-Inventory faking/exploiting
-Forcing people with disabled motds to watch ads (there are servers out there that check the cvar and lock you in spec until you allow motds)
-Faking reports (i.e. player counts)

(-Excessive advertising)
(-P2W)

Reports should be sorted by communities. If a server is to be cleared, all reports regarding the same server should be removed. Someone at some point has to take a look at the server and has to come to a verdict. This can either be done by steam officials, or with an overwatch-like system. Or a combination of both, where said overwatch-like system would filter out a number of false reports to reduce the number of cases officials actually have to investigate. I think the blacklisting duration as they are right now are okay. But I also think one should maybe distinguish between offenses that require community bans or token bans (which that would be is a different question).

On 16.10.2015 00:33, Michael Loveless wrote:
​Those of you requesting a way to report community servers....what type of report criteria are you thinking should be available? To add on that, how do you think reports should be handled? Is it going to be like if a server gets X amount of reports over Y amount of time, it's an automatic "server cooldown"? Or is a dev going to have to actually go to the reported server and be able to identify the reported problems, similar to how players do with OW?​

I'm just thinking that there are really only 2 ways for reports to be handled, automatically by system or manually by a person(s). Beyond having a !knife or !skins plugin installed which Valve could do some kind of scan for, how would they be able to properly automate a system to identify whether reports are legit in regards to all other potentially reportable issues?

For instance, what if you ban a couple of Dinosower kids who are trolling and next thing you know you got half their army joining your servers over the next 2-4 weeks issuing reports?

Some general questions I think that would make for good discussion on the topic of reporting servers for XP.

On Thu, Oct 15, 2015 at 6:32 PM, Daniel Saewitz <[email protected] <mailto:[email protected]>> wrote:

    Thanks for raising the limit to 1000.

    Would you consider the ability to reuse a single token for
    multiple servers?

    I run a large number of instances that are ephemeral and therefore
    do not necessitate long-lasting “favorites”. Assuming there is an
    API to create and delete tokens, this new restriction on servers
    would add a single point of failure if Steam’s API goes down.

    On Thursday, October 15, 2015 at 6:16 PM, Ido Magal wrote:

    We do not intend to ban IPs once we can hold Steam users (not the
    GSLT) accountable for their servers.



    On Oct 15, 2015, at 14:35, Michael Loveless
    <[email protected] <mailto:[email protected]>> wrote:

    I would also like to pose the same question as Mishu but in
    reverse...let's say I have all my community servers assigned to
    my personal account and I get overwatch or VAC banned...can I
    just make a new account, new tokens, reassign them to my servers
    and be good to go? or will my IP get a permanent blacklist? I'm
    assuming new tokens would fix it up but it's worth asking since
    Ido hasn't done another follow up on the questions yet.

    On Thu, Oct 15, 2015 at 5:24 PM, MiShU # gameserver-syndicate.de
    <http://gameserver-syndicate.de> <[email protected]
    <mailto:[email protected]>> wrote:
    Hey Ido, hey Vitaly,

    what will happen if someone of your friends/customers do
    anything forbidden with the server with a token of for example
    me?  Will i get 'personal punishment' or is just the token
    'banned/blacklisted'?

    thx!



    Am 15.10.2015 um 21:47 schrieb Ido Magal:
    The token limit has been increased from 50 to 1000.

    Cheers.

    On Oct 13, 2015, at 18:38, Ido Magal <[email protected]
    <mailto:[email protected]>> wrote:

    Q. What is the purpose of this update?
    A. We had intended to adopt Favorites migration from TF2 for
    some time now. Game Server Providers' complaint about the
    impact that the current IP banning method has on their
    operation has made this more urgent since with this feature
    we'll also be able to shield GSPs from bad actors.

    Q. Is this [ new method ] just to generate the token, or if
    this occurs will the tokens become invalid while that
    ban/lock is in place?
    A. Any such or similar infraction by the GSLT owning Steam
    User will result in the disabling of all of that user's GSLTs.

    Q. So does this mean I can't run a CS:GO server unless I own
    CS:GO?
    A. That will be correct as of Stage 3.

    Q. So people need to have landlines to run servers now?
    A. No. But there are currently restrictions on what
    constitutes a qualifying phone number. VOIP / burner numbers
    are currently non-qualifying.

    Q. What specifically happens if you don't log into an account
    after stage three?
    A. The result will be identical to the current IP ban:
    players will not be able to connect.

    Q. So can these tokens be used in place of the webapi_authkey
    ? will we need BOTH keys now to use the workshop?
    A. The webapi authkey was previously an intermediate step to
    creating a GSLT. It is no longer necessary.

    Q. And just to be clear, it's 50 at any one time, not 50
    total lifetime, correct?
    A. Correct. You can delete unused GSLTs and generate new
    ones. We're reevaluating the 50 token limit.

    Q. Why don't my previously registered servers show up?
    A. Fixed.


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