Re: [hlds] Problems caused by connecting server favorites to IP address

2013-10-08 Thread Jason Tango
Correct - and here's something else to consider.
DOS attacks have been on the rise this year, and it only seems they are getting 
worse. Having the server's favorites NOT tied to an IP address would also help 
mitigate these attacks.
Consider this: If server favorites were tied to the 
server_identity_account_id instead of IP, if/when  a server was on the 
receiving end of a DOS or DDOS attack, it would be possible tosimply launch 
that server on a different machine/IP address if necessary.
Sure, it would add an expense of keeping a machine in reserve, but it would 
cost far less to do that than some of the DDOS mitigation hosts charge for 
hosting.
Anyway - I sure would like to hear someone from Valve weigh in on this - is 
there any reason why this change CAN'T be implemented?

 From: peter-h...@jerde.net
 Date: Sat, 28 Sep 2013 16:01:55 -0500
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Problems caused by connecting server favorites to IP  
 address
 
 It doesn't matter whether some datacenters are helpful about IP addresses or 
 not... it's still the case that changing providers *always* results in loss 
 of former IP addresses.
 
 The whole point of this thread is that it would be nice if Steam Server 
 Favorites weren't tied to IPs, but instead to something more permanent, like 
 server_identity_account_id.
 ___
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Re: [hlds] Problems caused by connecting server favorites to IP address

2013-10-08 Thread Robert Paulson
I hate to complain about any sort of non-ip favoriting, but using the
server identification system is a bad choice. It would be simpler and
easier to use DNS which was made for this purpose.

- The main purpose of registration was to make it possible to punish owners
by being able to ban all their servers at the same time, not really to
track anything else. Statistics were already being tracked for unregistered
servers.

- The interface for managing registrations is clearly a hack job. There is
no GUI and it is very awkward copying and pasting the information to config
file.

- As far as I know registration is only supported on TF2. Implementing DNS
would allow other games to take advantage of non-ip favoriting with a
minimal amount of modification. All they need is to add a single convar
like sv_domain, and even that could be optional.

- Given how frequently Steam goes down for planned and unplanned
maintenance, relying on Steam to resolve ips is a mistake.


On Tue, Oct 8, 2013 at 9:54 AM, Jason Tango jtrun...@outlook.com wrote:

 Correct - and here's something else to consider.

 DOS attacks have been on the rise this year, and it only seems they are
 getting worse. Having the server's favorites NOT tied to an IP address
 would also help mitigate these attacks.

 Consider this: If server favorites were tied to the 
 server_identity_account_id
 instead of IP, if/when  a server was on the receiving end of a DOS or
 DDOS attack, it would be possible to
 simply launch that server on a different machine/IP address if necessary.

 Sure, it would add an expense of keeping a machine in reserve, but
 it would cost far less to do that than some of the DDOS mitigation hosts
 charge for hosting.

 Anyway - I sure would like to hear someone from Valve weigh in on this -
 is there any reason why this change CAN'T be implemented?


  From: peter-h...@jerde.net
  Date: Sat, 28 Sep 2013 16:01:55 -0500
  To: hlds@list.valvesoftware.com

  Subject: Re: [hlds] Problems caused by connecting server favorites to IP
 address
 
  It doesn't matter whether some datacenters are helpful about IP
 addresses or not... it's still the case that changing providers *always*
 results in loss of former IP addresses.
 
  The whole point of this thread is that it would be nice if Steam Server
 Favorites weren't tied to IPs, but instead to something more permanent,
 like server_identity_account_id.
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 please visit:
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Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-30 Thread Doctor McKay
Requiring registration for all servers would be unnecessary. Instead, the
client could just store the server's account ID instead of its IP address
if it's registered. Valve wants people to register their servers to help
them to track stuff better, but currently the only benefit to registration
is Quickplay (and Halloween event participation 2 out of 52 weeks of the
year). This would be a large benefit that would entice people to register
even their custom map servers.


Dr. McKay
www.doctormckay.com


On Thu, Sep 26, 2013 at 6:11 PM, Jason Tango jtrun...@outlook.com wrote:

 The change asked for in that thread would be good, but using the server
 registration would (IMHO) be much simpler. Heck, they could simply make an
 announcement that server registration will now be required for ALL servers
 (we don't bother with our custom map servers at the moment), implement a
 change that stores client favorites in the steam cloud, then run a database
 query/change that links the server in the favorites to the registration
 info instead of IP addess.

 --
 Date: Thu, 26 Sep 2013 17:58:31 -0400
 From: joewatshis...@gmail.com
 To: hlds@list.valvesoftware.com

 Subject: Re: [hlds] Problems caused by connecting server favorites to IP
 address

 http://forums.steampowered.com/forums/showthread.php?t=2756854


 On Thu, Sep 26, 2013 at 5:41 PM, Jason Tango jtrun...@outlook.com wrote:


 I would definitely be curious to know how many server operators have
 decided against upgrading their hardware (which would be better for the
 overall game's userbase in the long run) for this very reason.

 Is it simply the difficulty of implementation? Or is Valve so close to
 releasing Source 2 (that may already have this implemented) that they think
 it's a waste of time?

 All I DO know is that I would have to recommend against changing IP's to
 anyone that doesn't absolutely have to. It's a disaster to your traffic.


 --
 Date: Thu, 26 Sep 2013 14:33:59 -0700
 From: thepauls...@gmail.com
 To: mreeu...@yahoo.com; hlds@list.valvesoftware.com
 Subject: Re: [hlds] Problems caused by connecting server favorites to IP
 address


 I said this a month ago and I explained why it would be much easier and
 better for Valve to implement DNS instead of tying it to the server
 registration system.

 When people upgrade you usually change hosts because the old ones have
 gone bad so you cannot keep IPs. My experience with most hosts is that they
 may let you upgrade your server, but they will not fix their network
 providers, add ddos protection, or reduce your costs so you stop paying
 $200/month because that was the standard price 4 years ago.

 I think what we need to do in order to get this implemented is to
 understand why Valve has ignored this request for so long.

