Not specifically but I'd suggest the main reason for wanting to qualify for Quickplay is to keep servers filled. From that POV those Quickplay players *are* valuable to your community. You shouldn't turn around and punt them because their job is now done.

For newer players -- the typical Quickplay user -- it's a pretty confusing and negative experience. I get kicked for... playing the game like everyone else?

Personally I've never liked reserved slots, and it was one of the reasons I started my servers. Either I am a valued member of your community and you treat me with the same basic respect as everyone else (assuming I behave appropriately), or I'm not. Don't use me to populate your servers then throw me away.

On 6/02/2014 6:25 PM, Doctor McKay wrote:
It's not like people discriminate against Quickplay users when
determining someone to kick for a reserved slot. It's not unreasonable
for donors to be given priority access to the server that they are
financially supporting (same with admins as they're supporting it with
their volunteer efforts).


Dr. McKay
www.doctormckay.com <http://www.doctormckay.com>


On Thu, Feb 6, 2014 at 2:06 AM, Yun Huang Yong <[email protected]
<mailto:[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:*hlds-bounces@list.__valvesoftware.com
        <mailto:[email protected]>
        [mailto:hlds-bounces@list.__valvesoftware.com
        <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]
        <mailto:[email protected]>); Half-Life dedicated Linux
        server mailing
        list (hlds_linux@list.__valvesoftware.com
        <mailto:[email protected]>);
        hlds_announce@list.__valvesoftware.com
        <mailto:[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
        <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/
        <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=
        
<https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=><__yourkey
        
<https://api.steampowered.com/__IGameServersService/__GetAccountList/v0001/?key=%__3cyourkey
        
<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.



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