Re: [hlds] Rethinking the community quickplay ban

2015-02-10 Thread Cats From Above
@E. Olsen: Your suggestion would still potentially expose players to the
types of servers which have been deemed as cancerous by Valve. It is akin
to saying, “Oh hey! We see you’ve played five hours of TF2, now we’re going
to throw you out into the wilderness with only this wooden mallet to defend
yourself with! You might find a bad server or two, but at least you can
blacklist them AFTER the event!” – This is what you’re essentially saying.
Right now, Valve doesn’t have that problem. Why? Because Valve basically
hid the toxic servers along with all other community servers behind a
configuration option.

If you want to change that, you need to work on their terms, their
standards. Their standard is that it is completely unacceptable to
potentially have players dropping into servers which provide false
information, abusive donator benefits and the like. Thus, if you want
Quickplay to change, you need to offer them a solution that offers the same
level of effective protection that is currently offered to players both new
and old. That is, “Providing you don’t go screwing with options you don’t
understand the ramifications of, you’re guaranteed to have a Valve approved
experience.”

Unfortunately, the solution of dropping players into the community pool
after X number of hours does nothing to address the standard of behaviour
exhibited by some community servers. Rather, all it does is give new
players a short reprieve prior to being shunted out of what Valve consider
to be the “Garden of Eden” – that being, official servers. I don't
necessarily agree with that description, but still, it is what it is.
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Re: [hlds] Rethinking the community quickplay ban

2015-02-10 Thread Cats From Above
Right now, various Valve games have protections in them that prevent addons
being loaded under set conditions. I am sure Valve would be more than
capable of distributing a similar mechanic within SRCDS. It is a matter of
will power.

On Wed, Feb 11, 2015 at 1:56 AM, Asher Baker asher...@gmail.com wrote:


 On Tue, Feb 10, 2015 at 2:59 PM, Cats From Above spotsfromab...@gmail.com
  wrote:

 What would you need to do to be eligible for the Vanilla pool? Simple,
 don't have *any* addons loaded on your server. This can be easily enforced
 on a technical level. The ability to late load source addons would also be
 removed under this scheme.


 This is a non-starter, there is no way to prevent server-side
 modifications from being made.


 ~
 Their heads are green, and their hands are blue,
   And they went to sea in a Sieve. - Edward Lear

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Re: [hlds] Rethinking the community quickplay ban

2015-02-10 Thread Saint K.
I completely agree with McKay below here.


As extra addition I'd like to add that I feel royally screwed by VALVe. I run 
VALVe based gameservers since 1999, that's 16 years in the business of trying 
to provide a proper platform for players to game on. We always ran by the 
philosophy that we wanted to provide the games as meant by VALVe. The 
quickplay system at first looked like a blessing to us, as we complied with all 
the rules already before it even launched, however, somehow, the system rates 
us poorly and we lost all of our public players.


Just the old crew is still around and we still enjoy our games of TF2. It's 
just a god damn shame we cannot realize any growth or renewal of our playerbase 
in this game anymore.


Saint K.
  _  

From: Alexander Corn [mailto:mc...@doctormckay.com]
To: 'Half-Life dedicated Win32 server mailing list' 
[mailto:hlds@list.valvesoftware.com]
Sent: Tue, 10 Feb 2015 05:44:53 +0100
Subject: Re: [hlds] Rethinking the community quickplay ban




I’ve reached the point where I no longer lose sleep over this. At this point I 
don’t expect any growth of TF2. All I care about anymore is trying to keep my 
the people in my community around as long as they still care about TF2. Trying 
to convince Valve of anything is a waste of time for me. I’d have better luck 
arguing with a brick wall.

 

Valve is dead. TF2 is dying. All I care about anymore is logging on from time 
to time to play some Dustbowl or payload or something. I liked trading for a 
while but even that is tedious and boring now that I have to alt-tab out of the 
game to check my email every time I want to swap a weapon.

 

Valve used to make intelligent decisions. I don’t know what happened, but that 
company is no more. And it’s a damn shame.

 


Alexander Corn

“Dr. McKay”

http://www.doctormckay.com

 



From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Willinger
Sent: Monday, February 9, 2015 1:39 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Rethinking the community quickplay ban

 

So, we will let this thread die again?

Great Valve, really great, you used to be a nice company.

 

Von: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] Im Auftrag von Tim Anderson
Gesendet: Donnerstag, 05. Februar 2015 22:12
An: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
Betreff: [hlds] Rethinking the community quickplay ban

 



To the TF2 team,


 


It has now been over a year since the decision to essentially ban community 
servers from quickplay by defaulting to official ones. Here are some facts of 
what has happened since then.


 


- Player gain dropped 4% from the year before.


- UGC highlander teams dropped 17%


- Highly reduced map variety from community servers.


- Even top non-quickplay servers have drastically fewer players than in 2013.


 


You may have guaranteed new players a vanilla experience, but this is ruining 
the experience for the rest. 


 


Maybe nothing is being done because you do not see enough complaints about this 
from reddit or spuf. This is because the problem is obvious when someone 
connects to a pay to win server while it is not as obvious when a server is 
dying over the span of several months because official ones are getting all the 
new players.


 


Most of the people that I talked to even knew about this change so the thought 
about complaining about it never crossed their minds. But just because they 
never knew about it doesn't mean it wasn't a problem.


 


I hope you realize that this change is doing more harm than good. It may have 
stopped some complaints but this is hurting TF2 in the long run.  ___
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Re: [hlds] Rethinking the community quickplay ban

2015-02-10 Thread Asher Baker
On Tue, Feb 10, 2015 at 2:59 PM, Cats From Above spotsfromab...@gmail.com
wrote:

 What would you need to do to be eligible for the Vanilla pool? Simple,
 don't have *any* addons loaded on your server. This can be easily enforced
 on a technical level. The ability to late load source addons would also be
 removed under this scheme.


This is a non-starter, there is no way to prevent server-side modifications
from being made.


~
Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear
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Re: [hlds] Rethinking the community quickplay ban

2015-02-10 Thread E. Olsen
...@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Rethinking the community quickplay ban
 Message-ID:
 calvbbdvdsgu4ceqrcu7p2cu+057f-8iugovjbsh5g-gk-tx...@mail.gmail.com
 Content-Type: text/plain; charset=utf-8


 Speak for yourself Supreet. I think most would agree that your adversarial
 stance on this matter is profoundly unhelpful for both yourself and other
 members of this mailiing list. I also wonder what level of intellect would
 be required to come to the conclusion that being relegated to the server
 browser entirely is somehow an improvement to the present situation. Far
 beyond my comprehension for sure.
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 Message: 3
 Date: Tue, 10 Feb 2015 20:26:32 +1100
 From: kletch1333 . keyboard1...@gmail.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Subject: Re: [hlds] Rethinking the community quickplay ban
 Message-ID:
 cacuk6c_qybqpt94zguc2iadkcodngtxvs2afgsuzsxrlte8...@mail.gmail.com
 Content-Type: text/plain; charset=utf-8


 Hmmm?
 keyboard1...@gmail.com

 On Tue, Feb 10, 2015 at 6:39 AM, Ahmed Kandeel astrida...@googlemail.com
 
 wrote:

  In fact I have an idea that is even better than a petition if anyone
 would
  like to hear it. But I'd rather keep it out of the mailing list.
 