 This isn't rocket science or as difficult as implementing Source3, so the
 problem must be because Valve doesn't think this will improve anything.


 On Thu, Sep 26, 2013 at 2:23 PM, Mart-Jan Reeuwijk mreeu...@yahoo.comwrote:

 The only way to truly move is keeping the old servers for a while, and
 point those to the new servers so they can connect and favorite them.
 having a turnover time without paralel, would give no incentive to the
 players to add those IP's.

 I do agree a solution would really be nice to keep your playerbase of a
 server. I even proposed various workings for that (via steam group
 memberships to have a specific tab / option to show them in favs). But its
 been on deaf ears for years now.

 Also, I never hear anybody about having a chat with the hoster /
 datacenter to move the IP's to the new machines.

   --
  *From:* Jason Tango jtrun...@outlook.com
 *To:* hlds@list.valvesoftware.com hlds@list.valvesoftware.com
 *Sent:* Thursday, 26 September 2013, 22:11
 *Subject:* [hlds] Problems caused by connecting server favorites to IP
 address

 Hello,

 I know this has been brought up many, many timesbut it would seem that
 with the maturity of the server registration system that Valve is now in
 a perfect position to fix this issue which both negatively impacts
 long-established servers, AND prevents server operators from moving to
 better/improved hardware.

 I'm talking about the way server favorites work in the server browser.
 Specifically, the fact that if  - for any reason - a server operator needs
 to change their server's IP address, it disappears from all the users
 clients who have added it to their favorites over the years.

 That may not seem like a big deal, but it absolutely IS. It takes months
 and years to build up a strong base of server regulars, and that base is
 virtually destroyed if you change that server's IP address.

 For examplewe recently had the opportunity to acquire hardware at a
 significant discount at another server provider that was a significant upgrade
 from our current hardware (from a Q9400 to a E3-1270v3 with a samsung Pro
 SSD

Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-28 Thread Spencer 'Voogru' MacDonald
“We used to have to fight our provider pretty hard to retain our IP addresses.”

I had the same experiences but ultimately got to keep the IP’s. It was a bit of 
a struggle, they’re usually saying something along the lines that it’s 
absolutely totally completely IMPOSSIBLE, which then gets changed to “Okay 
fine”.

 

I really wish they’d go by dns names, or even use the server ID through the 
server registration instead of IP’s.

 

- Spencer.

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Friday, September 27, 2013 9:04 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Problems caused by connecting server favorites to IP address

 

We used to have to fight our provider pretty hard to retain our IP addresses. 
Management would say it's alright, then the rest of the company would deny it 
ever occurred and would just close the ticket feigning ignorance. The whole 
process would take about two days to get the addresses transferred to the new, 
in limbo server. Now they just charge everyone $20 per /29 block to move. I'm 
sure there are other horrible providers, that still do the former.

Thanks,

Kyle.

 

On Thu, Sep 26, 2013 at 11:33 PM, ics i...@ics-base.net wrote:

upgrading hardware doesn't always mean IP change. We have retained our IP's for 
years. But i'm all in for keeping my servers in users favorite lists in other 
methods too.

-ics

Jason Tango kirjoitti:


I would definitely be curious to know how many server operators have decided 
against upgrading their hardware (which would be better for the overall game's 
userbase in the long run) for this very reason.

Is it simply the difficulty of implementation? Or is Valve so close to 
releasing Source 2 (that may already have this implemented) that they think 
it's a waste of time?

All I DO know is that I would have to recommend against changing IP's to anyone 
that doesn't absolutely have to. It's a disaster to your traffic.






Date: Thu, 26 Sep 2013 14:33:59 -0700
From: thepauls...@gmail.com
To: mreeu...@yahoo.com; hlds@list.valvesoftware.com
Subject: Re: [hlds] Problems caused by connecting server favorites to IP address

I said this a month ago and I explained why it would be much easier and better 
for Valve to implement DNS instead of tying it to the server registration 
system.

When people upgrade you usually change hosts because the old ones have gone bad 
so you cannot keep IPs. My experience with most hosts is that they may let you 
upgrade your server, but they will not fix their network providers, add ddos 
protection, or reduce your costs so you stop paying $200/month because that was 
the standard price 4 years ago.

I think what we need to do in order to get this implemented is to understand 
why Valve has ignored this request for so long.

This isn't rocket science or as difficult as implementing Source3, so the 
problem must be because Valve doesn't think this will improve anything.



On Thu, Sep 26, 2013 at 2:23 PM, Mart-Jan Reeuwijk mreeu...@yahoo.com 
mailto:mreeu...@yahoo.com wrote:

The only way to truly move is keeping the old servers for a
while, and point those to the new servers so they can connect and
favorite them. having a turnover time without paralel, would give
no incentive to the players to add those IP's.

I do agree a solution would really be nice to keep your playerbase
of a server. I even proposed various workings for that (via steam
group memberships to have a specific tab / option to show them in
favs). But its been on deaf ears for years now.

Also, I never hear anybody about having a chat with the hoster /
datacenter to move the IP's to the new machines.


*From:* Jason Tango jtrun...@outlook.com
mailto:jtrun...@outlook.com
*To:* hlds@list.valvesoftware.com
mailto:hlds@list.valvesoftware.com
hlds@list.valvesoftware.com
mailto:hlds@list.valvesoftware.com
*Sent:* Thursday, 26 September 2013, 22:11
*Subject:* [hlds] Problems caused by connecting server


favorites to IP address

Hello,

I know this has been brought up many, many timesbut it
would seem that with the maturity of the server registration
system that Valve is now in a perfect position to fix this
issue which both negatively impacts long-established servers,
AND prevents server operators from moving to better/improved
hardware.

I'm talking about the way server favorites work in the server
browser. Specifically, the fact that if  - for any reason - a
server operator needs to change their server's IP address, it
disappears from all the users clients who have added it to
their favorites

Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-28 Thread List User
If a datacenter tells you moving your IP space is impossible, they are 
flat out lying. If that was the case, how would they assign more IPs 
when you order them?


Not a single datacenter we work with it has any issue bringing up our 
IPs anywhere on the their network.


