Servers can spontaneously combust in my experience when set to a maxplayers
value over 32. Plus many people are on GSPs that charge per slot, so paying
an extra few dollars for the ability for donors to connect "nicely" is a
bit of a waste, especially when hosting multiple servers. Servers with many
donors can possibly have more than 4 people using reserved slots at a time,
so to ensure that donors can always connect, you'd need to pay for >4 extra
slots.


Dr. McKay
www.doctormckay.com


On Wed, Feb 5, 2014 at 7:28 PM, Fletcher Dunn
<[email protected]>wrote:

> What's the problem with overfull servers?  Can you not set
> visiblemaxplayers to 24 and allow players with reserved slots to join past
> 24?
>
> -----Original Message-----
> From: [email protected] [mailto:
> [email protected]] On Behalf Of Jake Forrester
> Sent: Wednesday, February 05, 2014 4:23 PM
> To: [email protected]
> Subject: Re: [hlds_linux] Important changes to TF2 coming soon
>
> Oh happy day!
>
> Thank you for taking all our concerns to heart and actually fixing quite a
> few of the problems that have been around for years.  I'm actually giddy
> with the changes.
>
> The only thing I can see being an issue now is this:
> >
> >   * Kicking players to make room for reserved slots
> >
> I agree that it's lame to kick players for reserved slots, but there
> isn't a great method to support reserved slots right now.   A long time
> ago we used to allow reserved slot players to connect when the server was
> full without kicking anyone (ex: 25/24 players), but srcds seemed to have
> issues with greater than 24 players.  Are there any plans to support
> over-full servers like this?  I think the donor-based communities are
> probably the ones with the most contributions to the TF2 community as a
> whole, and they're the ones that tend to give out reserved slots as
> incentive to donate.  Some legitimate way to allow reserved slots without
> hurting quickplay eligibility would be /very/ nice.
>
> All in all, amazing update Fletcher.  I'm glad to see the QP issues being
> addressed, and the gameserver accounts becoming a reality.
>
> --
>
> Jake Forrester
> Owner / Web Developer
> FirePowered LLC
> w: https://firepoweredgaming.com
> e: [email protected]
>
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