  On 9 February 2015 at 19:35, Ahmed Kandeel astrida...@googlemail.com
  wrote:
 
  To be honest, I doubt any of us are going to get responses. I myself as
  have others have tried to bring this to the community's attention via
  Reddit. While support has been there, it has been too weak to bring
 about
  any major action.
 
  People who post about this on the new steam based forums for TF2
 usually
  get shot down by certain players who love the change, merely because
 they
  worship Valve.
 
  My community is in limbo at the moment since we were never big enough
 to
  weather this storm. I am waiting for KF2 to change our fortunes.
 
  I'm quite sure hosting CS:GO would suffer the same fate and L4D never
  seemed popular enough or team/community based enough to actually garner
  enough new members.
 
  While I don't myself want to let this die, I feel we need a change of
  direction. It would be better to start some form of petition and
 deliver it
  to Valve rather than get upset over the mailing list.
 
  On 9 February 2015 at 18:38, Andreas Willinger aw...@gmx.at wrote:
 
  So, we will let this thread die again?
 
  Great Valve, really great, you used to be a nice company.
 
 
 
  *Von:* hlds-boun...@list.valvesoftware.com [mailto:
  hlds-boun...@list.valvesoftware.com] *Im Auftrag von *Tim Anderson
  *Gesendet:* Donnerstag, 05. Februar 2015 22:12
  *An:* hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
  *Betreff:* [hlds] Rethinking the community quickplay ban

 
 
 
  To the TF2 team,
 
 
 
  It has now been over a year since the decision to essentially ban
  community servers from quickplay by defaulting to official ones. Here
 are
  some facts of what has happened since then.
 
 
 
  - Player gain dropped 4% from the year before.
 
  - UGC highlander teams dropped 17%
 
  - Highly reduced map variety from community servers.
 
  - Even top non-quickplay servers have drastically fewer players than
 in
  2013.
 
 
 
  You may have guaranteed new players a vanilla experience, but this is
  ruining the experience for the rest.
 
 
 
  Maybe nothing is being done because you do not see enough complaints
  about this from reddit or spuf. This is because the problem is
 obvious when
  someone connects to a pay to win server while it is not as obvious
 when a
  server is dying over the span of several months because official ones
 are
  getting all the new players.
 
 
 
  Most of the people that I talked to even knew about this change so the
  thought about complaining about it never crossed their minds. But just
  because they never knew about it doesn't mean it wasn't a problem.
 
 
 
  I hope you realize that this change is doing more harm than good. It
 may
  have stopped some complaints but this is hurting TF2 in the long run.
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
 
 
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  please visit:
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Re: [hlds] Rethinking the community quickplay ban

2015-02-10 Thread Daniel Barreiro
In terms of the addons,
The way the client addons check works is it'll only load signed engine
addons. If a plugin has been signed by Valve, it can be loaded with secure.
Otherwise, you can only load addons with -insecure.  This is for addons.
One option would be to disable addons by default, and add a launch
parameter -addons. There's potential this could be exploited though.
Another method would be to make a separate server branch. CSGO has this.
The branches are Community_DS, Valve_DS, Pinion_DS. The Valve and the
Pinion DS both have changes that can be forwarded to the client. For
example, there's a hidden cvar sv_require_motd_seconds. This cvar is on the
client, the Pinion DS, and the Valve DS. If it is set on the Valve DS, it
replicates it to the client. The community DS doesn't have this cvar and
from my testing, you can't forward it to the client (as it's a hidden cvar
on the client)
They could make a branch for vanilla vs modded which report themselves
differently to the matchmaking servers. This is similar to how Valve does
the Mann Up servers. They run on server_valve.dll, set tf_mm_trusted to 1,
and then each server gets validated on the backend. If this works out then
it's marked as an official server in MM.
They could just make another branch that completely disables the addon
system (don't just set a value to 0, make sure it doesn't even attempt to
load any form of addon) and either whitelists cvars or blacklists cvars,
and makes sure to enforce all cvars that aren't on that list so if someone
attempted changing them via injection, it'd just change them back.

This is just one option. There will never be a way to 100% block server
mods, but this would be a good step.

Bypassing something like this is possible with enough work, but it would
require a technical expertise many server owners don't have.
If someone did attempt this, then they could be blacklisted fairly easily
(it'd be pretty obvious). You could even have the client check if a
server's cvars are consistent with vanilla mode. If they aren't it then
sends some form of log to the backend and if a server gets enough of these,
an employee could take a quick look and see what's wrong.

There will always be a way past these things. Nothing is impenetrable but
there are things that can be done to help.  The biggest issue is the
workload that would come with this.



On Tue, Feb 10, 2015 at 10:34 AM, Cats From Above spotsfromab...@gmail.com
wrote:

 Right now, various Valve games have protections in them that prevent
 addons being loaded under set conditions. I am sure Valve would be more
 than capable of distributing a similar mechanic within SRCDS. It is a
 matter of will power.

 On Wed, Feb 11, 2015 at 1:56 AM, Asher Baker asher...@gmail.com wrote:


 On Tue, Feb 10, 2015 at 2:59 PM, Cats From Above 
 spotsfromab...@gmail.com wrote:

 What would you need to do to be eligible for the Vanilla pool? Simple,
 don't have *any* addons loaded on your server. This can be easily enforced
 on a technical level. The ability to late load source addons would also be
 removed under this scheme.


 This is a non-starter, there is no way to prevent server-side
 modifications from being made.


 ~
 Their heads are green, and their hands are blue,
   And they went to sea in a Sieve. - Edward Lear

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds



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Re: [hlds] Rethinking the community quickplay ban

2015-02-10 Thread Daniel Barreiro
You guys complained that servers broke quickplay rules. Valve put measures
in place to prevent this from affecting a client's experience and then you
complain that you don't get any traffic because Valve takes it all. You
guys didn't care about the fact that servers were breaking the rules. You
cared that the servers breaking the rules were taking your traffic.  I'm
not saying that the fact that Valve servers take so much traffic is a good
thing. There are much better places those servers could go to use. The TF2
Vanilla experience is great, but the community experience can be as well. I
agree there should be a better balance, but until you can propose a
solution that makes every party involved happy, it probably wont happen. I
hate to say it, but the player is more important than the host.  If you
can't provide an experience that is different enough to a Valve server that
people wont seek you out, then you're not providing a different enough
experience. The fact of the matter is, most community servers don't offer
enough to the gameplay of TF2 to seek out. Those that do are probably
breaking the quickplay rules anyways.  Want to build a community? Build
one. Don't complain that you aren't getting quickplay traffic. If your
servers are worth playing on over other servers, advertise them a bit and
build a community.


On Tue, Feb 10, 2015 at 10:34 AM, Cats From Above spotsfromab...@gmail.com
wrote:

 Right now, various Valve games have protections in them that prevent
 addons being loaded under set conditions. I am sure Valve would be more
 than capable of distributing a similar mechanic within SRCDS. It is a
 matter of will power.

 On Wed, Feb 11, 2015 at 1:56 AM, Asher Baker asher...@gmail.com wrote:


 On Tue, Feb 10, 2015 at 2:59 PM, Cats From Above 
 spotsfromab...@gmail.com wrote:

 What would you need to do to be eligible for the Vanilla pool? Simple,
 don't have *any* addons loaded on your server. This can be easily enforced
 on a technical level. The ability to late load source addons would also be
 removed under this scheme.


