I would have to agree with that (not excluding class limits from quickplay). We actually just implemented a "class limit vote" plugin that allows the players to pass class limits (that lasts the duration of a map) when those kinds of things get out of hand.
I think a viable alternative would be to say "class limits are ok on 25+ slot servers", since they are custom by definition anyway. On Wed, Feb 5, 2014 at 8:24 PM, Valentin G. <[email protected]> wrote: > This is a whole bunch of very good news. Thanks a lot for the headsup, > I just have two questions: > > 1) Can there be a pool for "modded" game servers, that the FAQ > currently completely excludes? Would it be possible to give us a tool > that designates a server "gameplay modded" and then just put them all > together for the players that feel like experimenting? I think that > these mods are and have been playing a good part in the server > culture, although I don't like most of them myself. This new system > seems it's all about giving back options and choice to the players, so > I think this would be a good idea, even if it was tucked away > somewhere at the end. > > 2) I can see where you are coming from, but does a class limit really > necessitate a complete exclusion from quickplay? I think it's pretty > evident, especially on servers that rely heavily on newer players, > that games can be rendered basically unplayable without enforcing sane > class limits. TF2 is not fun when 10/12 players play as a sniper. > > On Thu, Feb 6, 2014 at 2:14 AM, thesupremecommander > <[email protected]> wrote: > > One of my admins brought this up, and I never thought to bring it up: is > > there a particular reason for including nocrits but still completely > > excluding nodmgspread? It seems odd to allow players to select one but > not > > the other through QuickPlay. > > > > > > On Wed, Feb 5, 2014 at 8:01 PM, Stephen A. Yates <[email protected]> > > wrote: > >> > >> <golf clap> > >> > >> > >> > >> From: [email protected] > >> [mailto:[email protected]] On Behalf Of Ross Bemrose > >> Sent: Wednesday, February 5, 2014 7:29 PM > >> To: Half-Life dedicated Linux server mailing list; Half-Life dedicated > >> Win32 server mailing list ([email protected]); > >> [email protected] > >> Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon > >> > >> > >> > >> Actually, I'll just post the entire list of things not allowed in > >> QuickPlay according to the new FAQ: > >> > >> · Opening a MOTD window (hidden or visible) that is not > requested > >> > >> · Forcing clients to view the MOTD until a timer has expired > >> > >> · Giving or selling gameplay advantage to players > >> > >> · Kicking players to make room for reserved slots > >> > >> · Modifying stock maps, models, or materials > >> > >> · Running non-default game modes: prop hunt, dodgeball, etc > >> > >> · Enforcing class limits > >> > >> · Browser popups > >> > >> · Granting or modifying economy items, or taking actions that > >> devalue players' items, or interfering with the TF2 economy > >> > >> > >> > >> > >> On 2/5/2014 6:52 PM, Fletcher Dunn wrote: > >> > >> There are some changes coming that TF2 server operators should know > about. > >> > >> > >> > >> CHANGES TO QUICKPLAY > >> > >> ------------------------------- > >> > >> > >> > >> The next TF2 update will make two changes to quickplay: > >> > >> > >> > >> * "Show servers" button. This runs the ordinary quickplay search, but > >> instead of joining the server with the highest score, it presents the > user > >> with an ordered list of about 20 servers and lets them pick. This gives > >> players much of the convenience of quickplay by finding servers with a > good > >> ping and players on them, but also an easy way to express a preference > over > >> the map, server community, etc. > >> > >> * We've added an advanced options page that allows players to opt into > the > >> most commonly-requested non-vanilla rules changes: nocrits, maxplayers, > and > >> instant respawn. > >> > >> > >> > >> There are no more scoring penalties for maxplayers or rule changes; your > >> server either matches their search criteria or it doesn't. > >> > >> > >> > >> At this time, we are keeping the default quickplay option to Valve > >> servers. However, note that if a player wants to find a server with > any of > >> the supported modifications, then they must land on a community server, > >> since Valve servers do not run with these settings. > >> > >> > >> > >> We've updated the quickplay policy to more clearly specify what sorts of > >> server modifications are allowed in quickplay: > >> > >> https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 > >> > >> > >> > >> STEAM GAMESERVER ACCOUNTS > >> > >> ----------------------------------------- > >> > >> > >> > >> Gameserver accounts are now a Steam feature. The feature is currently > in > >> beta. > >> > >> > >> > >> Using a steam gameserver account provides one important advantage right > >> now: client favorite lists are keyed by the Steam account if present. > This > >> means that you can move your server to another IP address, and clients > who > >> have your server in their favorites or history will follow you to your > new > >> location. > >> > >> > >> > >> CREATING AN ACCOUNT: > >> > >> > >> > >> Creating an account is