it.  Don't pick valve servers for people by
default.  I think it's totally fine to have that option available, but
pulling all the players away who don't really understand what that means
doesn't seem fair.  I believe new players are already being matched to
Valve servers with super high priority, until they spend a few hours in
the game and get a feel for what a 100% vanilla, un

Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread 1nsane
No one cares enough to go to some website and do that.
There's already blacklists that people can import and those have no effect
on the servers listed there.

And on top of that we couldn't expect some third party website like that to
be impartial.

A system created by valve in the game itself would work better and be more
fair.


On Fri, Jan 24, 2014 at 12:43 PM, Jake Forrester
wrote:

> What if one of us made a site specifically for rating TF2 communities
> and servers?  We could quite literally provide a list of crappy servers
> by name + IP to them once a month.  I imagine Valve does want the
> servers gone as much as we do, but if it's going to waste too much of an
> employee's time, it's not worth it to them.  If we could hand them
> something that's manageable and could be dealt with in part of a day,
> maybe they'd be more willing to shut down (or even just penalize) those
> communities who aren't living up to the standards either of us want.
>
> On 1/24/2014 9:35 AM, ics wrote:
> > There are only 2 solutuins where one is good and one is tolerable.
> >
> > The good one would be removing all the crap servers from quickplay but
> > thats too much work for them. The tolerable option, since there is no
> > going back is to take that tick off from the box that makes people
> > search servers among official valve servers only by default.
> >
> > -ics
> >
> > Jake Forrester kirjoitti:
> >> I don't generally post to this list, but I would like to add some
> >> statistics from my community.  McKay already posted some of them, but
> >> here are some more numbers.
> >>
> >> We run 3 dedicated boxes, and about 20 total TF2 servers.  Of those, 14
> >> are quickplay.  The quickplay servers are mostly vanilla, with some
> >> various donor perks that don't affect gameplay whatsoever.   In the last
> >> month we have seen about***140,000 unique players* and *475,000
> >> individual sessions*.  We're not a gigantic community, but we're
> >> definitely not small either.  At least 2500 players have > 24 hours of
> >> play time on our servers, and I don't really see those players
> >> disappearing--at least not right off.
> >>
> >> Our community relies 100% on donations, so a temporary decrease in
> >> quickplay traffic wont affect us at all in regards to keeping our
> >> servers up (no ad revenue).  But looking at our server list this
> >> morning, I noticed that our Chicago system which usually has 7 servers
> >> full around this time of day instead has 3.  If we're unable to keep our
> >> servers full, I'm sure the donors will eventually start to dwindle as
> >> well.
> >>
> >> Now there's no real way for community owners to fight back.  Really our
> >> only defense is to post to the mailing list and hope our message is read
> >> by a Valve employee, but that alone doesn't create change.  If we can
> >> all band together behind a single solution though, it certainly wouldn't
> >> hurt our cause.
> >>
> >> That said, let's get the ball rolling on some ways we can help Valve
> >> combat players getting matched into terrible quickplay servers, without
> >> ripping apart the communities which make this game so great.
> >>
> >> Here are a couple of my ideas:
> >>
> >> *1) Quickplay ID Grouping*
> >> Have the ability to register a community/group ID to associate different
> >> quickplay IDs.  This way if one server breaks the terms of service, they
> >> can all be shut down fairly easily.  Of course, this incentivises good
> >> communities to use this option, and the troll/spam/greedy ones not to
> >> use it.  I think that's fine.  Prioritize traffic of those communities
> >> who have > 2 servers on the same group ID, and make it a little bit
> >> harder to start out without a community ID (sorry new folks, but I don't
> >> see an elegant solution here for you).
> >>
> >> *2) User-based voting*
> >> For all users matched through quickplay, have them actually rate the
> >> server they were connected to once they leave.  A simple 1-5 star system
> >> and a "flag as abusive" button to start a ticket would be great.  If a
> >> user has already rated that server, show their previous vote and allow
> >> them to change it.  By not allowing the same user to repeatedly vote on
> >> the same server would help cut back on people down-voting other
> >> communities just to get more traffic sent to their own.  This can work
> >> with the first idea to rank communities as a whole.  So if you run a
> >> solid community and launch a new server, it wont be so hard to fill it
> >> up.  You've proven your worth, and you shouldn't need to do it with
> >> every server launch.  But if you run a poor community, it will affect
> >> all your servers.
> >>
> >> *3) Un-check the box
> >> *Everyone else said it.  Don't pick valve servers for people by
> >> default.  I think it's totally fine to have that option available, but
> >> pulling all the players away who don't really understand what that means
> >> doesn't seem fair.  I believe new players 

Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Jake Forrester
What if one of us made a site specifically for rating TF2 communities
and servers?  We could quite literally provide a list of crappy servers
by name + IP to them once a month.  I imagine Valve does want the
servers gone as much as we do, but if it's going to waste too much of an
employee's time, it's not worth it to them.  If we could hand them
something that's manageable and could be dealt with in part of a day,
maybe they'd be more willing to shut down (or even just penalize) those
communities who aren't living up to the standards either of us want.