On 9/28/2013 11:48 AM, Spencer 'Voogru' MacDonald wrote:


We used to have to fight our provider pretty hard to retain our IP 
addresses.


I had the same experiences but ultimately got to keep the IP's. It was 
a bit of a struggle, they're usually saying something along the lines 
that it's absolutely totally completely IMPOSSIBLE, which then gets 
changed to Okay fine.


I really wish they'd go by dns names, or even use the server ID 
through the server registration instead of IP's.


- Spencer.

*From:*hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Kyle Sanderson

*Sent:* Friday, September 27, 2013 9:04 AM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Problems caused by connecting server favorites 
to IP address


We used to have to fight our provider pretty hard to retain our IP 
addresses. Management would say it's alright, then the rest of the 
company would deny it ever occurred and would just close the ticket 
feigning ignorance. The whole process would take about two days to get 
the addresses transferred to the new, in limbo server. Now they just 
charge everyone $20 per /29 block to move. I'm sure there are other 
horrible providers, that still do the former.


Thanks,

Kyle.

On Thu, Sep 26, 2013 at 11:33 PM, ics i...@ics-base.net 
mailto:i...@ics-base.net wrote:


upgrading hardware doesn't always mean IP change. We have retained our 
IP's for years. But i'm all in for keeping my servers in users 
favorite lists in other methods too.


-ics

Jason Tango kirjoitti:


I would definitely be curious to know how many server operators have 
decided against upgrading their hardware (which would be better for 
the overall game's userbase in the long run) for this very reason.


Is it simply the difficulty of implementation? Or is Valve so close to 
releasing Source 2 (that may already have this implemented) that they 
think it's a waste of time?


All I DO know is that I would have to recommend against changing IP's 
to anyone that doesn't absolutely have to. It's a disaster to your 
traffic.





Date: Thu, 26 Sep 2013 14:33:59 -0700
From: thepauls...@gmail.com mailto:thepauls...@gmail.com
To: mreeu...@yahoo.com mailto:mreeu...@yahoo.com; 
hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com
Subject: Re: [hlds] Problems caused by connecting server favorites to 
IP address


I said this a month ago and I explained why it would be much easier 
and better for Valve to implement DNS instead of tying it to the 
server registration system.


When people upgrade you usually change hosts because the old ones have 
gone bad so you cannot keep IPs. My experience with most hosts is that 
they may let you upgrade your server, but they will not fix their 
network providers, add ddos protection, or reduce your costs so you 
stop paying $200/month because that was the standard price 4 years ago.


I think what we need to do in order to get this implemented is to 
understand why Valve has ignored this request for so long.


This isn't rocket science or as difficult as implementing Source3, so 
the problem must be because Valve doesn't think this will improve 
anything.


On Thu, Sep 26, 2013 at 2:23 PM, Mart-Jan Reeuwijk mreeu...@yahoo.com 
mailto:mreeu...@yahoo.com mailto:mreeu...@yahoo.com 
mailto:mreeu...@yahoo.com wrote:


The only way to truly move is keeping the old servers for a
while, and point those to the new servers so they can connect and
favorite them. having a turnover time without paralel, would give
no incentive to the players to add those IP's.

I do agree a solution would really be nice to keep your playerbase
of a server. I even proposed various workings for that (via steam
group memberships to have a specific tab / option to show them in
favs). But its been on deaf ears for years now.

Also, I never hear anybody about having a chat with the hoster /
datacenter to move the IP's to the new machines.


*From:* Jason Tango jtrun...@outlook.com 
mailto:jtrun...@outlook.com

mailto:jtrun...@outlook.com mailto:jtrun...@outlook.com
*To:* hlds@list.valvesoftware.com 
mailto:hlds@list.valvesoftware.com
mailto:hlds@list.valvesoftware.com 
mailto:hlds@list.valvesoftware.com

hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com
mailto:hlds@list.valvesoftware.com 
mailto:hlds@list.valvesoftware.com

*Sent:* Thursday, 26 September 2013, 22:11
*Subject:* [hlds] Problems caused by connecting server

Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-28 Thread Peter Jerde
It doesn't matter whether some datacenters are helpful about IP addresses or 
not... it's still the case that changing providers *always* results in loss of 
former IP addresses.

The whole point of this thread is that it would be nice if Steam Server 
Favorites weren't tied to IPs, but instead to something more permanent, like 
server_identity_account_id.
___
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Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-28 Thread Bottiger
For small customers (not GSPs), they don't want to deal with the hassle.

For example, we''ve talked to NFO and they said they are unable to move IPs
to a VPS because it is automated. When a server is provisioned their system
probably automatically edits the routing table to point to the proper
location.

This can of course be done manually, but they still decline to do it. This
concept extends to other hosts.

On Sat, Sep 28, 2013 at 1:51 PM, List User l...@redspeedservers.com wrote:

  If a datacenter tells you moving your IP space is impossible, they are
 flat out lying. If that was the case, how would they assign more IPs when
 you order them?

 Not a single datacenter we work with it has any issue bringing up our IPs
 anywhere on the their network.


 On 9/28/2013 11:48 AM, Spencer 'Voogru' MacDonald wrote:

  “We used to have to fight our provider pretty hard to retain our IP
 addresses.”

 I had the same experiences but ultimately got to keep the IP’s. It was a
 bit of a struggle, they’re usually saying something along the lines that
 it’s absolutely totally completely IMPOSSIBLE, which then gets changed to
 “Okay fine”.

 ** **

 I really wish they’d go by dns names, or even use the server ID through
 the server registration instead of IP’s.

 ** **

 - Spencer.

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [
 mailto:hlds-boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com]
 *On Behalf Of *Kyle Sanderson
 *Sent:* Friday, September 27, 2013 9:04 AM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Problems caused by connecting server favorites to
 IP address

 ** **

 We used to have to fight our provider pretty hard to retain our IP
 addresses. Management would say it's alright, then the rest of the company
 would deny it ever occurred and would just close the ticket feigning
 ignorance. The whole process would take about two days to get the addresses
 transferred to the new, in limbo server. Now they just charge everyone $20
 per /29 block to move. I'm sure there are other horrible providers, that
 still do the former.