 This is a non-starter, there is no way to prevent server-side
 modifications from being made.


 ~
 Their heads are green, and their hands are blue,
   And they went to sea in a Sieve. - Edward Lear

 ___
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 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds



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Re: [hlds] Rethinking the community quickplay ban

2015-02-10 Thread kletch1333 .
Hmmm?
keyboard1...@gmail.com

On Tue, Feb 10, 2015 at 6:39 AM, Ahmed Kandeel astrida...@googlemail.com
wrote:

 In fact I have an idea that is even better than a petition if anyone would
 like to hear it. But I'd rather keep it out of the mailing list.

 On 9 February 2015 at 19:35, Ahmed Kandeel astrida...@googlemail.com
 wrote:

 To be honest, I doubt any of us are going to get responses. I myself as
 have others have tried to bring this to the community's attention via
 Reddit. While support has been there, it has been too weak to bring about
 any major action.

 People who post about this on the new steam based forums for TF2 usually
 get shot down by certain players who love the change, merely because they
 worship Valve.

 My community is in limbo at the moment since we were never big enough to
 weather this storm. I am waiting for KF2 to change our fortunes.

 I'm quite sure hosting CS:GO would suffer the same fate and L4D never
 seemed popular enough or team/community based enough to actually garner
 enough new members.

 While I don't myself want to let this die, I feel we need a change of
 direction. It would be better to start some form of petition and deliver it
 to Valve rather than get upset over the mailing list.

 On 9 February 2015 at 18:38, Andreas Willinger aw...@gmx.at wrote:

 So, we will let this thread die again?

 Great Valve, really great, you used to be a nice company.



 *Von:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *Im Auftrag von *Tim Anderson
 *Gesendet:* Donnerstag, 05. Februar 2015 22:12
 *An:* hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
 *Betreff:* [hlds] Rethinking the community quickplay ban



 To the TF2 team,



 It has now been over a year since the decision to essentially ban
 community servers from quickplay by defaulting to official ones. Here are
 some facts of what has happened since then.



 - Player gain dropped 4% from the year before.

 - UGC highlander teams dropped 17%

 - Highly reduced map variety from community servers.

 - Even top non-quickplay servers have drastically fewer players than in
 2013.



 You may have guaranteed new players a vanilla experience, but this is
 ruining the experience for the rest.



 Maybe nothing is being done because you do not see enough complaints
 about this from reddit or spuf. This is because the problem is obvious when
 someone connects to a pay to win server while it is not as obvious when a
 server is dying over the span of several months because official ones are
 getting all the new players.



 Most of the people that I talked to even knew about this change so the
 thought about complaining about it never crossed their minds. But just
 because they never knew about it doesn't mean it wasn't a problem.



 I hope you realize that this change is doing more harm than good. It may
 have stopped some complaints but this is hurting TF2 in the long run.

 ___
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 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds




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Re: [hlds] Rethinking the community quickplay ban

2015-02-10 Thread Supreet Sahni
@list.valvesoftware.com
Subject: Re: [hlds] Rethinking the community quickplay ban
Message-ID:
calvbbdvdsgu4ceqrcu7p2cu+057f-8iugovjbsh5g-gk-tx...@mail.gmail.com
Content-Type: text/plain; charset=utf-8

Speak for yourself Supreet. I think most would agree that your adversarial
stance on this matter is profoundly unhelpful for both yourself and other
members of this mailiing list. I also wonder what level of intellect would
be required to come to the conclusion that being relegated to the server
browser entirely is somehow an improvement to the present situation. Far
beyond my comprehension for sure.
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Message: 3
Date: Tue, 10 Feb 2015 20:26:32 +1100
From: kletch1333 . keyboard1...@gmail.com
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
Subject: Re: [hlds] Rethinking the community quickplay ban
Message-ID:
cacuk6c_qybqpt94zguc2iadkcodngtxvs2afgsuzsxrlte8...@mail.gmail.com
Content-Type: text/plain; charset=utf-8

Hmmm?
keyboard1...@gmail.com

On Tue, Feb 10, 2015 at 6:39 AM, Ahmed Kandeel astrida...@googlemail.com
wrote:

 In fact I have an idea that is even better than a petition if anyone would
 like to hear it. But I'd rather keep it out of the mailing list.

 On 9 February 2015 at 19:35, Ahmed Kandeel astrida...@googlemail.com
 wrote:

 To be honest, I doubt any of us are going to get responses. I myself as
 have others have tried to bring this to the community's attention via
 Reddit. While support has been there, it has been too weak to bring about
 any major action.

 People who post about this on the new steam based forums for TF2 usually
 get shot down by certain players who love the change, merely because they
 worship Valve.

 My community is in limbo at the moment since we were never big enough to
 weather this storm. I am waiting for KF2 to change our fortunes.

 I'm quite sure hosting CS:GO would suffer the same fate and L4D never
 seemed popular enough or team/community based enough to actually garner
 enough new members.

 While I don't myself want to let this die, I feel we need a change of
 direction. It would be better to start some form of petition and deliver it
 to Valve rather than get upset over the mailing list.

 On 9 February 2015 at 18:38, Andreas Willinger aw...@gmx.at wrote:

 So, we will let this thread die again?

 Great Valve, really great, you used to be a nice company.



 *Von:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *Im Auftrag von *Tim Anderson
 *Gesendet:* Donnerstag, 05. Februar 2015 22:12
 *An:* hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
 *Betreff:* [hlds] Rethinking the community quickplay ban



 To the TF2 team,



 It has now been over a year since the decision to essentially ban
 community servers from quickplay by defaulting to official ones. Here are
 some facts of what has happened since then.



 - Player gain dropped 4% from the year before.

 - UGC highlander teams dropped 17%

 - Highly reduced map variety from community servers.

 - Even top non-quickplay servers have drastically fewer players than in
 2013.



 You may have guaranteed new players a vanilla experience, but this is
 ruining the experience for the rest.



 Maybe nothing is being done because you do not see enough complaints
 about this from reddit or spuf. This is because the problem is obvious when
 someone connects to a pay to win server while it is not as obvious when a
 server is dying over the span of several months because official ones are
 getting all the new players.



 Most of the people that I talked to even knew about this change so the
 thought about complaining about it never crossed their minds. But just
 because they never knew about it doesn't mean it wasn't a problem.



 I hope you realize that this change is doing more harm than good. It may
 have stopped some complaints but this is hurting TF2 in the long run.

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds




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End of hlds

Re: [hlds] Rethinking the community quickplay ban

2015-02-10 Thread AJ DeTorrice
No, please do tell.
On Feb 10, 2015 9:57 AM, N-Gon ngongamedes...@gmail.com wrote:

 Do you guys really have to reopen the same conversation every single week?
 Have I ever told you the definition of insanity?
 Insanity is doing the same thing over-and-over again expecting the outcome
 to be any different.
 Maybe if I email Valve this time they'll change quickplay; Nono, maybe if
 I email them THIS time they'll change it
 When my friend Keeg first told me about the constant bickering on the
 mailing list I dismissed him.
 No, Valve will change it eventually But I learned, I took notice that it
 won't change, and then my perspective started to turn similar to his.
 Every email I read, it's the same thing, Every-single-email begging Valve
 for a fix over-and-over-and-over.
 The thing is, you've already emailed them once before.
 Have I ever told you the definition of insanity?

