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
>>
>>
>
> _______________________________________________
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> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
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