Hey Fletch, can you clarify a few things? I don't want to start a huge list of "is *this* particular benefit allowed?" but I do have some questions:
- Do changes to gameplay in end-round/humiliation count as gameplay advantage? (e.g. end-round immunity). - Can you give some examples of things that might disqualify your servers on the rule:"taking actions that devalue players' items, or interfering with the TF2 economy?" - And just for clarification: NoCrit is allowed, but DamageSpread is required? What about fixed weapon spread? Thanks! I hope these changes benefit the community positively, and I appreciate you listening to our input on the previous QP change. Savage On Wed, Feb 5, 2014 at 6:45 PM, Robert Paulson <[email protected]>wrote: > 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 <[email protected]> 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. <[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 >>> >> >> >> _______________________________________________ >> 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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