 Thanks,

 Kyle.

 ** **

 On Thu, Sep 26, 2013 at 11:33 PM, ics i...@ics-base.net wrote:

 upgrading hardware doesn't always mean IP change. We have retained our
 IP's for years. But i'm all in for keeping my servers in users favorite
 lists in other methods too.

 -ics

 Jason Tango kirjoitti:


 I would definitely be curious to know how many server operators have
 decided against upgrading their hardware (which would be better for the
 overall game's userbase in the long run) for this very reason.

 Is it simply the difficulty of implementation? Or is Valve so close to
 releasing Source 2 (that may already have this implemented) that they think
 it's a waste of time?

 All I DO know is that I would have to recommend against changing IP's to
 anyone that doesn't absolutely have to. It's a disaster to your traffic.

 

 **
 **


 Date: Thu, 26 Sep 2013 14:33:59 -0700
 From: thepauls...@gmail.com
 To: mreeu...@yahoo.com; hlds@list.valvesoftware.com
 Subject: Re: [hlds] Problems caused by connecting server favorites to IP
 address

 I said this a month ago and I explained why it would be much easier and
 better for Valve to implement DNS instead of tying it to the server
 registration system.

 When people upgrade you usually change hosts because the old ones have
 gone bad so you cannot keep IPs. My experience with most hosts is that they
 may let you upgrade your server, but they will not fix their network
 providers, add ddos protection, or reduce your costs so you stop paying
 $200/month because that was the standard price 4 years ago.

 I think what we need to do in order to get this implemented is to
 understand why Valve has ignored this request for so long.

 This isn't rocket science or as difficult as implementing Source3, so the
 problem must be because Valve doesn't think this will improve anything.

 

 On Thu, Sep 26, 2013 at 2:23 PM, Mart-Jan Reeuwijk mreeu...@yahoo.commailto:
 mreeu...@yahoo.com wrote:

 The only way to truly move is keeping the old servers for a
 while, and point those to the new servers so they can connect and
 favorite them. having a turnover time without paralel, would give
 no incentive to the players to add those IP's.

 I do agree a solution would really be nice to keep your playerbase
 of a server. I even proposed various workings for that (via steam
 group memberships to have a specific tab / option to show them in
 favs). But its been on deaf ears for years now.

 Also, I never hear anybody about having a chat with the hoster /
 datacenter to move the IP's to the new machines.


 
 *From:* Jason Tango jtrun...@outlook.com
 mailto:jtrun...@outlook.com

Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-28 Thread List User

* VPS = VDS *

In a typical VPS setup, each host is assigned a block of IPs, and you 
are issued an IP from that block. So if you wanted to move your IP, they 
would need to move the whole block, and since they have other customers 
on that block, it's not happening. You could setup your network to where 
you can bring any IP, in any block, on any server, but as far as I know 
only SoftLayer runs that type of network.


On 9/28/2013 5:57 PM, Bottiger wrote:

For small customers (not GSPs), they don't want to deal with the hassle.

For example, we''ve talked to NFO and they said they are unable to 
move IPs to a VPS because it is automated. When a server is 
provisioned their system probably automatically edits the routing 
table to point to the proper location.


This can of course be done manually, but they still decline to do it. 
This concept extends to other hosts.

___
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Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-28 Thread Bottiger
IPs are assigned individually as far as I know on every OS. It is trivial
to add and remove them individually and without rebooting the server. I
have a server right now that has an IP in the 188.x.x.x netblock and
another at 5.x.x.x.

The issue is because hosts like to use /28 ip blocks in their internal
routing table and having /32 blocks makes it look bad. That same line of
reasoning has also been told to us for dedicated servers.


On Sat, Sep 28, 2013 at 4:28 PM, List User l...@redspeedservers.com wrote:

 * VPS = VDS *

 In a typical VPS setup, each host is assigned a block of IPs, and you are
 issued an IP from that block. So if you wanted to move your IP, they would
 need to move the whole block, and since they have other customers on that
 block, it's not happening. You could setup your network to where you can
 bring any IP, in any block, on any server, but as far as I know only
 SoftLayer runs that type of network.


 On 9/28/2013 5:57 PM, Bottiger wrote:

 For small customers (not GSPs), they don't want to deal with the hassle.

 For example, we''ve talked to NFO and they said they are unable to move
 IPs to a VPS because it is automated. When a server is provisioned their
 system probably automatically edits the routing table to point to the
 proper location.

 This can of course be done manually, but they still decline to do it.
 This concept extends to other hosts.
 __**_
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 please visit:
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Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-27 Thread Kyle Sanderson
We used to have to fight our provider pretty hard to retain our IP
addresses. Management would say it's alright, then the rest of the company
would deny it ever occurred and would just close the ticket feigning
ignorance. The whole process would take about two days to get the addresses
transferred to the new, in limbo server. Now they just charge everyone $20
per /29 block to move. I'm sure there are other horrible providers, that
still do the former.

Thanks,
Kyle.


On Thu, Sep 26, 2013 at 11:33 PM, ics i...@ics-base.net wrote:

 upgrading hardware doesn't always mean IP change. We have retained our
 IP's for years. But i'm all in for keeping my servers in users favorite
 lists in other methods too.

 -ics

 Jason Tango kirjoitti:


 I would definitely be curious to know how many server operators have
 decided against upgrading their hardware (which would be better for the
 overall game's userbase in the long run) for this very reason.

 Is it simply the difficulty of implementation? Or is Valve so close to
 releasing Source 2 (that may already have this implemented) that they think
 it's a waste of time?

 All I DO know is that I would have to recommend against changing IP's to
 anyone that doesn't absolutely have to. It's a disaster to your traffic.


 --**--**
 

 Date: Thu, 26 Sep 2013 14:33:59 -0700
 From: thepauls...@gmail.com
 To: mreeu...@yahoo.com; hlds@list.valvesoftware.com
 Subject: Re: [hlds] Problems caused by connecting server favorites to IP
 address

 I said this a month ago and I explained why it would be much easier and
 better for Valve to implement DNS instead of tying it to the server
 registration system.

