Proposal: Server network/config tagging


(Scrupus) #1

I haven’t seen anything “official” on the topic of dedicated and/or custom content support yet I think, I surely hope we get that and if we do, I have a proposal to bring up before you (hopefully) start hacking on the server code. This proposal is based on the experience from running ET and QW servers, and partly based on some discussion we had in the old QW forum long ago:

Assuming we get support both for dedicated servers and custom mods and maps to host on them, I would suggest some kind of tagging/branding in the master server to make it easier both for network and clan admins to promote their servers and setups, and for players to easily find servers fitting their social and configuration preferences.

Network tagging

This would be more of a social branding thing, typically for clans but also for more loosely connected server admins sharing the same admin policies/philosophy and player types, more or less.

It could work by letting one admin register a network tag in the master server system, with a short description or manifesto for preferred/acceptable playing behavior and “rules”. Things like “pro or pub” gameplay, “kids or oldies” friendly (hehe), teabagging friendly or not, and of course, clan or other types of network servers.

Then other admins could register their servers under a certain network, and players could use this as a filter in the launcher. Could also be handy if servers are full and you can quickly pick (or automatically be redirected) to another server within the same network, hopefully finding some of your usual playing mates there.

The owner of a network should have some option to be able to restrict other servers from joining without approval, or keep it open for anyone to join.

Config tagging

This would be a more technical tagging, working pretty much the same way as the network branding but with a required set of server settings and custom maps (or other downloadable content) that will be used/required by all servers in this network.

This could make it easy for players to setup filters for configs and map packs they would prefer, so they also know in advance if they got the required content.

Typical tags could indicate “stock maps only”, “final custom maps”, “map testing”, “comp maps”, friendly fire on or off, bots or not, and so on. Just packaged into a “set” rather than setting every filter option one by one.

Even better if this could be combined with a central cloud service where admins could upload and then the content could be distributed easily to all servers and players joining a network.

Other

Maybe configs and download paks should also be separate “views”, or maybe only one tagging system would be enough for all of it.

I know this is stuff that is typically announced in server names and server messages today, but if the game gets really big with a lot of servers and admins (which we hope, right?), an “official” tagging system could be a really simple way both to make it easier for players to find they’re preferred networks, and for admins to promote their setups and philosophies.

Combine it with a network/server section on the forums, where each network could get it’s own little page/blog or even a forum where their players can hang around and comment on stuff, building smaller sub communities inside the big DB universe.

What do you think?


(Dragonji) #2

I’m all for dedicated servers since as an ET/CoD4 clan we’ve got an own machine (like many other clans) so I personally wouldn’t be any interested in paying to eg. gs.com for a DB server…

Dedicated servers (community hosted servers) can be troublesome if this part isn’t well done but I believe that with good code SD can avoid problems with crackzors.

IIRC, someone from the company said SD is thinking about servers which would be hosted by one company only, I only hope we can bring some ideas to deal with crackzors and let SD release secured dedicated server files for public.


(mitsuhiko) #3

Let this be prefaced with: we have not decided yet if community severs are in or not in. This is just me telling you about what community servers mean purely technically speaking.

From a pure technical point of view the problem with player hosted community servers is that they can’t be integrated into the statistic tracking system for security reasons. If we would give everybody the keys to upload statistics from community servers you have inflated numbers from day one. That’s especially bad for a free to play game that would award people XP or coins based on their ingame performance.

Now the counter argument for that is always Team Fortress 2. The reason it works for them is that your in-game performance does not correlate to XP/coins, instead the pure playtime gives you virtual items with a random drop chance for items. Even community hosted servers (or local playtime) awards you things because it’s not the server that gives you that item, it’s the separate random drop service they have running which is awarding items purely on playtime as far as I know.

Now the way games in the past got around that was by having ranked and unranked servers. ETQW for instance. Turns out: the community starts playing on ranked servers only with the exceptions of clan matches.

Now that you know what the technical restrictions on that front are and why things are done the way they are done, it’s yours to come up with some proper ideas how to make community servers viable :slight_smile:


(stealth6) #4

[QUOTE=mitsuhiko;415706]Let this be prefaced with: we have not decided yet if community severs are in or not in. This is just me telling you about what community servers mean purely technically speaking.

From a pure technical point of view the problem with player hosted community servers is that they can’t be integrated into the statistic tracking system for security reasons. If we would give everybody the keys to upload statistics from community servers you have inflated numbers from day one. That’s especially bad for a free to play game that would award people XP or coins based on their ingame performance.

Now the counter argument for that is always Team Fortress 2. The reason it works for them is that your in-game performance does not correlate to XP/coins, instead the pure playtime gives you virtual items with a random drop chance for items. Even community hosted servers (or local playtime) awards you things because it’s not the server that gives you that item, it’s the separate random drop service they have running which is awarding items purely on playtime as far as I know.

Now the way games in the past got around that was by having ranked and unranked servers. ETQW for instance. Turns out: the community starts playing on ranked servers only with the exceptions of clan matches.

Now that you know what the technical restrictions on that front are and why things are done the way they are done, it’s yours to come up with some proper ideas how to make community servers viable :-)[/QUOTE]

If the coins aren’t awarded for time spent, what’s the plan against statpadding / farming? Or is this also still in discussion? (Just like to hear a professional opinion since you raised some pretty good flaws in community servers)


(mitsuhiko) #5

Nothing is set in stone yet in regards to gaining XP/IGC. The general counter against statpadding is to find the top N-percent and monitor them carefully in a semi-controlled manner. Ideally the game design could also restrict the possibilities for padding. For instance by capping the velocity with which you can gain ingame currency or by reducing the reward for doing the same thing over and over again (eg: killing the same dude and having another dude revive him).