The tf_server_identity_account_id identifies and is generated by an
administrator. The tf_server_identity_token identifies a server. I haven't
seen (or have missed entirely) any insight into how the identity token is
generated or used by valve. So, using server2's id on server1 is *probably a
bad idea*. In general unique identifiers should be used to identify unique
entities -- purposefully mixing them up will probably have unknown
consequences. When you go outside the bounds or purpose of a system, it's
not up to the designer (valve, in this case) to define what "ought" to
happen. Stay inside the ride at all times :)

> What if server 1 and server 2 were staying the same, but someone decided
to
> SWAP the id's on each server every few days ?
> This is not something i do, but just thought it should be mentioned in
case
> it needed to be looked into.

I've thought about this for about fifteen minutes, and I can't come up with
a good case for when it would be needed. It just seems arbitrary and poorly
thought out.




On Mon, Oct 24, 2011 at 12:13 PM, clad iron <[email protected]> wrote:

> i'm not talking about sharing the id, i mean remove the old id from the
> server that is dead and use the id from the good server on the old server.
> example:
> server1 = dead
> server2 = good
>
> lets say server2 is being dropped from our community, and server 1 is being
> relocated to another IP/location.
>
> Then i use server2's id on server1. How would this effect the server1 ?
>
> What if server 1 and server 2 were staying the same, but someone decided to
> SWAP the id's on each server every few days ?
> This is not something i do, but just thought it should be mentioned in case
> it needed to be looked into.
>
>
> On Mon, Oct 24, 2011 at 1:39 PM, 1nsane <[email protected]> wrote:
>
> > Nothing would be preventing you. That is by design.
> > People have been complaining for many years about IP changes killing
> their
> > server populace.
> > So instead of adding say DNS favorite support, Valve gave us the current
> > implementation of  the quickplay server registration system.
> >
> > If you move a popular server's account ids then the new server should
> > technically become popular and the old one will be dead.
> >
> > This is also why you can't use the same id on multiple servers. As only
> one
> > server at a time will be logged in and receiving quickplay benefits.
> > And that's not the only bad thing about sharing the same id with multiple
> > servers.
> > On map change they would be kicking each other off the quickplay pool,
> > which
> > would then in turn lead to the reputation score dropping by making the
> > server appear to be going empty so often.
> >
> > On Mon, Oct 24, 2011 at 12:27 PM, clad iron <[email protected]> wrote:
> >
> > >
> > > Also i was thinking, what would be preventing someone from changing an
> id
> > > on
> > > 1 of there servers to a different id they may be using on a different
> > > server. for example 1 of there servers may be more popular than the
> > other.
> > > I don't do this, or know if it would even be beneficial to do.  I had
> > just
> > > thought about that while tring to figure out how to remove the id's we
> no
> > > longer need.
> > >
> > > On Mon, Oct 24, 2011 at 11:06 AM, ics <[email protected]> wrote:
> > >
> > > > How about don't try to abuse the system even if it would be possible
> > > > instead of write a law.
> > > >
> > > > -ics
> > > >
> > > > 24.10.2011 13:58, Jesse Molina kirjoitti:
> > > >
> > > >
> > > >> The original poster had a point:  You can't break rules if there are
> > no
> > > >> rules.
> > > >>
> > > >> Someone at Valve needs to define the law before they can lay it
> down.
> > > >>
> > > >>
> > > >>
> > > >>
> > > >> ics wrote:
> > > >>
> > > >>> Exactly. Put the reputation in good use. The system has been
> running
> > a
> > > >>> year already so limit of 10000 would be more than enough.
> > > >>>
> > > >>> -ics
> > > >>>
> > > >>> ----- Alkuperäinen viesti -----
> > > >>>
> > > >>>> But what prevents people to register their own listen servers ?
> > > >>>>
> > > >>>> My opinion: Make a reputation limit for the server to receive
> gifts.
> > > >>>>
> > > >>>> 2011/10/24 doc<[email protected]>:
> > > >>>>
> > > >>>>> Mathacking and wireframing seems pretty against the spirit of the
> > > >>>>> contest, these paper masks should never be that important.
> > > >>>>> (did you say SEVERAL 12 slot servers for farming.......... tf2
> > > gifts?)
> > > >>>>>
> > > >>>>> I thought the whole point of the registering was to stop people
> > from
> > > >>>>> just sitting in their own private present-giving-box and getting
> > all
> > > >>>>> the items.
> > > >>>>>
> > > >>>>> On Sat, Oct 22, 2011 at 10:04 PM, [email protected]
> > > >>>>> <[email protected]
> > > >>>>>
> > > >>>>>> wrote:
> > > >>>>>>
> > > >>>>>
> > > >>>>>  Can we have a guideline as to what constitutes as cheating or
> > > abusing
> > > >>>>>> the gift drop system?
> > > >>>>>>
> > > >>>>>> I have opened several private 12 slot servers for my community
> to
> > > >>>>>> farm gifts. Some of the players are also using wireframe mode
> and
> > > >>>>>> material mods for the gift. Will my servers be penalized for
> this?
> > > >>>>>>
> > > >>>>>> On Fri, Oct 21, 2011 at 7:32 PM, Jon Lippincott
> > > >>>>>> <[email protected]>  wrote:
> > > >>>>>>
> > > >>>>>>> We're going to be launching some new Halloween content in the
> > near
> > > >>>>>>> future
> > > >>>>>>>
> > > >>>>>> and wanted to give you all a quick heads-up.  There will be
> random
> > > >>>>>> gift drops, but this year we are requiring that participants
> > > >>>>>> register their servers.  If you choose not to register, you can
> > > >>>>>> still run the Halloween maps, but no gifts will drop on your
> > server.
> > > >>>>>>  By registering, your server will also be included in
> matchmaking,
> > > >>>>>> which will potentially drive traffic to you.  Note that cheating
> > or
> > > >>>>>> otherwise abusing the gift drop system will result in losing
> your
> > > >>>>>> registration, access to gift drops and other potential
> value-adds
> > in
> > > >>>>>> the future.
> > > >>>>>>
> > > >>>>>>>
> > > >>>>>>> You still have plenty of time, as this change won't be going
> live
> > > >>>>>>> until
> > > >>>>>>>
> > > >>>>>> next week.  Registration is quick and simple, and is outlined
> > here<
> > > >>>>>> https://support.steampowered.**com/kb_article.php?ref=2825-**
> > > >>>>>> AFGJ-3513#how<
> > > https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513#how
> > >>.
> > > >>>>>>
> > > >>>>>>
> > > >>>>>>>
> > > >>>>>>> -Jon
> > > >>>>>>> ______________________________**_________________
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