 When people upgrade you usually change hosts because the old ones have
 gone bad so you cannot keep IPs. My experience with most hosts is that they
 may let you upgrade your server, but they will not fix their network
 providers, add ddos protection, or reduce your costs so you stop paying
 $200/month because that was the standard price 4 years ago.

 I think what we need to do in order to get this implemented is to
 understand why Valve has ignored this request for so long.

 This isn't rocket science or as difficult as implementing Source3, so the
 problem must be because Valve doesn't think this will improve anything.


 On Thu, Sep 26, 2013 at 2:23 PM, Mart-Jan Reeuwijk 
 mreeu...@yahoo.commailto:
 mreeu...@yahoo.com wrote:

 The only way to truly move is keeping the old servers for a
 while, and point those to the new servers so they can connect and
 favorite them. having a turnover time without paralel, would give
 no incentive to the players to add those IP's.

 I do agree a solution would really be nice to keep your playerbase
 of a server. I even proposed various workings for that (via steam
 group memberships to have a specific tab / option to show them in
 favs). But its been on deaf ears for years now.

 Also, I never hear anybody about having a chat with the hoster /
 datacenter to move the IP's to the new machines.

 --**--**
 
 *From:* Jason Tango jtrun...@outlook.com
 mailto:jtrun...@outlook.com
 *To:* hlds@list.valvesoftware.com
 mailto:hlds@list.**valvesoftware.comhlds@list.valvesoftware.com
 
 hlds@list.valvesoftware.com
 mailto:hlds@list.**valvesoftware.comhlds@list.valvesoftware.com
 
 *Sent:* Thursday, 26 September 2013, 22:11
 *Subject:* [hlds] Problems caused by connecting server

 favorites to IP address

 Hello,

 I know this has been brought up many, many timesbut it
 would seem that with the maturity of the server registration
 system that Valve is now in a perfect position to fix this
 issue which both negatively impacts long-established servers,
 AND prevents server operators from moving to better/improved
 hardware.

 I'm talking about the way server favorites work in the server
 browser. Specifically, the fact that if  - for any reason - a
 server operator needs to change their server's IP address, it
 disappears from all the users clients who have added it to
 their favorites over the years.

 That may not seem like a big deal, but it absolutely IS. It
 takes months and years to build up a strong base of server
 regulars, and that base is virtually destroyed if you change
 that server's IP address.

 For examplewe recently had the opportunity to acquire
 hardware at a significant discount at another server provider
 that was a significant upgrade from our current hardware (from
 a Q9400 to a E3-1270v3 with a samsung Pro SSD) for the same
 price we were currently paying per month. Wanting to give our
 players

Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-27 Thread ics
It depends a lot from the hoster. Usually they don't bother to go to the 
server room. They just move things over network to a server in another 
ip address and be done with it and wont bother change ip. Too much work 
and would mess up their network.


Our hoster keeps our machine and IP that is assigned to it. Even if we 
change hardware, we get to keep the ip. I can see no reason to change it 
and our hoster does not either. I can see more reasons to keep it though.


-ics

Kyle Sanderson kirjoitti:
We used to have to fight our provider pretty hard to retain our IP 
addresses. Management would say it's alright, then the rest of the 
company would deny it ever occurred and would just close the ticket 
feigning ignorance. The whole process would take about two days to get 
the addresses transferred to the new, in limbo server. Now they just 
charge everyone $20 per /29 block to move. I'm sure there are other 
horrible providers, that still do the former.


Thanks,
Kyle.


On Thu, Sep 26, 2013 at 11:33 PM, ics i...@ics-base.net 
mailto:i...@ics-base.net wrote:


upgrading hardware doesn't always mean IP change. We have retained
our IP's for years. But i'm all in for keeping my servers in users
favorite lists in other methods too.

-ics

Jason Tango kirjoitti:


I would definitely be curious to know how many server
operators have decided against upgrading their hardware (which
would be better for the overall game's userbase in the long
run) for this very reason.

Is it simply the difficulty of implementation? Or is Valve so
close to releasing Source 2 (that may already have this
implemented) that they think it's a waste of time?

All I DO know is that I would have to recommend against
changing IP's to anyone that doesn't absolutely have to. It's
a disaster to your traffic.





Date: Thu, 26 Sep 2013 14:33:59 -0700
From: thepauls...@gmail.com mailto:thepauls...@gmail.com
To: mreeu...@yahoo.com mailto:mreeu...@yahoo.com;
hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com
Subject: Re: [hlds] Problems caused by connecting server
favorites to IP address

I said this a month ago and I explained why it would be much
easier and better for Valve to implement DNS instead of tying
it to the server registration system.

When people upgrade you usually change hosts because the old
ones have gone bad so you cannot keep IPs. My experience with
most hosts is that they may let you upgrade your server, but
they will not fix their network providers, add ddos
protection, or reduce your costs so you stop paying $200/month
because that was the standard price 4 years ago.

I think what we need to do in order to get this implemented is
to understand why Valve has ignored this request for so long.

This isn't rocket science or as difficult as implementing
Source3, so the problem must be because Valve doesn't think
this will improve anything.


On Thu, Sep 26, 2013 at 2:23 PM, Mart-Jan Reeuwijk
mreeu...@yahoo.com mailto:mreeu...@yahoo.com
mailto:mreeu...@yahoo.com mailto:mreeu...@yahoo.com wrote:

The only way to truly move is keeping the old servers for a
while, and point those to the new servers so they can
connect and
favorite them. having a turnover time without paralel,
would give
no incentive to the players to add those IP's.

I do agree a solution would really be nice to keep your
playerbase
of a server. I even proposed various workings for that
(via steam
group memberships to have a specific tab / option to show
them in
favs). But its been on deaf ears for years now.

Also, I never hear anybody about having a chat with the
hoster /
datacenter to move the IP's to the new machines.

