Everyone is distracted by account based favorites that they don't realize
it will be useless when their servers empty out.

The "Show Servers" button? It'll probably be a tiny button in the middle of
the screen.

There's no way to entice people to donate and you cannot make modifications
that sets you apart from official servers. Anyone else see the problem with
this?


On Wed, Feb 5, 2014 at 5:39 PM, E. Olsen <ceo.eol...@gmail.com> wrote:

> 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. <nextra...@gmail.com> 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
>> <thesupremec...@gmail.com> 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 <syate...@cfl.rr.com>
>> > wrote:
>> >>
>> >> <golf clap>
>> >>
>> >>
>> >>
>> >> From: hlds-boun...@list.valvesoftware.com
>> >> [mailto:hlds-boun...@list.valvesoftware.com] 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 (hlds@list.valvesoftware.com);
>> >> hlds_annou...@list.valvesoftware.com
>> >> 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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>> please visit:
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>>
>
>
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