But will this even be enforced? Because for the longest time ever there were servers on quickplay with quick respawn, modified crits and so on. It was never enforced. But things like fast respawn are usually enjoyed by players and so they make these servers more popular. But they do turn the game into TDM, which is definitely not what valve wanted quickplay players to experience.
So will the servers that remove tags or otherwise modify the game and still receive quickplay traffic be punished? On Thu, Feb 6, 2014 at 2:06 AM, Yun Huang Yong <[email protected]> wrote: > I think the spirit of the "Kicking players to make room for reserved > slots" item is really about treating Quickplay players with respect. > > i.e. don't treat Quickplay players simply as seat warmers until your > regulars/donors/admins feel like joining into a full server populated > because of Quickplay. > > From an enforcement POV there are obviously ways around many of the > Quickplay disqualification modifications. For this one it would be pretty > easy to tell by simply looking at the relevant groups' donor perks. > > Of course some groups may attempt to subvert the system by secretly have > such a feature but not advertise it but that's a reasonable outcome - if it > makes it harder for server owners to do undesirable things (such as selling > reserved slots) that's still a win. > > > On 6/02/2014 5:20 PM, Andreas Grimm wrote: > >> ..." Kicking players to make room for reserved slots" >> >> How does this check work? >> >> What happens, when an admin kicks a player for flaming and that player >> reports the server with "they kicked me to make room for reserved slots"? >> >> Same with plugins like anti cheat - Our anti cheat system stores >> dectected cheaters in a database and it kicks the players when they >> connect to a server of our network or when they use cheats while >> playing. Usually we also send a kick message like "you are banned for >> using cheats bla bla", but a kicked player could easily say "they make >> room for reserved slots" >> >> - Andreas >> >> *From:*[email protected] >> [mailto:[email protected]] *On Behalf Of *Fletcher Dunn >> *Sent:* Thursday, February 06, 2014 12:52 AM >> *To:* Half-Life dedicated Win32 server mailing list >> >> ([email protected]); Half-Life dedicated Linux server mailing >> list ([email protected]); >> [email protected] >> *Subject:* [hlds] Important changes to TF2 coming soon >> >> >> 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 >> >> > > _______________________________________________ > 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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