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.
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