On 1/24/2014 9:35 AM, ics wrote:
> There are only 2 solutuins where one is good and one is tolerable.
>
> The good one would be removing all the crap servers from quickplay but
> thats too much work for them. The tolerable option, since there is no
> going back is to take that tick off from the box that makes people
> search servers among official valve servers only by default.
>
> -ics
>
> Jake Forrester kirjoitti:
>> I don't generally post to this list, but I would like to add some
>> statistics from my community.  McKay already posted some of them, but
>> here are some more numbers.
>>
>> We run 3 dedicated boxes, and about 20 total TF2 servers.  Of those, 14
>> are quickplay.  The quickplay servers are mostly vanilla, with some
>> various donor perks that don't affect gameplay whatsoever.   In the last
>> month we have seen about***140,000 unique players* and *475,000
>> individual sessions*.  We're not a gigantic community, but we're
>> definitely not small either.  At least 2500 players have > 24 hours of
>> play time on our servers, and I don't really see those players
>> disappearing--at least not right off.
>>
>> Our community relies 100% on donations, so a temporary decrease in
>> quickplay traffic wont affect us at all in regards to keeping our
>> servers up (no ad revenue).  But looking at our server list this
>> morning, I noticed that our Chicago system which usually has 7 servers
>> full around this time of day instead has 3.  If we're unable to keep our
>> servers full, I'm sure the donors will eventually start to dwindle as
>> well.
>>
>> Now there's no real way for community owners to fight back.  Really our
>> only defense is to post to the mailing list and hope our message is read
>> by a Valve employee, but that alone doesn't create change.  If we can
>> all band together behind a single solution though, it certainly wouldn't
>> hurt our cause.
>>
>> That said, let's get the ball rolling on some ways we can help Valve
>> combat players getting matched into terrible quickplay servers, without
>> ripping apart the communities which make this game so great.
>>
>> Here are a couple of my ideas:
>>
>> *1) Quickplay ID Grouping*
>> Have the ability to register a community/group ID to associate different
>> quickplay IDs.  This way if one server breaks the terms of service, they
>> can all be shut down fairly easily.  Of course, this incentivises good
>> communities to use this option, and the troll/spam/greedy ones not to
>> use it.  I think that's fine.  Prioritize traffic of those communities
>> who have > 2 servers on the same group ID, and make it a little bit
>> harder to start out without a community ID (sorry new folks, but I don't
>> see an elegant solution here for you).
>>
>> *2) User-based voting*
>> For all users matched through quickplay, have them actually rate the
>> server they were connected to once they leave.  A simple 1-5 star system
>> and a "flag as abusive" button to start a ticket would be great.  If a
>> user has already rated that server, show their previous vote and allow
>> them to change it.  By not allowing the same user to repeatedly vote on
>> the same server would help cut back on people down-voting other
>> communities just to get more traffic sent to their own.  This can work
>> with the first idea to rank communities as a whole.  So if you run a
>> solid community and launch a new server, it wont be so hard to fill it
>> up.  You've proven your worth, and you shouldn't need to do it with
>> every server launch.  But if you run a poor community, it will affect
>> all your servers.
>>
>> *3) Un-check the box
>> *Everyone else said it.  Don't pick valve servers for people by
>> default.  I think it's totally fine to have that option available, but
>> pulling all the players away who don't really understand what that means
>> doesn't seem fair.  I believe new players are already being matched to
>> Valve servers with super high priority, until they spend a few hours in
>> the game and get a feel for what a 100% vanilla, un-moderated server is
>> like.  Good!  Keep doing that.  Just don't grab the players who aren't
>> new to the game, but haven't learned how to connect anywhere without
>> quickplay button.
>>
>> ~ rann
>> ___
>> To unsubscribe, edit your list preferences, or view the list
>> archives, please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/lis

Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Jake Forrester
I also wanted to quickly point out that according to McKay's graph
(http://i.imgur.com/91xNnU1.png), quickplayers are mostly free-to-play
folks.  This means that Valve has made absolutely no money on them in
regards to TF2.  The people who are using the community market and
buying things in the Mann Co Store are the ones who generally play on
community servers.  The whole "I want to look cool in-game" business
model doesn't really work on people who are constantly playing with
randoms.  Users need to get matched to community servers in order for
them to regularly play with the same people, make in-game friends, and
ultimately buy items.

