More likely there is nobody who has the job full time. Nick? Probably gets
pulled away to work on other things like HL2 crunch time. It comes down to
how much money are you willing to spend on tackling cheats? Valve must think
it's not worth spending enough to do the best job they can. Which could be
fair enough, it's hard to see a direct return on the investment.

The annoying thing is that there are people willing to do the best job they
can, for free. But VAC pushed them out of the running and made itself the
only solution. Unfortunately it's not a very good solution, which is really
a kick in the balls to the community. If you're going to wipe out all the
competition then it's your duty to do the best job you can.



> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:hlds_linux-
> [EMAIL PROTECTED] On Behalf Of Tom
> Sent: 28 November 2004 16:48
> To: [EMAIL PROTECTED]
> Subject: Re: [hlds_linux] Mass Bann by Valve
>
> It is clear that maintaining and updating the Valve Anti Cheat, to keep it
> efficient, is a full time job.
>
> Someone at Valve seems to be on vacation too long or isn't taking her/his
> job serious.
>
>
> Tom
>
> ----- Original Message -----
> From: "Ian mu" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Sunday, November 28, 2004 8:10 AM
> Subject: Re: [hlds_linux] Mass Bann by Valve
>
>
> >>>I think that you completely missed the main point, every change in UT
> > requires a restart of the server.  In HL1, you could change a lot
> without
> > requiring a restart.
> >
> > No it doesn't. And to the post before, how many I admin is irrelevant,
> > but its over 100 comprising of most games out there, the fact is
> > webadmins can be an "addition", I use rcon all the time, but for some
> > stuff and if you have some admins that are less skilled then
> > webinterfaces are the way to go, or if you just want people to be able
> > to ban only for example, but not change fundamental settings. Simply
> > put the best solution is both (and what we've implemented ourselves
> > for all games that have rcon only our own rcon webadmin that we've
> > sorted the protocol which is about 90% of them). Point is both is the
> > best solution, there's no need to choose. Thats why I think its living
> > in the past to just rely on an old set of cvars via rcon and think
> > thats the only way to go (sure leave rcon in, but add to it).
> > Regarding exploits, I'd say rcon leaves as many holes, in other words
> > any system as as secure as the programming for it and the system its
> > put on. Neither is more or less secure on its own.
> >
> >>>You have a pretty rock solid set of commands that are
> >> useful.
> >
> > Like every other game out there.
> >
> >>>Another thing that many other games haven't provided in years, that
> Valve
> >> has, was a unique ID assigned to players, that follows them wherever
> they
> >> go.  At first it was the WON ID, and now the Steam ID.
> >
> > Yes PB has this, and its fundamental in any cheating prevention, thats
> > not an argument against it.
> >
> >>>Regardless of your recent arguments, PB is not a solution.
> >
> > Why isn't it a solution, no one has so far come up with one reason as
> > to why it isn't a solution, when its out there and working already
> > better than anything else. Is VAC out there and working satisfactory
> > for CS? If it is then there's a decent argument, I'd like to hear from
> > those who think VAC is effective in CS. So why is VAC better than PB?
> >
> > Again I'm only supporting PB because no one has yet suggested any
> > alternative that is actually better and has better features, not
> > because its some miracle system, but give me a choice of PB with
> > screenshot facilities, webinterface, extended rcon powers (and ability
> > to restrict), global ban accross all servers everwhere or VAC, check
> > any players cvars. I know which I would go for, just interested still
> > why others wouldn't.
> >
> >
> > On Sun, 28 Nov 2004 06:47:42 -0800, HoundDawg <[EMAIL PROTECTED]>
> > wrote:
> >> > Your argument seems to be that you have autocompletion on commands
> oO.
> >> > Go that leap further where you don't even need to know the commands
> or
> >> > what the letter the command starts with.
> >> >
> >> > Seems like you should be arguing the opposite, why live in the past
> >> > when you can have things improved?
> >>
> >> I think that you completely missed the main point, every change in UT
> >> requires a restart of the server.  In HL1, you could change a lot
> without
> >> requiring a restart.  Heck, you could update the entire server.cfg and
> >> it'll
> >> reconfigure the server on map change.
> >>
> >> Limited Commands?  Sure, Valve provides a good base (better ones than
> >> I've
> >> found in any other game) in HL1 and then add in the ones that each MOD
> >> provides (like CS).  After that, add the enhanced commands that 3rd
> party
> >> plugins provide.  You have a pretty rock solid set of commands that are
> >> useful.
> >>
> >> Another thing that many other games haven't provided in years, that
> Valve
> >> has, was a unique ID assigned to players, that follows them wherever
> they
> >> go.  At first it was the WON ID, and now the Steam ID.  This allows for
> a
> >> lot more flexibility to addon developers that can capture that ID and
> >> provide a good solution for it.  PB has had to add this functionality
> to
> >> games.
> >>
> >> Not only that, resource usage is a great deal more in other game
> servers,
> >> especially those that provide an internal web server just for a web
> >> interface. This is something that can be provided by a 3rd party, imo.
> >>
> >> Regardless of your recent arguments, PB is not a solution.  If they can
> >> get
> >> the job done with the released SDK, great, you can pay them the $1 and
> >> use
> >> their system.  Otherwise, I'm sure that you'll see the Return of the
> VAC
> >> soon.
> >>
> >> - HoundDawg
> >>
> >> _______________________________________________
> >>
> >>
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> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> >
> > _______________________________________________
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> > please visit:
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>
>
>
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