Re: [hlds] Rethinking the community quickplay ban

2015-02-06 Thread Paul
I'm wondering if, for some daft reason, Valve actually wants TF2 to slowly become quieter until it's eventually dead. Still, they haven't made any comment here so far which leads me to believe they don't give a care. I agree with what someone else said earlier though, more drastic methods might be

Re: [hlds] Rethinking the community quickplay ban

2015-02-06 Thread spacebur...@gmail.com
If you start breaking rules as somebody here suggested, all that will do is prove Valve right - that community servers are not to be trusted. There must be some other way to take action. On 6 February 2015 at 21:08, Paul ubyu@gmail.com wrote: I'm wondering if, for some daft reason, Valve

Re: [hlds] Rethinking the community quickplay ban

2015-02-06 Thread 2xcombatvet
-- next part -- An HTML attachment was scrubbed... URL: https://list.valvesoftware.com/cgi-bin/mailman/private/hlds/attachments/20150206/0827506f/attachment.html -- ___ To unsubscribe, edit your list

[hlds] Rethinking the community quickplay ban

2015-02-06 Thread Robert Paulson
Abusing quickplay is the dumbest idea I ever heard. The entire point of these complaints is that almost no one is using community quickplay because the UI is so bad and skewed in favor of official servers. Since everyone else is putting forth their own solutions and theories, I will repeat mine.

Re: [hlds] Rethinking the community quickplay ban

2015-02-06 Thread E. Olsen
I agree that going out of our way to abuse quickplay break the rules is pretty shortsighted and ill-conceived. Having said that, there are always people that say it was not about ads or they made the change because of THIS, but the truth is no one really knows, because the TF2 team never TOLD US

Re: [hlds] Rethinking the community quickplay ban

2015-02-06 Thread spacebur...@gmail.com
A large part of the fact community is waning comes from the natural life cycle of a game. TF2 has been around for almost 7 years now, and truth be told, it doesn't have the staying power that games like CS do. That is not to say Valve's mishandling of quickplay doesn't contribute to it, though.

Re: [hlds] Rethinking the community quickplay ban

2015-02-06 Thread José Gomes
://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- next part -- An HTML attachment was scrubbed... URL: https://list.valvesoftware.com/cgi-bin/mailman/private/hlds/attachments/20150206/0827506f/attachment.html https://list.valvesoftware.com/cgi-bin/mailman/private/hlds/attachments

Re: [hlds] Rethinking the community quickplay ban

2015-02-06 Thread Yun Huang Yong
Amusingly this is exactly the problem that community servers help with. Community servers run community made maps - free, fresh content. Community servers have... communities. No one talks about games like soccer dying. The rules rarely ever change, there's no new content. But the game

Re: [hlds] Rethinking the community quickplay ban

2015-02-06 Thread spacebur...@gmail.com
Not as much as games like CS do, I mean. What has kept it alive thus far was mostly the steady stream of major updates, drawing new players and pulling the old ones back in. Lately, it seems to be slowing down. On 7 February 2015 at 04:56, Albert Davis davis.alb...@gmail.com wrote: It doesn't

Re: [hlds] Rethinking the community quickplay ban

2015-02-06 Thread Robert Paulson
Up until (guess when?) last year, TF2 had more players than CS:GO, and it was already 2 years old. The usual cycle of dying in a few years like Call of Duty does not and should not apply to a game that is both free and heavily updated. A more apt comparison would be with a game like League of

Re: [hlds] Rethinking the community quickplay ban

2015-02-06 Thread spacebur...@gmail.com
Nobody's saying it justifies anything. Just pointing out that, while the game has a lot of players for a 7 years old one, the trend only goes downward from here. Call of Duty is not a good example, since it does get an update every year, except you pay the full price for it. On 7 February 2015

Re: [hlds] Rethinking the community quickplay ban

2015-02-06 Thread Robert Paulson
Thank you for pointing out the obvious that old games lose players. If you are going to argue that a heavily updated F2P game is supposed to be losing a lot of players now, I kindly ask you not to derail this thread and start a new one. This is something that Valve is an obligation to deal with,

Re: [hlds] Rethinking the community quickplay ban

2015-02-06 Thread Albert Davis
It doesn't have staying power? How so? On Fri, Feb 6, 2015 at 6:01 PM, spacebur...@gmail.com spacebur...@gmail.com wrote: A large part of the fact community is waning comes from the natural life cycle of a game. TF2 has been around for almost 7 years now, and truth be told, it doesn't have

Re: [hlds] Rethinking the community quickplay ban

2015-02-06 Thread Bubka3
/attachments/20150206/0827506f/attachment.html -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds End of hlds Digest, Vol 46

Re: [hlds] Rethinking the community quickplay ban

2015-02-06 Thread spacebur...@gmail.com
I get the feeling Valve simply doesn't trust the community to provide a quality experience anymore. Some of it is justified, but lumping all the community server providers with the likes of Saigns and Nighteam is hardly fair. On 6 February 2015 at 13:30, Anthony James Duncan

Re: [hlds] Rethinking the community quickplay ban

2015-02-06 Thread E. Olsen
That's my point, though. Even if there are servers who break the rules (there always will be), putting the power back into the hands of the players by making their personal blacklist work with both the server browser AND quickplay solves that problem all together. If the server IS breaking the

Re: [hlds] Rethinking the community quickplay ban

2015-02-06 Thread Anthony James Duncan
Hopefully Valve would then use that opportunity to restore a little more power the Valve Community ‘Moderators’ and a system that’s similar to upward/downward fast. So if you receive enough negative reports you’d lose 20-30% of the quickplay traffic instead of someone with positive feedback

Re: [hlds] Rethinking the community quickplay ban

2015-02-06 Thread Andre Müller
Normally I don't write to those topics, because I don't play longer TF2. This does nothing to do with the change of their mind. The big problem is, that valve seems to be blind and took the server admins freedom. Guys, who created big communities around valves TF2, spent much time and effort in

Re: [hlds] Rethinking the community quickplay ban

2015-02-06 Thread Anthony James Duncan
To be honest the new quick play rules don’t even seem to be followed at all, An example being Skial now kicking people to make room of reserve slots if they so happen to dare to block ads when the server is full. From: hlds-boun...@list.valvesoftware.com

[hlds] Rethinking the community quickplay ban

2015-02-06 Thread Supreet Sahni
: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- next part -- An HTML attachment was scrubbed... URL: https://list.valvesoftware.com/cgi-bin/mailman/private/hlds/attachments/20150206/0827506f/attachment.html

Re: [hlds] Rethinking the community quickplay ban

2015-02-06 Thread 2xcombatvet
Olsen, I agree with the blacklisting servers. But there are soo many scammers and hackers out there that if you are running a really good server. Some A holes could just come along and blacklist your server and negatively effect ur server that u worked so hard on... And trust me there are a

Re: [hlds] Rethinking the community quickplay ban

2015-02-06 Thread E. Olsen
I think you are misunderstanding my meaning on the use of a client blacklist'. The blacklist would only be functional on YOUR personal client. In other words, no hackers can get your server blacklisted across the board, only players can blacklist your server, and ONLY for themselves (i.e. they