There is nothing wrong with showing the website to steam group when you
type !join.

But other than that, since steam groups are not bound to servers for
instance, the "benefit" for the end user has little value these days.
(unlike in l4d2, even though everybody abuses the steam groups that nobody
at valve ends will fix :) )

-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of Weasel
Sent: woensdag 28 augustus 2013 7:56
To: [email protected]
Subject: [hlds_linux] [Feature Request] [TF2] User-initiated join to Steam
community group associated with a server.

[Feature Request] [TF2] User-initiated join to Steam community group
associated with a server.

Primarily oriented to TF2, but would be nice for any SCRDS (and HLDS?)
game server?

There are several servers out there that have managed to setup an
automated Steam Community Group invite whenever a player joins the server
that doesn't already belong to the group.

I have been tempted to setup something like that myself, but haven't for
several reasons:
1) The way its being done is probably against Valve's terms-of-service.
2) As a player, I hate getting group invite spam.
3) I would prefer something USER-INITIATED.

However, there is IMH(f)O, good reason to make finding and joining a group
associated with a server easier for players:
1) Most users a idiots who can't read and correctly type a URL.
2) There is currently no easy way to do this in-game (i.e. inside TF2 for
example).
3) Many serves link Steam group membership to extra in-game features.
4) It drives the utilization of Steam community groups - instead of just
being meaningless garbage.

What I would like to see is perhaps an extension of the "registration"
system that TF2 already uses, with enhancements such as this:
1) Add an in-game command that players can use to initiate their own
request to join a particular group - with the game automatically knowing
what group is associated with the server they are playing-on.  Maybe like
on the menu, or bind to a key or, better-yet as an in-game chat-trigger
("!join" or "!invite") or something like that.
2) The game client gets the information from Steam or from the server.
Either as another CVAR that server operators set, or better yet by
automatically using the Steam user that the server is "registered" to -
and automatically using that Steam account's "primary group".

Anyway, posting this in the GitHub and on the HLDS mailing list.

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