 On Tue, Feb 10, 2015 at 10:43 AM, Cats From Above 
 spotsfromab...@gmail.com wrote:

 @E. Olsen: Your suggestion would still potentially expose players to the
 types of servers which have been deemed as cancerous by Valve. It is akin
 to saying, “Oh hey! We see you’ve played five hours of TF2, now we’re going
 to throw you out into the wilderness with only this wooden mallet to defend
 yourself with! You might find a bad server or two, but at least you can
 blacklist them AFTER the event!” – This is what you’re essentially saying.
 Right now, Valve doesn’t have that problem. Why? Because Valve basically
 hid the toxic servers along with all other community servers behind a
 configuration option.

 If you want to change that, you need to work on their terms, their
 standards. Their standard is that it is completely unacceptable to
 potentially have players dropping into servers which provide false
 information, abusive donator benefits and the like. Thus, if you want
 Quickplay to change, you need to offer them a solution that offers the same
 level of effective protection that is currently offered to players both new
 and old. That is, “Providing you don’t go screwing with options you don’t
 understand the ramifications of, you’re guaranteed to have a Valve approved
 experience.”

 Unfortunately, the solution of dropping players into the community pool
 after X number of hours does nothing to address the standard of behaviour
 exhibited by some community servers. Rather, all it does is give new
 players a short reprieve prior to being shunted out of what Valve consider
 to be the “Garden of Eden” – that being, official servers. I don't
 necessarily agree with that description, but still, it is what it is.

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds



 ___
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Re: [hlds] Rethinking the community quickplay ban

2015-02-10 Thread Cats From Above
=utf-8

 I?ve reached the point where I no longer lose sleep over this. At this
 point I don?t expect any growth of TF2. All I care about anymore is trying
 to keep my the people in my community around as long as they still care
 about TF2. Trying to convince Valve of anything is a waste of time for me.
 I?d have better luck arguing with a brick wall.



 Valve is dead. TF2 is dying. All I care about anymore is logging on from
 time to time to play some Dustbowl or payload or something. I liked trading
 for a while but even that is tedious and boring now that I have to alt-tab
 out of the game to check my email every time I want to swap a weapon.



 Valve used to make intelligent decisions. I don?t know what happened, but
 that company is no more. And it?s a damn shame.



 Alexander Corn

 ?Dr. McKay?

 http://www.doctormckay.com http://www.doctormckay.com



 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Willinger
 Sent: Monday, February 9, 2015 1:39 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Rethinking the community quickplay ban



 So, we will let this thread die again?

 Great Valve, really great, you used to be a nice company.



 Von: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] Im Auftrag von Tim Anderson
 Gesendet: Donnerstag, 05. Februar 2015 22:12
 An: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
 Betreff: [hlds] Rethinking the community quickplay ban



 To the TF2 team,



 It has now been over a year since the decision to essentially ban
 community servers from quickplay by defaulting to official ones. Here are
 some facts of what has happened since then.



 - Player gain dropped 4% from the year before.

 - UGC highlander teams dropped 17%

 - Highly reduced map variety from community servers.

 - Even top non-quickplay servers have drastically fewer players than in
 2013.



 You may have guaranteed new players a vanilla experience, but this is
 ruining the experience for the rest.



 Maybe nothing is being done because you do not see enough complaints about
 this from reddit or spuf. This is because the problem is obvious when
 someone connects to a pay to win server while it is not as obvious when a
 server is dying over the span of several months because official ones are
 getting all the new players.



 Most of the people that I talked to even knew about this change so the
 thought about complaining about it never crossed their minds. But just
 because they never knew about it doesn't mean it wasn't a problem.



 I hope you realize that this change is doing more harm than good. It may
 have stopped some complaints but this is hurting TF2 in the long run.

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 --

 Message: 2
 Date: Tue, 10 Feb 2015 15:19:32 +1030
 From: Cats FromAbove spotsfromab...@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Rethinking the community quickplay ban
 Message-ID:
 calvbbdvdsgu4ceqrcu7p2cu+057f-8iugovjbsh5g-gk-tx...@mail.gmail.com
 Content-Type: text/plain; charset=utf-8


 Speak for yourself Supreet. I think most would agree that your adversarial
 stance on this matter is profoundly unhelpful for both yourself and other
 members of this mailiing list. I also wonder what level of intellect would
 be required to come to the conclusion that being relegated to the server
 browser entirely is somehow an improvement to the present situation. Far
 beyond my comprehension for sure.
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 --

 Message: 3
 Date: Tue, 10 Feb 2015 20:26:32 +1100
 From: kletch1333 . keyboard1...@gmail.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Subject: Re: [hlds] Rethinking the community quickplay ban
 Message-ID:
 cacuk6c_qybqpt94zguc2iadkcodngtxvs2afgsuzsxrlte8...@mail.gmail.com
 Content-Type: text/plain; charset=utf-8


 Hmmm?
 keyboard1...@gmail.com

 On Tue, Feb 10, 2015 at 6:39 AM, Ahmed Kandeel astrida...@googlemail.com
 wrote:

  In fact I have an idea that is even better than a petition if anyone
 would
  like to hear it. But I'd rather keep it out of the mailing list.
 
  On 9 February 2015 at 19:35, Ahmed Kandeel astrida...@googlemail.com
  wrote:
 
  To be honest, I doubt any of us are going to get responses. I myself as
  have others have tried to bring this to the community's attention via
  Reddit. While support has been there, it has been too weak to bring
 about
  any major action.
 
  People who post about this on the new steam based forums for TF2 usually
  get

Re: [hlds] Rethinking the community quickplay ban

2015-02-10 Thread ics
Sent: Monday, February 9, 2015 1:39 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Rethinking the community quickplay ban



So, we will let this thread die again?

Great Valve, really great, you used to be a nice company.



Von: hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com] Im Auftrag von
Tim Anderson
Gesendet: Donnerstag, 05. Februar 2015 22:12
An: hlds@list.valvesoftware.com
mailto:hlds@list.valvesoftware.com;
hlds_li...@list.valvesoftware.com
mailto:hlds_li...@list.valvesoftware.com
Betreff: [hlds] Rethinking the community quickplay ban



To the TF2 team,



It has now been over a year since the decision to essentially
ban community servers from quickplay by defaulting to official
ones. Here are some facts of what has happened since then.



- Player gain dropped 4% from the year before.

- UGC highlander teams dropped 17%

- Highly reduced map variety from community servers.

- Even top non-quickplay servers have drastically fewer
players than in 2013.



You may have guaranteed new players a vanilla experience, but
this is ruining the experience for the rest.



Maybe nothing is being done because you do not see enough
complaints about this from reddit or spuf. This is because the
problem is obvious when someone connects to a pay to win
server while it is not as obvious when a server is dying over
the span of several months because official ones are getting
all the new players.



Most of the people that I talked to even knew about this
change so the thought about complaining about it never crossed
their minds. But just because they never knew about it doesn't
mean it wasn't a problem.



I hope you realize that this change is doing more harm than
good. It may have stopped some complaints but this is hurting
TF2 in the long run.

