Quote Originally Posted by Azimuth View Post
As far as I know, it does support uPnP, but like Xbox Live and PSN, you need to forward the service ports too. I have no idea why. Life, oh life, etc.

And I know you were being sarcastic, but consider this - quite some time back, all the IS TF2 servers used the TFTrue mod. I don't want to play with the TFTrue mod. So I was stuck between not playing at all, or playing on the appallingly badly run SGS TF2 servers. Remember, catering to casual players isn't just about "simplifying" connections, it's about providing a standard, predictable platform for everyone.

Lots of people want to play the game the way it was released, and not with any mods or anything attached to it. I think a lot of you "hardcore" guys forget that. How many people just stopped playing CoD4 because everyone else was playing on the Promod servers?
I think you make a good point Azi. People will always want to experience the game as it was originally created, especially if they are newcomers.

Outside of SA you have a bigger pool of dedi servers to pick from though, the likelihood that they are all running mods is very slim. Source/Valve game's built in server browser has a "Custom" tab, where all servers running mods are listed and the "Internet" default tab has all the stock servers, I think that is a decent compromise. In a place like SA though, we may very well find all our servers are custom servers, this I also experienced first hand with Quake 3.

Anyway, on uPnP again. If IW are supporting it, their implementation may be buggy/not work on all routers (expect a patch soon then), but, possibly the guys having trouble don't have it enabled or have old routers, especially the original Telkom ones. Its a lot more convenient/lazy than forwarding ports and I've found PC implementations of it have yet to not work for me. So if ppl are OK with the minor security threat it poses, they should try enabling it in their routers.