Would it be reasonable and/or feasible to impose some sort of limit on the number of concurrent instances of the same map + gametype? As an example, this would restrict the creation of a third process 6's if two are already waiting to be filled.
This seems to be an issue for both 6s and HL, but potentially more relevant to HL maps where 9 separate classes need to be filled. I think that people tend to take the path of least resistance- someone might be open to the idea of playing demo/medic/engineer/etc., but if another identical map exists where their preferred class is open, they would rather play there (even if it means that both maps then take longer to fill).
I think the main problem with this is potentially malicious server owners who might abuse a restriction by adding fully-reserved maps, with no intention of playing them, just to clog this system. Although since lobby-creators aren't anonymous, this could potentially be handled.
2 replies to this topic
#1
Posted 26 February 2014 - 11:08 PM
#2
Posted 26 February 2014 - 11:39 PM
Thank you for your suggestion. Currently TF2C staff is actively discussing this problem internally and we are looking for the best solution. We have some ideas, so called "lobbies queues", but too early to discuss this publically. In a not so far future we will implement solution for this issue.
#3
Posted 11 March 2014 - 11:01 PM
We have implemented a hotfix to fix this issue. Keep an eye on news and announcements as I have written an announcement explaining this change, just waiting for developers's approval of the content.
Former TF2C Moderator
Former head of suggestions and bug reports.
"Ze healing is not as revarding as ze hurting." - The Medic.
Former head of suggestions and bug reports.
"Ze healing is not as revarding as ze hurting." - The Medic.
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