TF2 #14 server - help get it fixed!!!!

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Re: TF2 #14 server - help get it fixed!!!!

Unread postby IVIatthius. » 15 Aug 12, 2:25 pm

Hey guys, I am currently looking into getting some old regulars back to try and populate this server again. I recently connected to find there are CP maps currently running and not the PL maps that are on the server description. A payload rotation with the removal of dust would be great, cheers.
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Re: TF2 #14 server - help get it fixed!!!!

Unread postby Drongsy » 15 Aug 12, 2:33 pm

Yeah, Lets get 14 going again with PL only maps. We need a vote poll.
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Re: TF2 #14 server - help get it fixed!!!!

Unread postby Master♫Puppet » 27 Aug 12, 9:47 am

Hello TF2 veterans

I would like to make a couple of suggestions.

http://steamcommunity.com/groups/BossPayload

How #14 could be managed^^^^^

Changes to be made to get the server populated again:

1/ Payload maps

2/ stats

3/ kill exceeded team ratio scramble - It works!

#14 , #25 and now #13 have all suffered mainly due to stacking complaints, it's time to make some changes.
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Re: TF2 #14 server - help get it fixed!!!!

Unread postby Master♫Puppet » 31 Aug 12, 12:00 pm

The Silence speaks :!:

Tf2 commuinity by the looks of things has certainly given up on their SERVERS.

I would like to think the ADMINS haven't given up, and show some interest please in some of the QUESTIONS given in here :?:

You may ask why I push to get this server fixed? - #14 is the only Brisbane payload server & once was strong and where good players would meet to play.

Most of the problems can be fixed, but can only be fixed by ADMINS intervention, please show some interest an get this server fixed once and for all!
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Re: TF2 #14 server - help get it fixed!!!!

Unread postby Mythor » 31 Aug 12, 12:23 pm

Both #14 and #25 should be running Payload maps (+ dustbowl on #14) and should have been for a long time. Both servers have stats enabled and have for a long time. A scramble system is currently being trialled on #13 (which was not suffering, per se) and, if we get it tweaked to an acceptable outcome, may get rolled out to other servers either en masse or to a select few we feel need it.

I will look into the issue with #14 and #25 apparently not having the correct map rotation. But the admins have certainly not given up.
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Re: TF2 #14 server - help get it fixed!!!!

Unread postby Mythor » 31 Aug 12, 7:58 pm

Update: Both #14 & #25 are running the correct rotations once more.
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Re: TF2 #14 server - help get it fixed!!!!

Unread postby Master♫Puppet » 2 Sep 12, 8:25 pm

http://stats.games.on.net/stats/hlstats.php?game=tf

Appears #14 is not listed as a stats server? ^^

class limiting sniper/spy , 2 on each side? - Could we do this please, makes for a better game when playing payload.

Thanks.
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Re: TF2 #14 server - help get it fixed!!!!

Unread postby Master♫Puppet » 2 Sep 12, 8:26 pm

Mythor wrote:Update: Both #14 & #25 are running the correct rotations once more.


thank-you.
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Re: TF2 #14 server - help get it fixed!!!!

Unread postby Mythor » 2 Sep 12, 8:33 pm

Master♫Puppet wrote:Appears #14 is not listed as a stats server? ^^
Probably a relic from when it was a 32p server. Will see if I can get that fixed tomorrow.

class limiting sniper/spy , 2 on each side? - Could we do this please, makes for a better game when playing payload.
No. People can play what they like, when they like. If we start limiting that on one server there'll be demands it be limited on other servers.
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Re: TF2 #14 server - help get it fixed!!!!

Unread postby Mythor » 3 Sep 12, 11:12 am

#14 now tracks stats again. :)
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Re: TF2 #14 server - help get it fixed!!!!

Unread postby goosmurf » 3 Sep 12, 9:39 pm

Mythor wrote:
Master♫Puppet wrote:class limiting sniper/spy , 2 on each side? - Could we do this please, makes for a better game when playing payload.
No. People can play what they like, when they like. If we start limiting that on one server there'll be demands it be limited on other servers.


How is this any worse than the current situation where servers are empty 24x7... doesn't it make more sense to have some servers have class limits if that's what people want?

I don't really understand the reluctance to try out settings that would make use of otherwise empty servers. Why does GON even continue to run (and pay for!) the servers to sit empty?
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Re: TF2 #14 server - help get it fixed!!!!

Unread postby Mythor » 3 Sep 12, 11:55 pm

It's very rarely asked for because it's not how most want to play the game. If more than one or two people brought it up more than once or twice every 6-12 months it would likely be considered more. At present this is probably the first time it's been mentioned in a year.

Many of the less used servers were recently converted to MvM servers, in addition to bringing a bunch more on top of that online.
We certainly do take community feedback into account, that's why we now have a Saxton Hale server, a Prop Hunt server, a server with some custom maps, player statistics, are trialling a votescramble/skill scramble system on #13, alter map rotations when requested...

If you think the community wants a class limited server (or servers) you're welcome to start a thread on that and see if you can drum up support for it. I don't think that has anything to do with any empty servers though. That's more to do with the MvM update, some people not playing as much and a lot of us playing other things instead. :)
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Re: TF2 #14 server - help get it fixed!!!!

Unread postby goosmurf » 4 Sep 12, 12:02 am

Mythor wrote:It's very rarely asked for because it's not how most want to play the game. If more than one or two people brought it up more than once or twice every 6-12 months it would likely be considered more. At present this is probably the first time it's been mentioned in a year.


viewtopic.php?f=208&t=195533

Mythor wrote:If you think the community wants a class limited server (or servers) you're welcome to start a thread on that and see if you can drum up support for it. I don't think that has anything to do with any empty servers though. That's more to do with the MvM update, some people not playing as much and a lot of us playing other things instead. :)


Has #14 or #25 been full for even 5 minutes in the last year?

I'm pretty sure they've been empty since I posted the above thread 2.5 months ago.

In contrast the server proposal I put forward was based on the fact that the PL&R, and subsequently the LaB and Hat-tf2 servers are/were* all full almost 24x7.

*- were, only because of MvM, they were literally full 24x7 prior to MvM.
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Re: TF2 #14 server - help get it fixed!!!!

Unread postby Mythor » 4 Sep 12, 12:18 am

goosmurf wrote:
Mythor wrote:It's very rarely asked for because it's not how most want to play the game. If more than one or two people brought it up more than once or twice every 6-12 months it would likely be considered more. At present this is probably the first time it's been mentioned in a year.

viewtopic.php?f=208&t=195533
Well I did say it was "probably" the first time. In any event, I believe you just proved my point. After your initial post suggesting class limits it was 3 weeks before anyone replied and nobody thereafter mentioned class limits.
I get that you and MasterPuppet want class limits but I don't think we'll be mucking about with yet another addon based on two people wanting it. If you want it, you have to demonstrate more than a handful of players would be interested.
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Re: TF2 #14 server - help get it fixed!!!!

Unread postby goosmurf » 4 Sep 12, 12:36 am

My question still stands. Why the reluctance to try something different when it's clear that the existing setup doesn't work?

Coming from an admin background I understand that maintainability & stability are Good Things, so granted SM + plugins frequently have issues after updates. But status quo is that the servers are empty *right now* so broken servers at some unforeseeable point in the future seems seriously like a non-issue.
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