I'm sure Valve has more statistics on that that we do, but from what
where I sit, this decision seems somewhat silly. 

Maybe their hopes are that less people will use the quickplay system,
which could totally happen, but not before a bunch of good communities
die out due to lack of traffic.

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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread ics

There are only 2 solutuins where one is good and one is tolerable.

The good one would be removing all the crap servers from quickplay but 
thats too much work for them. The tolerable option, since there is no 
going back is to take that tick off from the box that makes people 
search servers among official valve servers only by default.


-ics

Jake Forrester kirjoitti:

I don't generally post to this list, but I would like to add some
statistics from my community.  McKay already posted some of them, but
here are some more numbers.

We run 3 dedicated boxes, and about 20 total TF2 servers.  Of those, 14
are quickplay.  The quickplay servers are mostly vanilla, with some
various donor perks that don't affect gameplay whatsoever.   In the last
month we have seen about***140,000 unique players* and *475,000
individual sessions*.  We're not a gigantic community, but we're
definitely not small either.  At least 2500 players have > 24 hours of
play time on our servers, and I don't really see those players
disappearing--at least not right off.

Our community relies 100% on donations, so a temporary decrease in
quickplay traffic wont affect us at all in regards to keeping our
servers up (no ad revenue).  But looking at our server list this
morning, I noticed that our Chicago system which usually has 7 servers
full around this time of day instead has 3.  If we're unable to keep our
servers full, I'm sure the donors will eventually start to dwindle as well.

Now there's no real way for community owners to fight back.  Really our
only defense is to post to the mailing list and hope our message is read
by a Valve employee, but that alone doesn't create change.  If we can
all band together behind a single solution though, it certainly wouldn't
hurt our cause.

That said, let's get the ball rolling on some ways we can help Valve
combat players getting matched into terrible quickplay servers, without
ripping apart the communities which make this game so great.

Here are a couple of my ideas:

*1) Quickplay ID Grouping*
Have the ability to register a community/group ID to associate different
quickplay IDs.  This way if one server breaks the terms of service, they
can all be shut down fairly easily.  Of course, this incentivises good
communities to use this option, and the troll/spam/greedy ones not to
use it.  I think that's fine.  Prioritize traffic of those communities
who have > 2 servers on the same group ID, and make it a little bit
harder to start out without a community ID (sorry new folks, but I don't
see an elegant solution here for you).

*2) User-based voting*
For all users matched through quickplay, have them actually rate the
server they were connected to once they leave.  A simple 1-5 star system
and a "flag as abusive" button to start a ticket would be great.  If a
user has already rated that server, show their previous vote and allow
them to change it.  By not allowing the same user to repeatedly vote on
the same server would help cut back on people down-voting other
communities just to get more traffic sent to their own.  This can work
with the first idea to rank communities as a whole.  So if you run a
solid community and launch a new server, it wont be so hard to fill it
up.  You've proven your worth, and you shouldn't need to do it with
every server launch.  But if you run a poor community, it will affect
all your servers.

*3) Un-check the box
*Everyone else said it.  Don't pick valve servers for people by
default.  I think it's totally fine to have that option available, but
pulling all the players away who don't really understand what that means
doesn't seem fair.  I believe new players are already being matched to
Valve servers with super high priority, until they spend a few hours in
the game and get a feel for what a 100% vanilla, un-moderated server is
like.  Good!  Keep doing that.  Just don't grab the players who aren't
new to the game, but haven't learned how to connect anywhere without
quickplay button.

~ rann
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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Jake Forrester
I don't generally post to this list, but I would like to add some
statistics from my community.  McKay already posted some of them, but
here are some more numbers.

We run 3 dedicated boxes, and about 20 total TF2 servers.  Of those, 14
are quickplay.  The quickplay servers are mostly vanilla, with some
various donor perks that don't affect gameplay whatsoever.   In the last
month we have seen about***140,000 unique players* and *475,000
individual sessions*.  We're not a gigantic community, but we're
definitely not small either.  At least 2500 players have > 24 hours of
play time on our servers, and I don't really see those players
disappearing--at least not right off.