   


*From:* Jason Tango jtrun...@outlook.com
mailto:jtrun...@outlook.com
mailto:jtrun...@outlook.com
mailto:jtrun...@outlook.com
*To:* hlds@list.valvesoftware.com
mailto:hlds@list.valvesoftware.com
mailto:hlds@list.valvesoftware.com
mailto:hlds@list.valvesoftware.com
hlds@list.valvesoftware.com
mailto:hlds@list.valvesoftware.com
mailto:hlds@list.valvesoftware.com
mailto:hlds@list.valvesoftware.com
*Sent:* Thursday, 26 September 2013, 22:11
*Subject:* [hlds] Problems caused by connecting server

favorites to IP address

Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-27 Thread Jason Tango
The issue in our case was the necessity to change providers/datacenters, which 
(of course) negated any chance of transferring IP's.
I just wish we could get an official answer as to why this can or can't be done 
from Valve. There are a ton of great deals out therefor new hardware we would 
love to try, but we don't dare due to the traffic hit.

 Date: Fri, 27 Sep 2013 18:30:05 +0300
 From: i...@ics-base.net
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Problems caused by connecting server favorites to IP  
 address
 
 It depends a lot from the hoster. Usually they don't bother to go to the 
 server room. They just move things over network to a server in another 
 ip address and be done with it and wont bother change ip. Too much work 
 and would mess up their network.
 
 Our hoster keeps our machine and IP that is assigned to it. Even if we 
 change hardware, we get to keep the ip. I can see no reason to change it 
 and our hoster does not either. I can see more reasons to keep it though.
 
 -ics
 
 Kyle Sanderson kirjoitti:
  We used to have to fight our provider pretty hard to retain our IP 
  addresses. Management would say it's alright, then the rest of the 
  company would deny it ever occurred and would just close the ticket 
  feigning ignorance. The whole process would take about two days to get 
  the addresses transferred to the new, in limbo server. Now they just 
  charge everyone $20 per /29 block to move. I'm sure there are other 
  horrible providers, that still do the former.
 
  Thanks,
  Kyle.
 
 
  On Thu, Sep 26, 2013 at 11:33 PM, ics i...@ics-base.net 
  mailto:i...@ics-base.net wrote:
 
  upgrading hardware doesn't always mean IP change. We have retained
  our IP's for years. But i'm all in for keeping my servers in users
  favorite lists in other methods too.
 
  -ics
 
  Jason Tango kirjoitti:
 
 
  I would definitely be curious to know how many server
  operators have decided against upgrading their hardware (which
  would be better for the overall game's userbase in the long
  run) for this very reason.
 
  Is it simply the difficulty of implementation? Or is Valve so
  close to releasing Source 2 (that may already have this
  implemented) that they think it's a waste of time?
 
  All I DO know is that I would have to recommend against
  changing IP's to anyone that doesn't absolutely have to. It's
  a disaster to your traffic.
 
 
  
  
 
 
  Date: Thu, 26 Sep 2013 14:33:59 -0700
  From: thepauls...@gmail.com mailto:thepauls...@gmail.com
  To: mreeu...@yahoo.com mailto:mreeu...@yahoo.com;
  hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com
  Subject: Re: [hlds] Problems caused by connecting server
  favorites to IP address
 
  I said this a month ago and I explained why it would be much
  easier and better for Valve to implement DNS instead of tying
  it to the server registration system.
 
  When people upgrade you usually change hosts because the old
  ones have gone bad so you cannot keep IPs. My experience with
  most hosts is that they may let you upgrade your server, but
  they will not fix their network providers, add ddos
  protection, or reduce your costs so you stop paying $200/month
  because that was the standard price 4 years ago.
 
  I think what we need to do in order to get this implemented is
  to understand why Valve has ignored this request for so long.
 
  This isn't rocket science or as difficult as implementing
  Source3, so the problem must be because Valve doesn't think
  this will improve anything.
 
 
  On Thu, Sep 26, 2013 at 2:23 PM, Mart-Jan Reeuwijk
  mreeu...@yahoo.com mailto:mreeu...@yahoo.com
  mailto:mreeu...@yahoo.com mailto:mreeu...@yahoo.com wrote:
 
  The only way to truly move is keeping the old servers for a
  while, and point those to the new servers so they can
  connect and
  favorite them. having a turnover time without paralel,
  would give
  no incentive to the players to add those IP's.
 
  I do agree a solution would really be nice to keep your
  playerbase
  of a server. I even proposed various workings for that
  (via steam
  group memberships to have a specific tab / option to show
  them in
  favs). But its been on deaf ears for years now.
 
  Also, I never hear anybody about having a chat with the
  hoster /
  datacenter to move the IP's to the new machines

Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-27 Thread DontWannaName!
Find a good host and stick with them. Iv leased 20 or so IPs for 5 years now 
and have had 3 different hardware configurations. 

However it does suck to move when you are a smaller community. 

Sent from my iPhone 5

 On Sep 26, 2013, at 10:33 PM, ics i...@ics-base.net wrote:
 
 upgrading hardware doesn't always mean IP change. We have retained our IP's 
 for years. But i'm all in for keeping my servers in users favorite lists in 
 other methods too.
 
 -ics
 
 Jason Tango kirjoitti:
 
 I would definitely be curious to know how many server operators have decided 
 against upgrading their hardware (which would be better for the overall 
 game's userbase in the long run) for this very reason.
 
 Is it simply the difficulty of implementation? Or is Valve so close to 
 releasing Source 2 (that may already have this implemented) that they think 
 it's a waste of time?
 
 All I DO know is that I would have to recommend against changing IP's to 
 anyone that doesn't absolutely have to. It's a disaster to your traffic.
 
 
 
 Date: Thu, 26 Sep 2013 14:33:59 -0700
 From: thepauls...@gmail.com
 To: mreeu...@yahoo.com; hlds@list.valvesoftware.com
 Subject: Re: [hlds] Problems caused by connecting server favorites to IP 
 address
 
 I said this a month ago and I explained why it would be much easier and 
 better for Valve to implement DNS instead of tying it to the server 
 registration system.
 
