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 rules, and that rule-breaking also detracts from the game
environment, then more and more players will blacklist those servers, they
will lose traffic, etc. etc.

Let's keep in mind, some of those rules are now even being (technically)
broken by Valve themselves. I asked on this very list a few months ago if
the quickplay policy against class limits was still in effect, since Valve
added the ability to do so via vote to their own servers, but got no reply.
Does that mean every time a class limit vote passes on a Valve server, that
they are technically in violation of their own policy?

That's just an off-the-cuff example showing how certain things (like class
limits)  are ridiculous to have rules "against" for receiving player
traffic. I've yet to see or hear of a single server who imposed class
limits as a "punitive" measure - most server operators do so in order to
tailor the experience to what their players want to see. In that, they are
doing absolutely the right thing, and the players should be able to decide
for themselves (via their own blacklist) if they like those "tweaks" a
server operator makes, or if they want to never set foot on that server
again.

...and frankly, that goes for most of the "rules" in place - customization
was the lifeblood that kept people playing TF2 for years and years. Instant
respawn, 32 players, custom maps, custom game modes....none of that is/was
"bad" for the game. It was simply "different" - which means some people
like it, and some don't....the only difference being that for the last
couple of years, Valve has been pushing "their" version of what they think
the game should be (which is made all the more tragic, as I doubt many of
them play anything but DOTA these days), as opposed to allowing each
individual player to decide on their own the game style/mode that they
prefer.

Valves' current approach to the game is synonymous with handing a
restaurant patron a menu with a single meal option on it, and only telling
them about their other hundreds of meal options if they happen to notice
the fine print on the menu that tell them those options exist. The vast
majority of people simple see that, and think "I guess that's all I can
get", otherwise known as the default effect
<http://en.wikipedia.org/wiki/Default_effect_%28psychology%29>.

Diversity should be brought back and encouraged again. All Valve need do is
give the players a "Never show me that server again" button that works
across the board, and they can sit back and watch the cream rise to the top.

I'd love to see an active mapping & modding scene again, but this
years-long push to homogenize the game is damaging to the very thing that
made it great.

It's been long enough, TF2 team. Time to start treating community servers
with fairness again.

On Fri, Feb 6, 2015 at 7:52 AM, [email protected] <[email protected]
> wrote:

> 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 <
> [email protected]> wrote:
>
>> 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:* [email protected] [mailto:
>> [email protected]] *On Behalf Of *E. Olsen
>> *Sent:* 06 February 2015 02:11
>> *To:* Half-Life dedicated Win32 server mailing list
>> *Subject:* Re: [hlds] Rethinking the community quickplay ban
>>
>>
>>
>> The thing is - the solution is as simple as can be. They don't need to
>> re-invent the scoring system, add server grouping, or even more server
>> penalties.....all they need to do is have a truly functional blacklist
>> system that works across the board on a player's client (i.e. a server that
>> is blacklisted will not appear in that player's server browser OR quickplay
>> destinations).
>>
>>
>>
>> That small change alone would do what should have been done in the first
>> place - put the decision(s) about the quality of a server back in the
>> player's hands. Truly bad servers would naturally lose traffic over time,
>> and the good ones would rise to the top. Doing that would allow players to
>> once again discover custom maps & game modes that are currently effectively
>> hidden from them, AND give them the power to prevent themselves from ever
>> being connected to a server they didn't like.
>>
>>
>>
>> The problem with any kind of automated system is that there are always
>> those folks who will figure out a way to game them - but players know a
>> good gaming environment when they see it, and that's where the judgment
>> should lie - with the players where it belongs.
>>
>>
>>
>> On Thu, Feb 5, 2015 at 7:04 PM, 2xcombatvet <[email protected]>
>> wrote:
>>
>> I started cs go maybe a month ago after serving sometime in the military.
>> I didn't enjoy matching making seemed pointless when u can get sounds and
>> crates through PvP servers. So I got a server running 5v5 cevo config and
>> my community has grown to 60+ people with regulars always on server. So I
>> had to buy two servers now. Both are always full for the most part. I
>> played a lot of cs 1.6 and TF1 didn't really get into tf2
>>
>>
>>
>>
>>
>> Sent from my T-Mobile 4G LTE Device
>>
>>
>>
>> -------- Original message --------
>> From: wickedplayer494 <[email protected]>
>> Date:02/05/2015 18:42 (GMT-05:00)
>> To: Half-Life dedicated Win32 server mailing list <
>> [email protected]>
>> Cc:
>> Subject: Re: [hlds] Rethinking the community quickplay ban
>>
>> I fully agree. I've seen some of my favorite servers drop like flies over
>> the past few months (and by extension the last 2 years), and the
>> assimilation of players into Valve-hosted servers is downright alarming.
>> Having a Valve-dominated server ecosystem only makes sense for three
>> things: Dota 2, CS:GO competitive matchmaking, and TF2 MvM Mann Up. It
>> doesn't make sense for PvP.
>>
>> Truth be told, people are somewhat right about the game "dying", but only
>> in some very, very specific components of the game, one of those being
>> community-run servers. Here's an example: TrashedGamers' Chicago server. A
>> few months ago, it would fill up every night with players. Now? You're
>> lucky to find even 4 people playing on a good night. This is illustrated
>> very well by the HLStatsX graphs for the server, found at
>> http://stats.trashedgamers.org. Here's an image for people browsing
>> very, very far into the future: http://i.imgur.com/u8FCWMJ.png
>>
>> What happened to the days of picking a server yourself through the
>> browser? Is it *really* that hard for the community? I think at this
>> point the only real solution is having to make people go through hoops to
>> get to quickplay. All it has done is open a can of worms, which Valve has
>> tried to clean up after (with the Policy of Truth memo long ago from
>> Fletcher and other measures), but people were still trying to cheat the
>> system, which forced the hand of Valve. Reducing its exposure would make it
>> not worthwhile for people to keep trying to cheat the system. There should
>> be a better emphasis placed on the server browser. To make it as usable,
>> make scores visible in the browser, and let users decide for themselves
>> (unless they go through those hoops to get to quickplay). That way people
>> can pick a server that they believe looks good to them, instead of chancing
>> that the server they get placed on looks good. While we're at it, add
>> server grouping to the browser, so say if someone wants to view all the
>> servers "Organization A" has, because they look better than "Organization
>> B", they can pop open all of A's servers instead of needing to scroll
>> through all of B's servers, leaving them hidden. Similar named servers that
>> aren't grouped together by the server operator would be given a score
>> penalty.
>>
>> On 2/5/2015 3:11 PM, Tim Anderson wrote:
>>
>> To the TF2 team,
>>
>>
>>
>> It has now been over a year since the decision to essentially ban
>> community servers from quickplay by defaulting to official ones. Here are
>> some facts of what has happened since then.
>>
>>
>>
>> - Player gain dropped 4% from the year before.
>>
>> - UGC highlander teams dropped 17%
>>
>> - Highly reduced map variety from community servers.
>>
>> - Even top non-quickplay servers have drastically fewer players than in
>> 2013.
>>
>>
>>
>> You may have guaranteed new players a vanilla experience, but this is
>> ruining the experience for the rest.
>>
>>
>>
>> Maybe nothing is being done because you do not see enough complaints
>> about this from reddit or spuf. This is because the problem is obvious when
>> someone connects to a pay to win server while it is not as obvious when a
>> server is dying over the span of several months because official ones are
>> getting all the new players.
>>
>>
>>
>> Most of the people that I talked to even knew about this change so the
>> thought about complaining about it never crossed their minds. But just
>> because they never knew about it doesn't mean it wasn't a problem.
>>
>>
>>
>> I hope you realize that this change is doing more harm than good. It may
>> have stopped some complaints but this is hurting TF2 in the long run.
>>
>>
>>
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>
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