Our community relies 100% on donations, so a temporary decrease in
quickplay traffic wont affect us at all in regards to keeping our
servers up (no ad revenue).  But looking at our server list this
morning, I noticed that our Chicago system which usually has 7 servers
full around this time of day instead has 3.  If we're unable to keep our
servers full, I'm sure the donors will eventually start to dwindle as well.

Now there's no real way for community owners to fight back.  Really our
only defense is to post to the mailing list and hope our message is read
by a Valve employee, but that alone doesn't create change.  If we can
all band together behind a single solution though, it certainly wouldn't
hurt our cause.

That said, let's get the ball rolling on some ways we can help Valve
combat players getting matched into terrible quickplay servers, without
ripping apart the communities which make this game so great.

Here are a couple of my ideas:

*1) Quickplay ID Grouping*
Have the ability to register a community/group ID to associate different
quickplay IDs.  This way if one server breaks the terms of service, they
can all be shut down fairly easily.  Of course, this incentivises good
communities to use this option, and the troll/spam/greedy ones not to
use it.  I think that's fine.  Prioritize traffic of those communities
who have > 2 servers on the same group ID, and make it a little bit
harder to start out without a community ID (sorry new folks, but I don't
see an elegant solution here for you).

*2) User-based voting*
For all users matched through quickplay, have them actually rate the
server they were connected to once they leave.  A simple 1-5 star system
and a "flag as abusive" button to start a ticket would be great.  If a
user has already rated that server, show their previous vote and allow
them to change it.  By not allowing the same user to repeatedly vote on
the same server would help cut back on people down-voting other
communities just to get more traffic sent to their own.  This can work
with the first idea to rank communities as a whole.  So if you run a
solid community and launch a new server, it wont be so hard to fill it
up.  You've proven your worth, and you shouldn't need to do it with
every server launch.  But if you run a poor community, it will affect
all your servers.

*3) Un-check the box
*Everyone else said it.  Don't pick valve servers for people by
default.  I think it's totally fine to have that option available, but
pulling all the players away who don't really understand what that means
doesn't seem fair.  I believe new players are already being matched to
Valve servers with super high priority, until they spend a few hours in
the game and get a feel for what a 100% vanilla, un-moderated server is
like.  Good!  Keep doing that.  Just don't grab the players who aren't
new to the game, but haven't learned how to connect anywhere without
quickplay button.

~ rann
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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread dan

On 24/01/2014 15:08, Rudy Bleeker wrote:

On Fri, Jan 24, 2014 at 5:27 AM, dan  wrote:

Why add all the incentives to win MvM and none for the multiplayer and,
worse,
make those MvM prizes hurt the multiplayer objectives even more?

The answer to this is simple. Official MvM mode where you get those
prizes, aka Mann-Up, still makes Valve money with the sale of tickets
and surplus vouchers, where as community servers or even their own
quickplay servers don't really since you can buy your hats and other
items for MvM as well as the 'normal' game.


That's not the answer - that's the question.
Why hasn't valve added incentives and tickets to the MP game?

To me personally MvM doesn't seem to require skill or at least
not the skills that I would care about learning. So I've not really 
bothered.


It's like L4D it's "we can't do good ai, so we'll just do a lot of ai 
and ramping up

"difficulty"  just means the AI need more shots to kill them"

I get why some people enjoy it, but I want the things I throw nades at 
to wiggle the mouse a bit
and make it at least something of a challenge - I want missing to be an 
option.


Rather than a tank you can't miss requiring tons of nades spammed at it 
or a group of bots

all running along in a straight line, straight into your shots.

You could kill tanks the same way you can play keyboards for pink floyd 
songs, by taping the keys

down and going to fetch a coffee while the guitarist has fun.

But I'd buy tickets for a MP version - or even a single player version 
that required more

skill and less attrition.

If tickets make money and mean that there will be servers with people 
actually trying

to win for a change, it'd be good.

--
Dan

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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread 1nsane
As it has become common now. Instead of actually fixing the underlying
problem they go for the nuclear quickfix option.

Quickplay was flawed to begin with. A server with a new quickplay id and
server ip can get full and stay full soon as it goes up if fake players are
used.
Such completely new and untrusted servers should not have been getting
priority over established ones.

There were people on this very list saying how their QP traffic died up and
then they just created a new QP id and it came back.

