Whether or not some people prefer it is a somewhat moot point. TF2C is very much deliberately designed to not have an endless uphill grind as many modern shooters do, and avoids encouraging the mentalities and habits they create. Adding in such a system and constantly shoving it in your face should not be on what are supposed to be the official vanilla servers.As a fellow HLXstats enthusiast, I don't really think there is a way to "game point-farming" other than just being good at the videogame. Obviously, due to it far from a perfect system, such as with Domination maps' constant point exchanging granting Quite A Lot to the capping team plus the capper, sometimes people just earn more, but the same map gives the same opportunity to all players on it. Even in situations where you can mostly kritz-pocket a good player to amass quite a bit of Medic assists, there's still skill required in being a good Medic that I see a lot of players lack. All in all, points feel to me as being way more about impact than purely performance. You eliminate a high skilled threat - good, have a bonus. Lower skilled threats are not worth as much. It is irritating though that it takes a long time for incoming players that are already good to balance out to their level, due to it being more of a flat comparative system, rather than something like the typical Glicko-2 Elo system. But again, doesn't matter much as TF2C is closer to an arcade game rather than a game of pure skill (CS, Chess, osu!, etc.) and perhaps the uphill climb might be enticing to some.
I'd also like to shoot down the "safer plays are required to go up in ranking" argument. You can absolutely die less but still go in for flashy plays if your movement and aim are better than the enemy's. It is entirely possible to go 50:14 KD on non-harvester twin-barreling Pyro in a 12v12 game of 5cp, constantly pressuring the enemy - I've done it a few weeks ago. The risk to reward trade still stands, especially on classes like Scout. It's just mentals, relative skill and positioning that go into play.
As for the point visibility, my take is that in the modern world it's better if it stays on, as it helps the more progress-inclined individuals (many modern gamers) find something to return to. But I do believe that there should at least an occasional automatic announcement in chat about the ability to turn off point notifications, that much is true.
for clarification, VF4 does not ban people for padding their stats on the leaderboard anymore. they get banned from the leaderboard entirely but can still play the game as normal. there are several users banned from the HLStats because they cared about their stats so much they would pad their points with friends and employ illegitimate methods to prevent them from losing points/others gaining them. at least 2-3 players would leave the server anytime they were about to die and instantly rejoin just because they wanted to be #1 on the VF4 leaderboard, so they just got removed from the leaderboard entirely lmaoas corny as it sounds like, it's a democracy and voting system, map pools are a preference thing so if you just say in VC or chat F1 then people are more likely to vote for those maps; even i myself sometimes get tired of playing on dom maps lol. dom is a DM oriented mode, people are obviously more enticed to be playing said DM classes like scout, demo and soldier. out of the top 10 NA players or anyone for that matter i have never seen anyone willingly let people cap points in dom/cp maps to recap and get points, that can also get you banned iirc as it is point farming in some ways. only real "long rage classes" you can be here is sniper or maybe using the rpg which even then they rarely exclusively pick off "low threat targets". yeah these "strategies" are silly but not really efficient for going up or even winning
This is already a thingI have seen servers running HLX that managed to keep the messages entirely hidden from chat, but I'd have no idea how to do that. I'd personally be in favor of an occasional reminder in chat notifying you of how to turn the messages off like Shens said.
Right, I think this is a setting that disables them entirely for the server, meaning the people that want/like them would not be able to re-enable them.running HLX that managed to keep the messages entirely hidden from chat