 When people upgrade you usually change hosts because the old ones have gone 
 bad so you cannot keep IPs. My experience with most hosts is that they may 
 let you upgrade your server, but they will not fix their network providers, 
 add ddos protection, or reduce your costs so you stop paying $200/month 
 because that was the standard price 4 years ago.
 
 I think what we need to do in order to get this implemented is to understand 
 why Valve has ignored this request for so long.
 
 This isn't rocket science or as difficult as implementing Source3, so the 
 problem must be because Valve doesn't think this will improve anything.
 
 
 On Thu, Sep 26, 2013 at 2:23 PM, Mart-Jan Reeuwijk mreeu...@yahoo.com 
 mailto:mreeu...@yahoo.com wrote:
 
The only way to truly move is keeping the old servers for a
while, and point those to the new servers so they can connect and
favorite them. having a turnover time without paralel, would give
no incentive to the players to add those IP's.
 
I do agree a solution would really be nice to keep your playerbase
of a server. I even proposed various workings for that (via steam
group memberships to have a specific tab / option to show them in
favs). But its been on deaf ears for years now.
 
Also, I never hear anybody about having a chat with the hoster /
datacenter to move the IP's to the new machines.
 

 
*From:* Jason Tango jtrun...@outlook.com
mailto:jtrun...@outlook.com
*To:* hlds@list.valvesoftware.com
mailto:hlds@list.valvesoftware.com
hlds@list.valvesoftware.com
mailto:hlds@list.valvesoftware.com
*Sent:* Thursday, 26 September 2013, 22:11
*Subject:* [hlds] Problems caused by connecting server
favorites to IP address
 
Hello,
 
I know this has been brought up many, many timesbut it
would seem that with the maturity of the server registration
system that Valve is now in a perfect position to fix this
issue which both negatively impacts long-established servers,
AND prevents server operators from moving to better/improved
hardware.
 
I'm talking about the way server favorites work in the server
browser. Specifically, the fact that if  - for any reason - a
server operator needs to change their server's IP address, it
disappears from all the users clients who have added it to
their favorites over the years.
 
That may not seem like a big deal, but it absolutely IS. It
takes months and years to build up a strong base of server
regulars, and that base is virtually destroyed if you change
that server's IP address.
 
For examplewe recently had the opportunity to acquire
hardware at a significant discount at another server provider
that was a significant upgrade from our current hardware (from
a Q9400 to a E3-1270v3 with a samsung Pro SSD) for the same
price we were currently paying per month. Wanting to give our
players the best possible experience, so we decided to make
the move.
 
To prepare, we ran a message for 30 days on the current
servers informing the players the servers were moving (and the
new address). After that 30 day period, we flipped the switch,
and shutdown the old server, bringing the new ones

Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-27 Thread Jason Tango
I would agree, however there are circumstances that can prevent that. We've 
also been with a good host for over 5 years - but unfortunately, they were sold 
to a larger corporation last year, and their number of server options/packages 
have gone down, while their prices have gone up - which is why we started 
looking elsewhere in the first place.
All we're really asking for is some flexibility that changing the favorites 
system to something more server-operator friendly would provide. The current 
system locks you into a single host/datacenter in perpetuity unless you are 
willing to start over again if/when you move.
Frankly, it seems like it would be a relatively easy fix on Valve's part, and 
since there's a huge upside to allowing operators the flexibility to improve 
their hardware, I'm not sure why it hasn't already been addressed.
Cmon, Valve.  Help us out!

 CC: hlds@list.valvesoftware.com
 From: ad...@topnotchclan.com
 Date: Fri, 27 Sep 2013 11:53:55 -0700
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Problems caused by connecting server favorites to IP  
 address
 
 Find a good host and stick with them. Iv leased 20 or so IPs for 5 years now 
 and have had 3 different hardware configurations. 
 
 However it does suck to move when you are a smaller community. 
 
 Sent from my iPhone 5
 
  On Sep 26, 2013, at 10:33 PM, ics i...@ics-base.net wrote:
  
  upgrading hardware doesn't always mean IP change. We have retained our IP's 
  for years. But i'm all in for keeping my servers in users favorite lists in 
  other methods too.
  
  -ics
  
  Jason Tango kirjoitti:
  
  I would definitely be curious to know how many server operators have 
  decided against upgrading their hardware (which would be better for the 
  overall game's userbase in the long run) for this very reason.
  
  Is it simply the difficulty of implementation? Or is Valve so close to 
  releasing Source 2 (that may already have this implemented) that they 
  think it's a waste of time?
  
  All I DO know is that I would have to recommend against changing IP's to 
  anyone that doesn't absolutely have to. It's a disaster to your traffic.
  
  
  
  Date: Thu, 26 Sep 2013 14:33:59 -0700
  From: thepauls...@gmail.com
  To: mreeu...@yahoo.com; hlds@list.valvesoftware.com
  Subject: Re: [hlds] Problems caused by connecting server favorites to IP 
  address
  
  I said this a month ago and I explained why it would be much easier and 
  better for Valve to implement DNS instead of tying it to the server 
  registration system.
  
  When people upgrade you usually change hosts because the old ones have 
  gone bad so you cannot keep IPs. My experience with most hosts is that 
  they may let you upgrade your server, but they will not fix their network 
  providers, add ddos protection, or reduce your costs so you stop paying 
  $200/month because that was the standard price 4 years ago.
  
  I think what we need to do in order to get this implemented is to 
  understand why Valve has ignored this request for so long.
  
  This isn't rocket science or as difficult as implementing Source3, so the 
  problem must be because Valve doesn't think this will improve anything.
  
  
  On Thu, Sep 26, 2013 at 2:23 PM, Mart-Jan Reeuwijk mreeu...@yahoo.com 
  mailto:mreeu...@yahoo.com wrote:
  
 The only way to truly move is keeping the old servers for a
 while, and point those to the new servers so they can connect and
 favorite them. having a turnover time without paralel, would give
 no incentive to the players to add those IP's.
  
 I do agree a solution would really be nice to keep your playerbase
 of a server. I even proposed various workings for that (via steam
 group memberships to have a specific tab / option to show them in
 favs). But its been on deaf ears for years now.
  