Another thing to note is that valve's servers are completely un-moderated
and don't always have good performance. Votes are often abused.
Hackers are harder to get rid of as well. There's also no real community
presence on valve servers. You can't just pick a valve server and meet with
regulars there. You can't even expect that valve server to stay up.
Sometimes they go down for weeks or switch to Mann Up.

Why not have a trusted server option for quickplay? Have someone at valve
(or even possibly the players themselves through some means) approve
servers and make sure these ones match valve's goals for quickplay.

In the end it's not like valve will even have all their servers up and
properly maintained all the time. I'm sure they will decrease the number
again when they feel like it. And by then there might not be enough vanilla
community servers around to handle the surplus traffic properly. Which can
lead to players being sent to less vanilla servers like during other bigger
updates. Halloween being one example where quickplay was sending players to
unregistered servers as well as servers running more than 24 slots.


On Fri, Jan 24, 2014 at 10:08 AM, Rudy Bleeker  wrote:

> On Fri, Jan 24, 2014 at 5:27 AM, dan  wrote:
> > Why add all the incentives to win MvM and none for the multiplayer and,
> > worse,
> > make those MvM prizes hurt the multiplayer objectives even more?
>
> The answer to this is simple. Official MvM mode where you get those
> prizes, aka Mann-Up, still makes Valve money with the sale of tickets
> and surplus vouchers, where as community servers or even their own
> quickplay servers don't really since you can buy your hats and other
> items for MvM as well as the 'normal' game.
>
> As for the rest of the discussion, I would argue that Valve has chosen
> to dumb down the whole TF2 experience for new and existing players to
> a one-button solution and this is just the latest step towards that
> goal (maybe even the last). From that you could conclude that they
> don't give a damn about communities anymore, I don't really have an
> opinion about that. Fact is that they now have more control over the
> player experience, which seems to be what they want so I doubt they'll
> revert this change.
>
>
>
> --
> Idleness is not doing nothing. Idleness is being free to do anything.
>   - Floyd Dell
>
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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread dan

On 24/01/2014 04:47, Chris Oryschak wrote:

We can all just play on valve servers but you are failing to realize that
we are the ones that made TF2 better.  Playing vanilla with no sense of
community, added benefits; stats, incentives, contests that some of us run
make TF2 enjoyable to keep coming back to play.  We are added value that
helps keep TF2 interesting.


Self evidently not if you're worried about this.
You've listed 2 words "benefits, incentives" - that aren't actually
concrete things.

Besides, Valve could do benefits, incentives and run
contests, is that really a competition you want?

They could add stats easily enough if they
wanted to and if they made sense (but the stats TF2 servers
use are nonsensical anyway)

It still doesn't answer the basic question - why
does everyone here think they are entitled to players on
their server?

I tell you the main reason I would stop playing TF2 on pub servers, it's
because the pub community isn't interested in playing the game.
It's just dull playing on servers that have the same set of 
disinterested players

all the time that don't play to win.

I notice this most of all when Valve take their servers away for 
whatever reason
(halloween for e.g) I join servers with 24 people that are simply not 
playing.


I suppose the comp community is the answer here, but
there's a lot of hassle and organisation required to get 6v6
and you end up (at least my son did when he did it) spending
more time organising 12 people to all turn up at the same time
on the same server as you do actually playing.

And I don't want that hassle, but I would play on servers that had
people who wanted to win on them. I don't mean they play
sniper and use the option to vote to scramble if their team is losing
or switch teams if they think red has the better players. I mean people
who want to win and play to that end, win or lose.

That would be a community worth joining. But no one has afaict
created that community, or tried to create that community.

I don't see these communities of servers and servers and players that
are making the game great. I just see a group of people that run
what they they think they need to make money and to
feel like they're in charge of a bunch of people.

e.g If I look down MrMcKay's list of plugins he's written on his website,
it seems many of them are concerned with exercising control over people
or invading their privacy.
Whether it's faking convars or letting admins impersonate players, or 
seeing who they have muted.
There's nothing there to make the game better from the player's 
perspective. For sure, you can say
some of these things are needed, but there's no evidence of people 
adding benefits

to the game. No evidence of to them showing Valve how it should be done.

Perhaps a few people who run one server, but, because everyone else is 
running
loads of servers they are wasting their time unless they have a group of 
friends that will join and play.


Because the TF2 player base doesn't magically increase because you run a 
server or 100.


It's like trying to trade in TF2 with 1 account. People came along that 
created
20+ accounts - and that didn't make them rich like they hoped. They just 
got the same money
but now they are doing 20x the work that they did before. Greed just 
caused the value

of items in the economy to nose dive.