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Message: 2
Date: Tue, 10 Feb 2015 15:19:32 +1030
From: Cats FromAbove spotsfromab...@gmail.com
mailto:spotsfromab...@gmail.com
To: hlds@list.valvesoftware.com
mailto:hlds@list.valvesoftware.com
Subject: Re: [hlds] Rethinking the community quickplay ban
Message-ID:
calvbbdvdsgu4ceqrcu7p2cu+057f-8iugovjbsh5g-gk-tx...@mail.gmail.com

mailto:calvbbdvdsgu4ceqrcu7p2cu%2b057f-8iugovjbsh5g-gk-tx...@mail.gmail.com
Content-Type: text/plain; charset=utf-8


Speak for yourself Supreet. I think most would agree that your
adversarial
stance on this matter is profoundly unhelpful for both
yourself and other
members of this mailiing list. I also wonder what level of
intellect would
be required to come to the conclusion that being relegated to
the server
browser entirely is somehow an improvement to the present
situation. Far
beyond my comprehension for sure.
-- next part --
An HTML attachment was scrubbed...
URL:

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--

Message: 3
Date: Tue, 10 Feb 2015 20:26:32 +1100
From: kletch1333 . keyboard1...@gmail.com
mailto:keyboard1...@gmail.com
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com
Subject: Re: [hlds] Rethinking the community quickplay ban
Message-ID:
cacuk6c_qybqpt94zguc2iadkcodngtxvs2afgsuzsxrlte8...@mail.gmail.com

mailto:cacuk6c_qybqpt94zguc2iadkcodngtxvs2afgsuzsxrlte8...@mail.gmail.com
Content-Type: text/plain; charset=utf-8


Hmmm?
keyboard1...@gmail.com mailto:keyboard1...@gmail.com

On Tue, Feb 10, 2015 at 6:39 AM, Ahmed Kandeel
astrida...@googlemail.com mailto:astrida...@googlemail.com
wrote:

 In fact I have an idea that is even better than a petition
if anyone would
 like to hear it. But I'd rather keep it out of the mailing list.

 On 9 February 2015 at 19:35, Ahmed Kandeel
astrida...@googlemail.com mailto:astrida...@googlemail.com
 wrote:

 To be honest, I doubt any of us are going to get responses.
I myself

Re: [hlds] Rethinking the community quickplay ban

2015-02-10 Thread Tim Anderson
Quickplay is not as much to ask for as attachments because attachments are
in direct conflict with their business model. TF2 did just fine for 8 years
without this change.

Steam groups are not a good way to grab the TF team's attention though
because they are being hidden to rot away just like TF2 community servers.
They removed the link to groups on steamcommunity.com when they started to
phase in game hubs and blocked the large groups from inviting people
about 2 years ago.

Please don't give up. At the very least we can warning everyone else that
they should not put too much effort into hosting servers for Valve until we
start seeing some concessions.


On Mon, Feb 9, 2015 at 7:20 PM, Asher Baker asher...@gmail.com wrote:


 On Tue, Feb 10, 2015 at 2:21 AM, Ahmed Kandeel astrida...@googlemail.com
 wrote:

 *Okay guys, I enacted on my idea and would like some support. I've
 created a steam group http://steamcommunity.com/groups/fixquickplay (Fix
 Quickplay Now!) as a form of petition against the changes to the Quickplay
 system.*


 Because the last time this was done
 http://steamcommunity.com/groups/SaveTF2AttachmentsPetition/ it worked
 out great...

 ~
 Their heads are green, and their hands are blue,
   And they went to sea in a Sieve. - Edward Lear

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Re: [hlds] Rethinking the community quickplay ban

2015-02-10 Thread Robert Paulson
It should not be rocket science to read a popup saying you can switch back
to official servers by clicking on the settings button. I don't see how
that can be compared to a wooden mallet. If they did not think players
were up to the task, then why bother having a community option at all?

Valve probably just wants to make sure that new players don't end up on
saigns and think that all TF2 is the same. This is understandable. However,
it was poorly implemented in a way that kills off all community servers
when it doesn't need to.

As for thinking official servers are the Garden of Eden, It has been
repeatedly mentioned that prior to this change there wasn't a single
official server in the top 200 of gametracker. Unfortunately I did not
realize how damaging this change would be so I did not save screenshots but
I am sure others here can attest to this.

Switching quickplay to community servers after a few hours still seems like
the best solution. If the TF team is not satisfied with it, I am sure they
are smart enough to come up with a better solution after an entire year.
The real question is whether they care about the game as much as we do to
do anything about it.

So far they can't even be bothered to take 1 hour per month cleaning up the
server list because they are too busy making important content that players
really want like duckstreaks or Mannpower that would take less than 3 days
for a programmer to make with Sourcemod.


On Tue, Feb 10, 2015 at 7:43 AM, Cats From Above spotsfromab...@gmail.com
wrote:

 @E. Olsen: Your suggestion would still potentially expose players to the
 types of servers which have been deemed as cancerous by Valve. It is akin
 to saying, “Oh hey! We see you’ve played five hours of TF2, now we’re going
 to throw you out into the wilderness with only this wooden mallet to defend
 yourself with! You might find a bad server or two, but at least you can
 blacklist them AFTER the event!” – This is what you’re essentially saying.
 Right now, Valve doesn’t have that problem. Why? Because Valve basically
 hid the toxic servers along with all other community servers behind a
 configuration option.

 If you want to change that, you need to work on their terms, their
 standards. Their standard is that it is completely unacceptable to
 potentially have players dropping into servers which provide false
 information, abusive donator benefits and the like. Thus, if you want
 Quickplay to change, you need to offer them a solution that offers the same
 level of effective protection that is currently offered to players both new
 and old. That is, “Providing you don’t go screwing with options you don’t
 understand the ramifications of, you’re guaranteed to have a Valve approved
 experience.”

 Unfortunately, the solution of dropping players into the community pool
 after X number of hours does nothing to address the standard of behaviour
 exhibited by some community servers. Rather, all it does is give new
 players a short reprieve prior to being shunted out of what Valve consider
 to be the “Garden of Eden” – that being, official servers. I don't
 necessarily agree with that description, but still, it is what it is.

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


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Re: [hlds] Rethinking the community quickplay ban

2015-02-10 Thread Daniel Barreiro
http://i.imgur.com/ZPiMPA2.png

I wouldn't consider this phased out especially since they use community
groups whenever a new beta feature launches
http://steamcommunity.com/groups/steamuniverse
http://steamcommunity.com/groups/steammusic
http://steamcommunity.com/groups/SteamClientBeta
http://steamcommunity.com/groups/familysharing
http://steamcommunity.com/groups/steambroadcasting

You get the picture.
Let's look at the Steam beta features that used the game hubs
http://steamcommunity.com/app/221410

Don't forget the group integration of one of a very massive feature of the
storefront.
http://store.steampowered.com/curators/

Also in terms of inviting, I don't want to revive this argument but they
didn't block any groups from sending invites. They limited how many invites
you could send in a period of time to people who aren't your friend. You
can invite as many people as you want if they're on your friends list.



On the topic of servers, being negative about it and saying Valve left us
to rot is not a good way to make anything change. I'm not saying I condone
the way they handled this, but it is what it is. Have you ever considered
the fact that they may not know what to do? When quickplay was a mess, a
ton of clients complained so Valve put temporary restrictions in. The
complaints from the players stopped and now a new player wont get turned
away by a bad server. If you think about it from a business standpoint,
what's worse. Forty pissed off server owners or four thousand lost
customers due to a bad server?
Valve is a business, they don't technically owe you anything. You weren't
held at gunpoint being told host our servers or else.
I need to note that I'm not saying that you didn't have an impact on TF, as
honestly you did in some way. The RIGHT thing to do would be to at least
have some form of civilized discussion and statement on the current
situation from Valve. They are no way obliged to do this, but you have
provided them a service and it would be reasonable for them to give a
response.
Think about it from their standpoint. Let's think about the different
responses:

We are leaving it as is the end.
This would result in a lot of bitching and people would potentially stop
hosting their servers.

