So, as it stands now......for servers which aren't part of quickplay (due
to mods, modified respawn times, etc), nothing should change for us right?

All we need is:

Autoexec.cfg:
sv_setsteamaccount "steam account token here"

Server.cfg:
tf_server_identity_disable_quickplay 1
tf_server_identity_account_id  "service id here"
tf_server_identity_token "token here"

And nothing changes for our community server right?  We don't need to do
any other "authentication" or anything and quick play rules aren't changing
right?   I skimmed this exchange......just wanted to be sure.....thanks in
advance.

On Fri, Jul 8, 2016 at 7:20 PM, N-Gon <[email protected]> wrote:

> I went back and reread some of these emails including the one from Lucas
> which I've included an excerpt of.
> I can't help but feel that you're talking about the Day Care 2fort
> community server cause I ran into that very same issue just a few days ago.
> These are the kinds of server that lowered the quality of the quickplay
> pool back when it was community oriented, These are the kinds of servers I
> would never want back in quickplay.
>
> If they (Valve) ever does decide to make a quickplay system for community
> servers in the future I would sincerly hope they disallow servers from
> participating that are running sourcemod plugins that have NOT been
> whitelisted, if such a thing is even possible.
>
> ________
> Lucas Wagner via <https://support.google.com/mail/answer/1311182?hl=en>
> list.valvesoftware.com
> 3:25 PM (3 hours ago)
> to Half-Life
> >>my friends and I know of a few servers in which mods are abusing
> critical chance plugins, and SM plugins in general
>
>
> On Fri, Jul 8, 2016 at 3:25 PM, Lucas Wagner <[email protected]> wrote:
>
>> I think the thing that worries me the most is that, at least with Valve
>> servers, there is a nice assortment of different maps, etc. I can find a
>> game on most maps with little or no effort. Communities largely serve the
>> interests of the server owners and operators. I know right before QP died
>> that it was very difficult to find anything but 24/7 servers focused on a
>> small handful of maps, mostly 2Fort, Dustbowl, Turbine, Harvest, etc. If
>> you wanted to play something like Frontier, for example, it wasn't easy to
>> find a community server offering that.
>>
>> Perhaps Valve can provide some bonus referrals to servers hosting maps
>> that are not being played currently, and an interface for server operators
>> to queue what the community needs (Hey it'd be really great if you host
>> upward next) and set the next map to it within 2-3 minutes of a map ending.
>> Or it can just give more referrals to maps that aren't very well supported,
>> thus giving some incentive for operators to branch out.
>>
>> I'm all for community servers provided the plugin set is clean (I don't
>> need to download all of your special files just to play a map), is
>> unobtrusive or interferes with my gaming experience (i hate plugins that
>> make me acknowledge the open menu before I can do anything), are fair (my
>> friends and I know of a few servers in which mods are abusing critical
>> chance plugins, and SM plugins in general), and perform well. Running
>> custom plugins is great and all, but it was definitely out of hand. I've
>> come to appreciate the vanilla playstyle on Valve pubs and quite frankly, I
>> will miss them if the community cannot provide a reasonable replacement for
>> that system. I played on some last night and some were fun, some had god
>> awful performance, and some were unnecessarily encumbered with plugins.
>> Quite frankly, I wouldn't mind requiring sv_pure 1 or sv_pure 2 even for QP
>> servers receiving referrals.
>>
>> On Fri, Jul 8, 2016 at 2:09 PM, Robert Paulson <[email protected]>
>> wrote:
>>
>>> People said the same thing about quickpick at the time and we all know
>>> how that turned out. Everyone was claiming higher player counts at first
>>> and now they are dead.
>>>
>>> On Fri, Jul 8, 2016 at 11:52 AM, E. Olsen <[email protected]> wrote:
>>>
>>>> Frankly, it's a win just by shining light on the fact that there ARE
>>>> community servers at all. For years now, they've been effectively hidden to
>>>> the point that a large portion of the F2P playerbase didn't even know they
>>>> existed. At least with this UI change we've got the chance for players to
>>>> find us.
>>>>
>>>> On Fri, Jul 8, 2016 at 2:47 PM, Lucas Wagner <[email protected]>
>>>> wrote:
>>>>
>>>>> I would imagine a big reason why things were so great last night was
>>>>> people just wanted to play TF2 and the only servers they could connect to
>>>>> were community servers. Not trying to rain on the parade, bu I think 
>>>>> Robert
>>>>> is right. It'll be a few weeks before we have any clue how this will all
>>>>> play out.
>>>>>
>>>>> Lucas
>>>>>
>>>>> On Fri, Jul 8, 2016 at 1:28 PM, Robert Paulson <[email protected]>
>>>>> wrote:
>>>>>
>>>>>> I am not sure why everyone is celebrating so early.
>>>>>>
>>>>>> Population is only high likely because of a new patch, summer time,
>>>>>> and reportedly many Valve servers being temporarily down.
>>>>>>
>>>>>> Maybe casual mode is bringing in more players, but it is just as
>>>>>> likely that matchmaking is yet another drain players that community 
>>>>>> servers
>>>>>> will never be allowed to participate in, while some of you are excited
>>>>>> about fighting for scraps from other community servers.
>>>>>>
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>>>>>>
>>>>>>
>>>>>
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>>>>>
>>>>>
>>>>
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>>>>
>>>>
>>>
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>>>
>>
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