Running servers for the same sized player base is no different. There's 
no more money to be had
by increasing the number of servers you run. There aren't more players 
magically created and

any buffoon can run lots of servers, there's no barrier to entry - and there
really is very few out there, if any, with the imagination to actually 
make their servers better.


I think valve have created a bit of a monster.

A community of people who used to play a game, but now don't want to do
anything now unless it makes them money - even if it costs them more 
money to

buy what they need to make that money.

The people that run piles and piles of servers are just doing that.
They aren't creating community and if they are, well
Valve must be too with their servers, because they are
doing the same thing.

Unless you're suggesting that plugins make a community
because that's the only real difference between valve's servers
and most of the others.

--
Dan

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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Rudy Bleeker
On Fri, Jan 24, 2014 at 5:27 AM, dan  wrote:
> Why add all the incentives to win MvM and none for the multiplayer and,
> worse,
> make those MvM prizes hurt the multiplayer objectives even more?

The answer to this is simple. Official MvM mode where you get those
prizes, aka Mann-Up, still makes Valve money with the sale of tickets
and surplus vouchers, where as community servers or even their own
quickplay servers don't really since you can buy your hats and other
items for MvM as well as the 'normal' game.

As for the rest of the discussion, I would argue that Valve has chosen
to dumb down the whole TF2 experience for new and existing players to
a one-button solution and this is just the latest step towards that
goal (maybe even the last). From that you could conclude that they
don't give a damn about communities anymore, I don't really have an
opinion about that. Fact is that they now have more control over the
player experience, which seems to be what they want so I doubt they'll
revert this change.



-- 
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  - Floyd Dell

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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Frank
I agree with this 100% - WHY??
Having this to start with is a community killer then you tack on having it
checked by default. 

I don't think Valve understands that without the support of communities the
player counts for games like TF2 will start to diminish much faster, faster
than they can produce more pointless additions to the game. My only hope is
this change is reverted asap and the future shows more community support
well before they release a new character to play as. 




-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Doctor McKay
Sent: Thursday, January 23, 2014 8:12 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Prevent game servers from redirecting players to
alternate servers when players connect through quickplay

Why?

Adding a "Valve servers only" checkbox (that's checked by default) is going
to hurt enough (and only those communities that are playing by the rules;
cheating communities will just steal *more* traffic from the legitimate
communities).

It's now all but impossible to try to retain a client who joined via
Quickplay (and those are the clients we *need* to retain). We can't show
them our website. We can't even allow them to use a menu to jump to another
one of our servers anymore.

Please think about what you're doing. If your intention is to harm the good
communities, you're doing a fine job at it.

Dr. McKay
www.doctormckay.com
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Re: [hlds_linux] Prevent game servers from redirecting players to

2014-01-24 Thread Bjorn Wielens
HaveĀ  we already forgotten the quickplay shenanigans from valve during the most 
recent Halloween event? This is just more of the same. They've already made 
their stance abundantly clear to communities.

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Re: [hlds_linux] Prevent game servers from redirecting players to

2014-01-24 Thread Paul
I completely agree. You're not the only one, there's many
complaints/objections over this, but Valve probably will put deaf ears on
them (this is normally what has happened in the past with other changes
they implemented). I'd be surprised if many QP run communities remain open
now, they might change map to a non-QP one, the game they host, or just
close and give up. Perhaps this is Valve's intention, to rid of QP reliant
community servers and run them by themselves.


On 24 January 2014 07:34, Miika Laaksonen  wrote:

> What? This option is actually enabled by default?
>
> This is actually going to be really bad for us, I started hosting TF2
> servers about two years ago. Since then our
> community has grown a lot, but not enough to keep stable player counts on
> our servers when compared to a lot
> older communities/servers. The quickplay has been a god-send for us, we
> have a large enough community to get
> the quickplay going, so it has saved our servers. Now without it, I fear
> that our servers are pretty much going
> to die because of this.
>
> Didn't the quickplay option at one point send players by default to Valve
> servers if they had low playtime in TF2?
> Was it removed or is it still there? I don't mind having the players an
> option to enable this, but being that it is
> enabled by default, it really brings a major problem to small and new
> communities.
>
> When I started playing TF2, I absolutely hated those modded servers, so my
> goal has always to run servers as
> Vanilla and have a friendly and relaxing atmosphere. Just yesterday a
> player told me that this is the best server
> she has played on and that makes it all worthwhile to host these servers.
> Now this is the first time I actually fear
> that our servers are done for.
>
> - Miika
>
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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Paul
Unfortunately despite most of us objecting to this change, I doubt Valve
will change their stand on it. We've had other objections over changes in
the past with Valve not saying a single word in response, I'm almost
certain Valve will turn deaf ears on our objections once again, I get the
impression that they don't seem to really care for the community servers
anymore and are making good attempts at driving them away little by little,
the very servers which (for the most part anyway) made Team Fortress 2
populated and gave it recognition. Now it seems it has population and
recognition, it feels as if they're making efforts to ditch community run
servers and do it by themselves.

