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
> >
>
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