Regardless of <whatever> happens it ridicules the ban system even more. I think the Steam ID should be the same even when from a family member, as many games, not just source-based games, rely on the SteamID as banning mechanism.
If they were to add a new system to system to retrieve the account holder's ID, it would still be broken, because all games that don't update, would still be using the legacy system (mods, non-valve games, etc). It should be rather the other way around, to be able to retrieve a new, second ID for the shared account, and the default API methods just return the account holder's ID (one who actually owns the games) as they used to. The real big issue here is it affects all steam games using the account ID as banning system and is not exclusive to a single game. It's essentially making banning useless (before then people AT LEAST had to rebuy a game to come to the server again, which is a stopper to people without unlimited supplies of money). Eventually this even extends beyond the SteamID to other community features, such as blocking players in friends preventing them from joining your lobbies - which, by using a friends bypass, just might work again. Good job on raising the awareness of this issue, it has to be addressed before it goes out of hands. -----Ursprüngliche Nachricht----- Von: [email protected] [mailto:[email protected]] Im Auftrag von Kyle Sanderson Gesendet: Montag, 21. Oktober 2013 06:49 An: Half-Life dedicated Linux server mailing list Betreff: Re: [hlds_linux] [hlds] Family Sharing Ban Bypass. On Sun, Oct 20, 2013 at 9:07 PM, dan <[email protected]> wrote: > Well I saw one cheater today playing sniper, in several hours of playing > TF2. > If others were cheating they weren't doing it well enough to actually make > a notable difference. > > If someone's worse than me with his cheats I'm not going to notice. > Ah! Cheating is definitely manageable, although a huge pain because VAC doesn't fundamentally work. It's the griefers, and the child predators (seriously, there is a near alarming amount) that I'm looking to keep banned. As one community's server is on the brink of failure, a bunch of old troublemakers ban evaded using this to "come back". Unfortunately they sprinted ahead and hit triggers early, purposely killing their teammates, so a few were banned. A few were given another chance, which I guess is a positive from the regression? Not that I'm advocating this or anything, but you can create a new account, then join any MP server on Steam and cause as much trouble all you like. This includes L4D2, CS:GO, and every other game that costs money which used to raise the bar for kids. To me, this seems very broken, and unintended. While I'm sure there's a way to filter anyone using Family Sharing, I really don't want to go down that road as it's still going to be broken for others. > It's like spam, if someone has an "easy fix" they probably don't understand the problem deeply enough. In this case, it really is that easy. There's always those who can get around it, and don't get me wrong, the implementation is equally strong as it is weak. As to why this existing infrastructure isn't exposed to servers is completely beyond me. Leveraging the existing Steam Guard implementation seems to be an easy way to actually start fixing this in TF. I wish you ran servers so you'd at least know where I'm coming from. Idling just makes the community weaker, and the unintended consequence of Family Sharing unfortunately has done just that, Kyle. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