In a basic summary, this is just another bodged quick fix method to dealing
with servers that aren't really vanilla or completely following their
(Valve) QP requirements, rather than actually doing something useful for
the majority of community servers (which are playing fair) about such
servers (which aren't playing fair). "If one isn't alright, then we'll
pretty much punish everyone including the one that isn't alright". Also
@Kyle, I don't see how ads are related to this change. Ads were blocked on
Quickplay connecting clients way before this update.

Quickplay is really just a bad implementation imo. Return to the good ol'
days where we had to use the server browser, we found unique communities
and explored more of them that way, than most newcomers would bother doing
these days because of QP.

My two cents. I'm sure someone will disagree with me though - lol.
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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Erik-jan Riemers
All my "quickplay" servers died, and i aint exactly tiny, but all my custom
servers still do just fine but a "all maps 1" server is never full anymore.
Even an x3 map with no quickplay is always full.. i have no clue where they
are coming from these days. But as any community i do it for the community
and for the fun. (not for the money, as i see the main reason why quickplay
went this way with people setting up 100 servers just to farm with ads)


2014/1/24 Valentin G. 

> I can't actually believe people are still defending this decision.
>
>
> On Fri, Jan 24, 2014 at 4:31 AM, Mike jons 
> wrote:
>
> > I completely agree Dan. I am just a small community with a couple
> servers,
> > but the population went straight down the drain after this patch. They
> > would normally be full this time of night. My servers are vanilla and as
> > plain as they almost get besides having sourcemod for admin on there. No
> > extra modifications or any of that. Yet, Valve doesn't realize that this
> > will kill off a bunch of the smaller guys because of the lack of players
> > now.
> >
> > > Date: Thu, 23 Jan 2014 21:34:11 -0500
> > > From: ch...@oryschak.com
> > > To: hlds_linux@list.valvesoftware.com
> > > Subject: Re: [hlds_linux] Prevent game servers from redirecting players
> > to alternate servers when players connect through quickplay
> > >
> > > Dan,
> > >
> > > That's only ~1/2 my player slots filled when it's normally near full
> > > capacity thanks to quickplay filling in the gaps.  I'm a community that
> > has
> > > been around for a long time and couldn't imagine anyone starting out to
> > try
> > > to build themselves now.
> > >
> > > These numbers are after an update release that (everyone knows)
> provides
> > a
> > > much larger influx of players on your server for that day.
> > >
> > > At least 5 yrs ago when we all started running servers there was no
> > > quickplay that instantly stole players; it was fair game for everyone -
> > as
> > > they all used the gamebrowser to find the server of choice.  Now QP
> takes
> > > in probably close to 50%+ of the player traffic that is now 99% going
> to
> > > Valve's servers.
> > >
> > > This is crippling for everyone. As Robert has said, i have never spoken
> > out
> > > on all the previous changes but this was the last kick at the cat and
> > feel
> > > i need to voice my concerns.
> > >
> > >
> > >
> > >
> > > On Thu, Jan 23, 2014 at 9:09 PM, dan  wrote:
> > >
> > > > On 24/01/2014 01:24, Chris Oryschak wrote:
> > > >
> > > >> I currently have 235 players on my servers right now, of all of
> those
> > only
> > > >> 23 players are from quickplay.
> > > >>
> > > >
> > > > What difference will this change make to you then?
> > > >
> > > > --
> > > > Dan
> > > >
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
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> > > >
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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Valentin G.
I can't actually believe people are still defending this decision.


