First off this system has literally nothing to do with quickplay so I don't
understand people making comments about it. This system is a tracking
system to ban anyone who Valve feels is being abusive, using quick play or
not. I don't know anyone who runs custom game play servers and also runs
quickplay. It would be completely pointless as most custom game modes don't
run vanilla maps or 24 slots.

They wouldn't need to ban custom game modes that I can never see happening.
But if lets say they decided anyone who edits attributes of weapons is
being abusive or if they say giving someone a weapon they don't have is
abusive (which they did do in CS:GO) then that's were the issues arise.
Game modes like TF2 Randomizer, TF2 X10, Freak Fortress, Saxton Hale would
all be considered abusive.

On Fri, May 13, 2016 at 4:18 PM, Chase McIntyre <chasenmcint...@gmail.com>
wrote:

> CSGO is a very different game.
>
> You fallaciously assume that the possibility of banning custom gamemodes
> in TF2 guarantees that valve will, in fact, ban them.
>
> On Fri, May 13, 2016 at 4:13 PM, Alex Kowald <abkow...@gmail.com> wrote:
>
>> Some other concerns I had about how Valve handled GSLT tokens in CS:GO:
>> 1. Clients can only connect to servers with valid GSLT.
>> 2. Item drops being limited to GSLT servers.
>> 3. Arbitrary reporting system that bans servers for modifying economy
>> items. (Valve has taken steps to clear this up, however.)
>>
>> Valve hasn't said they want to do these things so I remain optimistic
>> that this system will weed out the worst offenders and improve quickplay!
>>
>> On Fri, May 13, 2016 at 4:06 PM, Ross Bemrose <rbemr...@gmail.com> wrote:
>>
>>> CS:GO bans servers that change weapons around.
>>>
>>> This would kill a LOT of custom game modes, such as Vs. Saxton Hale,
>>> Randomizer, and PropHunt.  To name 3.
>>> On 5/13/2016 4:03 PM, Chase McIntyre wrote:
>>>
>>> How does this worry you? What exactly is your argument?
>>>
>>> On Fri, May 13, 2016 at 4:00 PM, A Fearts <joewatshis...@gmail.com>
>>> wrote:
>>>
>>>> Makes me very worried. If you saw how they were handling bans on "bad"
>>>> accounts in CS:GO you would be worried too.
>>>>
>>>> On Fri, May 13, 2016 at 3:53 PM, 1nsane < <1nsane...@gmail.com>
>>>> 1nsane...@gmail.com> wrote:
>>>>
>>>>> This sounds promising :)
>>>>> On May 13, 2016 3:51 PM, "John Schoenick" <jo...@valvesoftware.com>
>>>>> wrote:
>>>>>
>>>>>> Hey everyone,
>>>>>>
>>>>>> I wanted to give a heads-up about some upcoming changes to the way
>>>>>> server accounts work in TF.
>>>>>>
>>>>>> In an future update, we are going to be introducing features that
>>>>>> will only be available to game servers that have a registered game server
>>>>>> SteamID, via the Game Server Login Token (GSLT) system.  This system has
>>>>>> existed for some time, but is currently only used in TF for persistent
>>>>>> favouriting in the server browser.  It has also gained some more
>>>>>> restrictions recently that you should be aware of.
>>>>>>
>>>>>> - Game server accounts are tied to an owning Steam user account
>>>>>> - This Steam account must not be currently community banned or locked.
>>>>>> - This Steam account must not be limited
>>>>>> <https://support.steampowered.com/kb_article.php?ref=3330-IAGK-7663>.
>>>>>> - This Steam account must have a qualifying registered phone
>>>>>> <https://support.steampowered.com/kb_article.php?ref=8625-WRAH-9030&l=english>
>>>>>> .
>>>>>> - Game servers that violate the community guidelines for the game
>>>>>> they are hosting may have their access suspended or revoked.
>>>>>> - Game server account suspensions or bans also apply to *all* other
>>>>>> game servers tied to said Steam user
>>>>>>
>>>>>> More info and management tools are here:
>>>>>> https://steamcommunity.com/dev/managegameservers
>>>>>>
>>>>>> For TF specifically, being free-to-play, access to some upcoming
>>>>>> features may eventually depend on the qualifications the owning Steam 
>>>>>> user
>>>>>> account.  So, while creating dedicated individual user accounts to own
>>>>>> individual game servers is possible, it may lead to an increased burden 
>>>>>> in
>>>>>> the future.  We recommend game server accounts be registered to the Steam
>>>>>> account of the acting server owner -- GSPs should require clients to
>>>>>> provide their own tokens.
>>>>>>
>>>>>> This change will allow us to have a greater level of confidence in
>>>>>> game servers, by making it easier to revoke access for bad actors and
>>>>>> better tying game servers to their owners.  The increased persistence 
>>>>>> gives
>>>>>> us many more opportunities to assign trust to community servers, and to
>>>>>> provide them access to features that would otherwise be too open for
>>>>>> abuse.  It also provides a much better mechanism for dealing with abuse
>>>>>> than the current IP-ban system that is both less effective and more 
>>>>>> painful
>>>>>> for server providers that share IPs between clients.
>>>>>>
>>>>>> We will have more information once we are ready to begin rolling out
>>>>>> these features, but I wanted to send this heads up such that current 
>>>>>> admins
>>>>>> and server providers can look into integrating this support into their
>>>>>> setups.
>>>>>>
>>>>>> Let me know if you have any questions or concerns and I will try to
>>>>>> address them,
>>>>>> - Neph
>>>>>>
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>>>>>>
>>>>>>
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>>>>>
>>>>
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>>>>
>>>
>>>
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