currently only possible via WebAPI. (Remember, > >> this feature is currently in beta. We'll add a nicer interface for this > >> soon.) Make a HTTPS POST request to the following URL: > >> > >> https://api.steampowered.com/IGameServersService/CreateAccount/v0001/ > >> > >> > >> > >> The POST arguments should be: > >> > >> appid=440 (for Team Fortress) > >> > >> key=<your WebAPIKey> > >> > >> > >> > >> <your WebAPIKey> is the WebAPI key associated with the user account that > >> will own the server accounts. See http://steamcommunity.com/dev for > how to > >> get one of these. (WARNING: Make sure and keep this key secret. This > key > >> is an authentication token in some respects and makes it possible to do > >> certain actions on your behalf. Don't feed the key into anybody's nice > >> convenient web page that automates this. With your WebAPI key they > could > >> impersonate you for some actions. If you don't want to go through the > pain > >> of making a WebAPI call, just wait until we have a nicer interface > >> implemented.) > >> > >> > >> > >> The output of the WebAPI will be the (permanent) SteamID of your > >> gameserver, and a login token. The login token is a random string of > text > >> that allows you to actually login to your account. > >> > >> > >> > >> You can view a list of the servers owned by a user account by making a > >> HTTPS GET call to: > >> > >> > >> > https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key= > <yourkey< > https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey > >> > >> > >> > >> > >> LOGGING IN TO YOUR ACCOUNT (TF only for now): > >> > >> > >> > >> Once you have a gameserver login token, you can specify your login > >> credentials on a Source engine server by executing this console command > >> sometime before it loads the first map: > >> > >> > >> > >> sv_setsteamaccount <login token> > >> > >> > >> > >> The server output should make it clear when you are using a Steam > >> gameserver account and when you are logging in anonymously. (The > ordinary > >> gameserver login that has always been used.) > >> > >> > >> > >> Remember, for now you will need to login to both your Steam gameserver > >> account and also your TF account. The two accounts are not related. > The TF > >> account is the one that determines quickplay eligibility, and the Steam > one > >> does favorites migration. Eventually we will remove the TF accounts and > >> only use Steam gameserver accounts. > >> > >> > >> > >> HOW FAVORITES MIGRATION WORKS: > >> > >> > >> > >> In the next few days we will release an updated Steam Client beta that > >> knows how to migrate favorites. On the client, each favorite has an > IP:port > >> and a gameserver account. The account might be empty --- that will of > >> course be the case for all previously existing favorites. > Periodically, a > >> client will try to sync up the favorites list IP:port addresses and > >> accounts. If there is an IP:port without an associated account, it > will ask > >> the master server for information about that address. If a server is > >> running on that address and logged into an account, the client will > record > >> the account. Once the client has an account associated with the > favorite, > >> the account becomes the primary key and will not change. Instead, we > will > >> periodically try to refresh the address from the account. (Again, this > is > >> done by querying the master server, and it depends on your server bring > >> logged into the account and running on the address.) The client always > >> caches the last known IP:port of a favorite > >> > >> , even though the account ID is the main "key". That way, if Steam is > >> down, or the gameserver is down, it will used the cached IP:port. All > of > >> the above applies to history as well as favorites. > >> > >> > >> > >> In the future, when a client adds a favorite or history item, the > account > >> will be recorded immediately. > >> > >> > >> > >> If you know you have many clients that have your server in their > favorites > >> or history, then you should not move your server yet. You need to give > >> clients time to logon with new Steam client binaries and get their > favorite > >> entry linked up with your account. We'll let you know when you can try > out > >> migrating favorites, as well as when the feature is active in the public > >> client and all users have it. > >> > >> > >> > >> QUESTIONS? > >> > >> > >> > >> Since Steam gameservers are a Steam feature, all of the above will apply > >> to all Steam games. (Provided that the game exposes a method for the > >> gameserver to log in to an account.) Eventually, the TF2 gameserver > >> accounts will be going away and replaced with these accounts. For now, > they > >> are separate. > >> > >> > >> > >> Any further questions about the quickplay changes or gameserver > accounts? > >> Please direct them to this list so that all answers will be public. > >> > >> > >> > >> _______________________________________________ > >> > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > >> > >> > >> > >> > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > >> > > > > > > > > -- > > thesupremecommander (Steam) > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds >
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