We are reverting it to how it was
You know how this would end

We implemented X feature to make it so community servers can get better
representation in quickplay
WAH VALVE THIS ISN'T FAIR! I WANT TO USE X SETTING BUT THE QUICKPLAY RULES
SAY I CAN'T. THIS IS UNFAIR IT'S NOT GAME CHANGING. OTHER SERVERS ARE
GETTING AWAY WITH IT. THERE ARE TOO MANY VALVE SERVERS TAKING MY TRAFFIC



If you want it to change stop *talking *about shutting down your servers so
Valve loses money and *actually do it*.

*Until you actually do it it's just a baseless threat said time over time.*
*If community servers are so important, shut down your servers until
there's a change.*

*Want a fun experiment? Organize a big shutdown for a week or two with
other huge clans. See what it does. Take a look at the stats and see how
many people stop playing TF2 due to the community servers being gone for a
week or two. Then if it actually makes an impact, show it to Valve and say
you'll do it forever unless changes are made. Otherwise stop bitching about
how you're getting no traffic.*

*Want another experiment? Try to kindly ask them to make the community
servers a bit more obvious in the quickplay menu. Keep it civil and don't
say fuck valve they don't care about us, because that shows how much you
guys really care about the game. When it turns into a shitfest think about
it and wonder why Valve wouldn't put the people in the shitfest back in
power over parts of the TF2 community *


On Tue, Feb 10, 2015 at 3:55 PM, Tim Anderson twjander...@gmail.com wrote:

 Quickplay is not as much to ask for as attachments because attachments are
 in direct conflict with their business model. TF2 did just fine for 8 years
 without this change.

 Steam groups are not a good way to grab the TF team's attention though
 because they are being hidden to rot away just like TF2 community servers.
 They removed the link to groups on steamcommunity.com when they started
 to phase in game hubs and blocked the large groups from inviting people
 about 2 years ago.

 Please don't give up. At the very least we can warning everyone else that
 they should not put too much effort into hosting servers for Valve until we
 start seeing some concessions.


 On Mon, Feb 9, 2015 at 7:20 PM, Asher Baker asher...@gmail.com wrote:


 On Tue, Feb 10, 2015 at 2:21 AM, Ahmed Kandeel astrida...@googlemail.com
  wrote:

 *Okay guys, I enacted on my idea and would like some support. I've
 created a steam group http://steamcommunity.com/groups/fixquickplay (Fix
 Quickplay Now!) as a form of petition against the changes to the Quickplay
 system.*


 Because the last time this was done
 http://steamcommunity.com/groups/SaveTF2AttachmentsPetition/ it worked
 out great...

 ~
 

Re: [hlds] Rethinking the community quickplay ban

2015-02-10 Thread N-Gon
Do you guys really have to reopen the same conversation every single week?
Have I ever told you the definition of insanity?
Insanity is doing the same thing over-and-over again expecting the outcome
to be any different.
Maybe if I email Valve this time they'll change quickplay; Nono, maybe if
I email them THIS time they'll change it
When my friend Keeg first told me about the constant bickering on the
mailing list I dismissed him.
No, Valve will change it eventually But I learned, I took notice that it
won't change, and then my perspective started to turn similar to his.
Every email I read, it's the same thing, Every-single-email begging Valve
for a fix over-and-over-and-over.
The thing is, you've already emailed them once before.
Have I ever told you the definition of insanity?

On Tue, Feb 10, 2015 at 10:43 AM, Cats From Above spotsfromab...@gmail.com
wrote:

 @E. Olsen: Your suggestion would still potentially expose players to the
 types of servers which have been deemed as cancerous by Valve. It is akin
 to saying, “Oh hey! We see you’ve played five hours of TF2, now we’re going
 to throw you out into the wilderness with only this wooden mallet to defend
 yourself with! You might find a bad server or two, but at least you can
 blacklist them AFTER the event!” – This is what you’re essentially saying.
 Right now, Valve doesn’t have that problem. Why? Because Valve basically
 hid the toxic servers along with all other community servers behind a
 configuration option.

 If you want to change that, you need to work on their terms, their
 standards. Their standard is that it is completely unacceptable to
 potentially have players dropping into servers which provide false
 information, abusive donator benefits and the like. Thus, if you want
 Quickplay to change, you need to offer them a solution that offers the same
 level of effective protection that is currently offered to players both new
 and old. That is, “Providing you don’t go screwing with options you don’t
 understand the ramifications of, you’re guaranteed to have a Valve approved
 experience.”

 Unfortunately, the solution of dropping players into the community pool
 after X number of hours does nothing to address the standard of behaviour
 exhibited by some community servers. Rather, all it does is give new
 players a short reprieve prior to being shunted out of what Valve consider
 to be the “Garden of Eden” – that being, official servers. I don't
 necessarily agree with that description, but still, it is what it is.

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


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Re: [hlds] Rethinking the community quickplay ban

2015-02-10 Thread HD
There are a bunch of factors right now killing off TF2.  Quickplay management 
is the main one followed up by the current trade verification system they’ve 
pushed onto players and their own funding path – trading. 

 

They have yet to really respond to any complaints about either one of these 
over the last week. My only wish is they look at both situations between now 
and the next update release which should be soon considering the X-Mas/Holiday 
things are set to expire. Why that update was prolonged deep into February is 
beyond me.

 

As someone that runs many servers that depend on trading traffic for many of 
them AND regular players for regular games I’m getting hit on both ends. I’m 
afraid I may not continue with my servers much longer if the current trends 
keep on the path they are following. 

 

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Re: [hlds] Rethinking the community quickplay ban

2015-02-10 Thread Robert Paulson
Your screenshot proves yourself wrong. Here is an example of what
steamcommunity looked like before.

http://web.archive.org/web/20110202224111/https://steamcommunity.com/

There is a direct link to the list of groups here and now it is replaced by
other junk. I don't see how curators are related to groups. They don't even
look the same. And the reason why those beta features are not using hubs is
because they are part of the steam client and not actually an individual
download unlike Steam for linux. Those steam groups are large because they
were accompanied by announcements and huge incentives to join from Steam
store activities, not because everyone is using groups.

Larger groups have completely been blocked from inviting people outside
their friend list. You can see from their history (there used to be a link
to that too) that no one has been invited for days, and when you try to
invite someone it silently fails. If you have not run into this issue yet,
your group is probably not large enough.

Shutting down all community servers is not likely to work. Community
players became a minority due to an entire year of being cut off from new
players. I don't believe we are being rude about this either. Are we really
supposed to pretend that Valve hasn't made a terrible decision and
sugarcoat our words as if this wasn't a serious problem? Are we not already
being patient enough after waiting an entire year? If Valve needs proof
that this was a bad decision, all they have to do is open their eyes. The
stats are already out there.

These solutions are much more likely to work:

- Boycott the Mann Co store.
- Raise the issue outside of Valve controlled properties like Steam groups
so they can't just kill it by silently blocking your ability to gain
members like they have been doing.
- Keep talking about here where we know the devs do not easily ignore like
the forums. Even if they are just filtering it out at their personal inbox,
at least we can warn others about getting too involved hosting Valve games.