On Fri, Jan 24, 2014 at 4:31 AM, Mike jons  wrote:

> I completely agree Dan. I am just a small community with a couple servers,
> but the population went straight down the drain after this patch. They
> would normally be full this time of night. My servers are vanilla and as
> plain as they almost get besides having sourcemod for admin on there. No
> extra modifications or any of that. Yet, Valve doesn't realize that this
> will kill off a bunch of the smaller guys because of the lack of players
> now.
>
> > Date: Thu, 23 Jan 2014 21:34:11 -0500
> > From: ch...@oryschak.com
> > To: hlds_linux@list.valvesoftware.com
> > Subject: Re: [hlds_linux] Prevent game servers from redirecting players
> to alternate servers when players connect through quickplay
> >
> > Dan,
> >
> > That's only ~1/2 my player slots filled when it's normally near full
> > capacity thanks to quickplay filling in the gaps.  I'm a community that
> has
> > been around for a long time and couldn't imagine anyone starting out to
> try
> > to build themselves now.
> >
> > These numbers are after an update release that (everyone knows) provides
> a
> > much larger influx of players on your server for that day.
> >
> > At least 5 yrs ago when we all started running servers there was no
> > quickplay that instantly stole players; it was fair game for everyone -
> as
> > they all used the gamebrowser to find the server of choice.  Now QP takes
> > in probably close to 50%+ of the player traffic that is now 99% going to
> > Valve's servers.
> >
> > This is crippling for everyone. As Robert has said, i have never spoken
> out
> > on all the previous changes but this was the last kick at the cat and
> feel
> > i need to voice my concerns.
> >
> >
> >
> >
> > On Thu, Jan 23, 2014 at 9:09 PM, dan  wrote:
> >
> > > On 24/01/2014 01:24, Chris Oryschak wrote:
> > >
> > >> I currently have 235 players on my servers right now, of all of those
> only
> > >> 23 players are from quickplay.
> > >>
> > >
> > > What difference will this change make to you then?
> > >
> > > --
> > > Dan
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >
> > ___
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>
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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Mike jons
I completely agree Dan. I am just a small community with a couple servers, but 
the population went straight down the drain after this patch. They would 
normally be full this time of night. My servers are vanilla and as plain as 
they almost get besides having sourcemod for admin on there. No extra 
modifications or any of that. Yet, Valve doesn't realize that this will kill 
off a bunch of the smaller guys because of the lack of players now.

> Date: Thu, 23 Jan 2014 21:34:11 -0500
> From: ch...@oryschak.com
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Prevent game servers from redirecting players to 
> alternate servers when players connect through quickplay
> 
> Dan,
> 
> That's only ~1/2 my player slots filled when it's normally near full
> capacity thanks to quickplay filling in the gaps.  I'm a community that has
> been around for a long time and couldn't imagine anyone starting out to try
> to build themselves now.
> 
> These numbers are after an update release that (everyone knows) provides a
> much larger influx of players on your server for that day.
> 
> At least 5 yrs ago when we all started running servers there was no
> quickplay that instantly stole players; it was fair game for everyone - as
> they all used the gamebrowser to find the server of choice.  Now QP takes
> in probably close to 50%+ of the player traffic that is now 99% going to
> Valve's servers.
> 
> This is crippling for everyone. As Robert has said, i have never spoken out
> on all the previous changes but this was the last kick at the cat and feel
> i need to voice my concerns.
> 
> 
> 
> 
> On Thu, Jan 23, 2014 at 9:09 PM, dan  wrote:
> 
> > On 24/01/2014 01:24, Chris Oryschak wrote:
> >
> >> I currently have 235 players on my servers right now, of all of those only
> >> 23 players are from quickplay.
> >>
> >
> > What difference will this change make to you then?
> >
> > --
> > Dan
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
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Re: [hlds_linux] Prevent game servers from redirecting players to

2014-01-24 Thread Miika Laaksonen
What? This option is actually enabled by default?

This is actually going to be really bad for us, I started hosting TF2 servers 
about two years ago. Since then our
community has grown a lot, but not enough to keep stable player counts on our 
servers when compared to a lot
older communities/servers. The quickplay has been a god-send for us, we have a 
large enough community to get
the quickplay going, so it has saved our servers. Now without it, I fear that 
our servers are pretty much going
to die because of this.

Didn't the quickplay option at one point send players by default to Valve 
servers if they had low playtime in TF2?
Was it removed or is it still there? I don't mind having the players an option 
to enable this, but being that it is
enabled by default, it really brings a major problem to small and new 
communities.

When I started playing TF2, I absolutely hated those modded servers, so my goal 
has always to run servers as
Vanilla and have a friendly and relaxing atmosphere. Just yesterday a player 
told me that this is the best server
she has played on and that makes it all worthwhile to host these servers. Now 
this is the first time I actually fear
that our servers are done for.

- Miika
  
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