If you want to keep the discussion civil, I suggest you start with yourself
as you seem to be far more inflammatory than anyone else here.

On Tue, Feb 10, 2015 at 2:58 PM, Daniel Barreiro 
smelly.feet.you.h...@gmail.com wrote:

 http://i.imgur.com/ZPiMPA2.png

 I wouldn't consider this phased out especially since they use community
 groups whenever a new beta feature launches
 http://steamcommunity.com/groups/steamuniverse
 http://steamcommunity.com/groups/steammusic
 http://steamcommunity.com/groups/SteamClientBeta
 http://steamcommunity.com/groups/familysharing
 http://steamcommunity.com/groups/steambroadcasting

 You get the picture.
 Let's look at the Steam beta features that used the game hubs
 http://steamcommunity.com/app/221410

 Don't forget the group integration of one of a very massive feature of the
 storefront.
 http://store.steampowered.com/curators/

 Also in terms of inviting, I don't want to revive this argument but they
 didn't block any groups from sending invites. They limited how many invites
 you could send in a period of time to people who aren't your friend. You
 can invite as many people as you want if they're on your friends list.



 On the topic of servers, being negative about it and saying Valve left us
 to rot is not a good way to make anything change. I'm not saying I condone
 the way they handled this, but it is what it is. Have you ever considered
 the fact that they may not know what to do? When quickplay was a mess, a
 ton of clients complained so Valve put temporary restrictions in. The
 complaints from the players stopped and now a new player wont get turned
 away by a bad server. If you think about it from a business standpoint,
 what's worse. Forty pissed off server owners or four thousand lost
 customers due to a bad server?
 Valve is a business, they don't technically owe you anything. You weren't
 held at gunpoint being told host our servers or else.
 I need to note that I'm not saying that you didn't have an impact on TF,
 as honestly you did in some way. The RIGHT thing to do would be to at least
 have some form of civilized discussion and statement on the current
 situation from Valve. They are no way obliged to do this, but you have
 provided them a service and it would be reasonable for them to give a
 response.
 Think about it from their standpoint. Let's think about the different
 responses:

 We are leaving it as is the end.
 This would result in a lot of bitching and people would potentially stop
 hosting their servers.

 We are reverting it to how it was
 You know how this would end

 We implemented X feature to make it so community servers can get better
 representation in quickplay
 WAH VALVE THIS ISN'T FAIR! I WANT TO USE X SETTING BUT THE QUICKPLAY RULES
 SAY I CAN'T. THIS IS UNFAIR IT'S NOT GAME CHANGING. OTHER SERVERS ARE
 GETTING AWAY WITH IT. THERE ARE TOO MANY VALVE SERVERS TAKING MY TRAFFIC



 If you want it to change stop *talking *about 

Re: [hlds] Rethinking the community quickplay ban

2015-02-10 Thread Ahmed Kandeel
Dr.Mckay, Saint. K, as Tim says, please don't give up! Even though this may
seem as futile, if we try our best to bring it to the forefront of TF2
players new and old, we may have some success. At the very least if we
garner enough support we may get a response or discussion from Valve.

As for Supreet mentioning a boycott. I think it could work as a last
resort. However rather than specifically breaking Valve's rules, I feel an
entire server blackout as Daniel mentioned would be far far better. Also
thank you for clearing up some confusion with regards to groups and invites.

I'm sure with a bit of effort we could try and get in touch with as many
communities as possible to organise that for at least 1-2 days. I'd also
agree that we have to be civil about this. Valve technically don't owe us
anything. It is their product to do what they want with.

But I think it is obvious TF2 isn't as successful as it once was and Valve
may show some interest in increasing enthusiasm if it translates into
higher profits.

As for me, I refuse to run any TF2 server for the five or so that want it
in my small community. Updating plugins etc for an empty service is
tiresome. But that doesn't mean I can't pour that effort into campaigning
for change.

I notice that many have joined the group in under 24hrs.


*What I would ask is if you do own a large group, please consider making
the case to your members through an announcement or two and stating how
these changes affected you. Ask them to join in support of you and your own
group. After all if it has affected you they are likely to listen.*
And please do get in touch with me, I'm happy to talk about this and where
I'd like to see it go with the help of others.

On 10 February 2015 at 22:58, Daniel Barreiro 
smelly.feet.you.h...@gmail.com wrote:

 http://i.imgur.com/ZPiMPA2.png

 I wouldn't consider this phased out especially since they use community
 groups whenever a new beta feature launches
 http://steamcommunity.com/groups/steamuniverse
 http://steamcommunity.com/groups/steammusic
 http://steamcommunity.com/groups/SteamClientBeta
 http://steamcommunity.com/groups/familysharing
 http://steamcommunity.com/groups/steambroadcasting

 You get the picture.
 Let's look at the Steam beta features that used the game hubs
 http://steamcommunity.com/app/221410

 Don't forget the group integration of one of a very massive feature of the
 storefront.
 http://store.steampowered.com/curators/

 Also in terms of inviting, I don't want to revive this argument but they
 didn't block any groups from sending invites. They limited how many invites
 you could send in a period of time to people who aren't your friend. You
 can invite as many people as you want if they're on your friends list.



 On the topic of servers, being negative about it and saying Valve left us
 to rot is not a good way to make anything change. I'm not saying I condone
 the way they handled this, but it is what it is. Have you ever considered
 the fact that they may not know what to do? When quickplay was a mess, a
 ton of clients complained so Valve put temporary restrictions in. The
 complaints from the players stopped and now a new player wont get turned
 away by a bad server. If you think about it from a business standpoint,
 what's worse. Forty pissed off server owners or four thousand lost
 customers due to a bad server?
 Valve is a business, they don't technically owe you anything. You weren't
 held at gunpoint being told host our servers or else.
 I need to note that I'm not saying that you didn't have an impact on TF,
 as honestly you did in some way. The RIGHT thing to do would be to at least
 have some form of civilized discussion and statement on the current
 situation from Valve. They are no way obliged to do this, but you have
 provided them a service and it would be reasonable for them to give a
 response.
 Think about it from their standpoint. Let's think about the different
 responses:

 We are leaving it as is the end.
 This would result in a lot of bitching and people would potentially stop
 hosting their servers.

 We are reverting it to how it was
 You know how this would end

 We implemented X feature to make it so community servers can get better
 representation in quickplay
 WAH VALVE THIS ISN'T FAIR! I WANT TO USE X SETTING BUT THE QUICKPLAY RULES
 SAY I CAN'T. THIS IS UNFAIR IT'S NOT GAME CHANGING. OTHER SERVERS ARE
 GETTING AWAY WITH IT. THERE ARE TOO MANY VALVE SERVERS TAKING MY TRAFFIC



 If you want it to change stop *talking *about shutting down your servers
 so Valve loses money and *actually do it*.

 *Until you actually do it it's just a baseless threat said time over time.*
 *If community servers are so important, shut down your servers until
 there's a change.*

 *Want a fun experiment? Organize a big shutdown for a week or two with
 other huge clans. See what it does. Take a look at the stats and see how
 many people stop playing TF2 due to the community servers being gone for a

Re: [hlds] Rethinking the community quickplay ban

2015-02-10 Thread Alexander Corn
Stuff can always be injected. The only reason why you don’t see addons working 
around this signature check is because of VAC. You can’t very well run VAC on a 
server.

 

Alexander Corn

“Dr. McKay”

 http://www.doctormckay.com http://www.doctormckay.com

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Daniel Barreiro
Sent: Tuesday, February 10, 2015 11:19 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Rethinking the community quickplay ban

 

In terms of the addons,

The way the client addons check works is it'll only load signed engine addons. 
If a plugin has been signed by Valve, it can be loaded with secure. Otherwise, 
you can only load addons with -insecure.  This is for addons. 

One option would be to disable addons by default, and add a launch parameter 
-addons. There's potential this could be exploited though.

Another method would be to make a separate server branch. CSGO has this. The 
branches are Community_DS, Valve_DS, Pinion_DS. The Valve and the Pinion DS 
both have changes that can be forwarded to the client. For example, there's a 
hidden cvar sv_require_motd_seconds. This cvar is on the client, the Pinion DS, 
and the Valve DS. If it is set on the Valve DS, it replicates it to the client. 
The community DS doesn't have this cvar and from my testing, you can't forward 
it to the client (as it's a hidden cvar on the client)

They could make a branch for vanilla vs modded which report themselves 
differently to the matchmaking servers. This is similar to how Valve does the 
Mann Up servers. They run on server_valve.dll, set tf_mm_trusted to 1, and then 
each server gets validated on the backend. If this works out then it's marked 
as an official server in MM.

They could just make another branch that completely disables the addon system 
(don't just set a value to 0, make sure it doesn't even attempt to load any 
form of addon) and either whitelists cvars or blacklists cvars, and makes sure 
to enforce all cvars that aren't on that list so if someone attempted changing 
them via injection, it'd just change them back.

 

This is just one option. There will never be a way to 100% block server mods, 
but this would be a good step.

 

Bypassing something like this is possible with enough work, but it would 
require a technical expertise many server owners don't have.

If someone did attempt this, then they could be blacklisted fairly easily (it'd 
be pretty obvious). You could even have the client check if a server's cvars 
are consistent with vanilla mode. If they aren't it then sends some form of log 
to the backend and if a server gets enough of these, an employee could take a 
quick look and see what's wrong.

 

There will always be a way past these things. Nothing is impenetrable but there 
are things that can be done to help.  The biggest issue is the workload that 
would come with this.

 

 

 

On Tue, Feb 10, 2015 at 10:34 AM, Cats From Above spotsfromab...@gmail.com 
wrote:

Right now, various Valve games have protections in them that prevent addons 
being loaded under set conditions. I am sure Valve would be more than capable 
of distributing a similar mechanic within SRCDS. It is a matter of will power.

 

On Wed, Feb 11, 2015 at 1:56 AM, Asher Baker asher...@gmail.com wrote:

 

On Tue, Feb 10, 2015 at 2:59 PM, Cats From Above spotsfromab...@gmail.com 
wrote:

What would you need to do to be eligible for the Vanilla pool? Simple, don't 
have *any* addons loaded on your server. This can be easily enforced on a 
technical level. The ability to late load source addons would also be removed 
under this scheme.


This is a non-starter, there is no way to prevent server-side modifications 
from being made.




~
Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear

 

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Re: [hlds] Rethinking the community quickplay ban

2015-02-10 Thread Ahmed Kandeel
Robert, I find that interesting about larger groups. As for shutting down
the servers, it wouldn't become obvious to players, however it would become
obvious to Valve when they suddenly noticed a huge drop in the number of
servers available in the server browser. They surely keep some form of
automated stats on this.

Even if we believe Valve have made a terrible decision, as long as we
aren't abusive towards them, we can express our anger in more constructive
ways.

We kind of silently waited for a year. A little bubbling up on the mailing
list does not compare to a consistent drive to make people aware of the
issue.


   - Boycotting the Mann Co store. How can any of us possibly aim to
   achieve that? What could would it do either?



   - Raise the issue outside of Valve controlled properties. I'm more than
   happy to make a little site that would neatly convey our arguments better
   than the steam group description. I'll get to work on it tomorrow. I'm in
   discussion with someone who could possibly make a video about it too. Other
   possible actions I have thought of is as someone else said above, raising
   it with Kritzkast. Also seeing if we could get in touch with popular TF2
   youtubers like Jerma and Star? I feel we need far more in the group for it
   to be worth their time, let alone how would we contact them?



   - Keep talking on the forums? I am sure it is easier for a dev to ignore
   the forums entirely, do they even use the forums? As for SPUF, they are
   trying to transition everyone away from it. I have tried numerous times to
   make an account and get stuck in a moderator queue.




On 10 February 2015 at 23:58, Robert Paulson thepauls...@gmail.com wrote:

 Your screenshot proves yourself wrong. Here is an example of what
 steamcommunity looked like before.

 http://web.archive.org/web/20110202224111/https://steamcommunity.com/

 There is a direct link to the list of groups here and now it is replaced
 by other junk. I don't see how curators are related to groups. They don't
 even look the same. And the reason why those beta features are not using
 hubs is because they are part of the steam client and not actually an
 individual download unlike Steam for linux. Those steam groups are large
 because they were accompanied by announcements and huge incentives to join
 from Steam store activities, not because everyone is using groups.

 Larger groups have completely been blocked from inviting people outside
 their friend list. You can see from their history (there used to be a link
 to that too) that no one has been invited for days, and when you try to
 invite someone it silently fails. If you have not run into this issue yet,
 your group is probably not large enough.

 Shutting down all community servers is not likely to work. Community
 players became a minority due to an entire year of being cut off from new
 players. I don't believe we are being rude about this either. Are we really
 supposed to pretend that Valve hasn't made a terrible decision and
 sugarcoat our words as if this wasn't a serious problem? Are we not already
 being patient enough after waiting an entire year? If Valve needs proof
 that this was a bad decision, all they have to do is open their eyes. The
 stats are already out there.

 These solutions are much more likely to work:

 - Boycott the Mann Co store.
 - Raise the issue outside of Valve controlled properties like Steam groups
 so they can't just kill it by silently blocking your ability to gain
 members like they have been doing.
 - Keep talking about here where we know the devs do not easily ignore like
 the forums. Even if they are just filtering it out at their personal inbox,
 at least we can warn others about getting too involved hosting Valve games.

 If you want to keep the discussion civil, I suggest you start with
 yourself as you seem to be far more inflammatory than anyone else here.

 On Tue, Feb 10, 2015 at 2:58 PM, Daniel Barreiro 
 smelly.feet.you.h...@gmail.com wrote:

 http://i.imgur.com/ZPiMPA2.png

 I wouldn't consider this phased out especially since they use community
 groups whenever a new beta feature launches
 http://steamcommunity.com/groups/steamuniverse
 http://steamcommunity.com/groups/steammusic
 http://steamcommunity.com/groups/SteamClientBeta
 http://steamcommunity.com/groups/familysharing
 http://steamcommunity.com/groups/steambroadcasting

 You get the picture.
 Let's look at the Steam beta features that used the game hubs
 http://steamcommunity.com/app/221410

 Don't forget the group integration of one of a very massive feature of
 the storefront.
 http://store.steampowered.com/curators/

 Also in terms of inviting, I don't want to revive this argument but they
 didn't block any groups from sending invites. They limited how many invites
 you could send in a period of time to people who aren't your friend. You
 can invite as many people as you want if they're on your friends list.



 On the topic of servers, being