 Also, I never hear anybody about having a chat with the hoster /
 datacenter to move the IP's to the new machines.
  
 
  
 *From:* Jason Tango jtrun...@outlook.com
 mailto:jtrun...@outlook.com
 *To:* hlds@list.valvesoftware.com
 mailto:hlds@list.valvesoftware.com
 hlds@list.valvesoftware.com
 mailto:hlds@list.valvesoftware.com
 *Sent:* Thursday, 26 September 2013, 22:11
 *Subject:* [hlds] Problems caused by connecting server
 favorites to IP address
  
 Hello,
  
 I know this has been brought up many, many timesbut it
 would seem that with the maturity of the server registration
 system that Valve is now in a perfect position to fix this
 issue which both negatively impacts long-established servers,
 AND prevents server operators from moving to better/improved
 hardware.
  
 I'm talking about the way server favorites work

Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-27 Thread Nomaan Ahmad
Yea I agree with this. Please do something about this.


On 27 September 2013 20:38, Jason Tango jtrun...@outlook.com wrote:

 I would agree, however there are circumstances that can prevent that.
 We've also been with a good host for over 5 years - but unfortunately, they
 were sold to a larger corporation last year, and their number of server
 options/packages have gone down, while their prices have gone up - which is
 why we started looking elsewhere in the first place.

 All we're really asking for is some flexibility that changing the
 favorites system to something more server-operator friendly would
 provide. The current system locks you into a single host/datacenter in
 perpetuity unless you are willing to start over again if/when you move.

 Frankly, it seems like it would be a relatively easy fix on Valve's part,
 and since there's a huge upside to allowing operators the flexibility to
 improve their hardware, I'm not sure why it hasn't already been addressed.

 Cmon, Valve.  Help us out!

  CC: hlds@list.valvesoftware.com
  From: ad...@topnotchclan.com
  Date: Fri, 27 Sep 2013 11:53:55 -0700
  To: hlds@list.valvesoftware.com

  Subject: Re: [hlds] Problems caused by connecting server favorites to IP
 address
 
  Find a good host and stick with them. Iv leased 20 or so IPs for 5 years
 now and have had 3 different hardware configurations.
 
  However it does suck to move when you are a smaller community.
 
  Sent from my iPhone 5
 
   On Sep 26, 2013, at 10:33 PM, ics i...@ics-base.net wrote:
  
   upgrading hardware doesn't always mean IP change. We have retained our
 IP's for years. But i'm all in for keeping my servers in users favorite
 lists in other methods too.
  
   -ics
  
   Jason Tango kirjoitti:
  
   I would definitely be curious to know how many server operators have
 decided against upgrading their hardware (which would be better for the
 overall game's userbase in the long run) for this very reason.
  
   Is it simply the difficulty of implementation? Or is Valve so close
 to releasing Source 2 (that may already have this implemented) that they
 think it's a waste of time?
  
   All I DO know is that I would have to recommend against changing IP's
 to anyone that doesn't absolutely have to. It's a disaster to your traffic.
  
  
  
 
   Date: Thu, 26 Sep 2013 14:33:59 -0700
   From: thepauls...@gmail.com
   To: mreeu...@yahoo.com; hlds@list.valvesoftware.com
   Subject: Re: [hlds] Problems caused by connecting server favorites to
 IP address
  
   I said this a month ago and I explained why it would be much easier
 and better for Valve to implement DNS instead of tying it to the server
 registration system.
  
   When people upgrade you usually change hosts because the old ones
 have gone bad so you cannot keep IPs. My experience with most hosts is that
 they may let you upgrade your server, but they will not fix their network
 providers, add ddos protection, or reduce your costs so you stop paying
 $200/month because that was the standard price 4 years ago.
  
   I think what we need to do in order to get this implemented is to
 understand why Valve has ignored this request for so long.
  
   This isn't rocket science or as difficult as implementing Source3, so
 the problem must be because Valve doesn't think this will improve anything.
  
  
   On Thu, Sep 26, 2013 at 2:23 PM, Mart-Jan Reeuwijk 
 mreeu...@yahoo.com mailto:mreeu...@yahoo.com wrote:
  
   The only way to truly move is keeping the old servers for a
   while, and point those to the new servers so they can connect and
   favorite them. having a turnover time without paralel, would give
   no incentive to the players to add those IP's.
  
   I do agree a solution would really be nice to keep your playerbase
   of a server. I even proposed various workings for that (via steam
   group memberships to have a specific tab / option to show them in
   favs). But its been on deaf ears for years now.
  
   Also, I never hear anybody about having a chat with the hoster /
   datacenter to move the IP's to the new machines.
  
  
 
   *From:* Jason Tango jtrun...@outlook.com
   mailto:jtrun...@outlook.com
   *To:* hlds@list.valvesoftware.com
   mailto:hlds@list.valvesoftware.com
   hlds@list.valvesoftware.com
   mailto:hlds@list.valvesoftware.com
   *Sent:* Thursday, 26 September 2013, 22:11
   *Subject:* [hlds] Problems caused by connecting server
   favorites to IP address
  
   Hello,
  
   I know this has been brought up many, many timesbut it
   would seem that with the maturity of the server registration
   system that Valve is now in a perfect position to fix this
   issue which both negatively impacts long-established servers,
   AND prevents server operators from moving to better/improved
   hardware.
  
   I'm talking about the way server favorites work in the server

[hlds] Problems caused by connecting server favorites to IP address

2013-09-26 Thread Jason Tango
Hello,
I know this has been brought up many, many timesbut it would seem that with 
the maturity of the server registration system that Valve is now in a perfect 
position to fix this issue which both negatively impacts long-established 
servers, AND prevents server operators from moving to better/improved hardware.
I'm talking about the way server favorites work in the server browser. 
Specifically, the fact that if  - for any reason - a server operator needs to 
change their server's IP address, it disappears from all the users clients who 
have added it to their favorites over the years.
That may not seem like a big deal, but it absolutely IS. It takes months and 
years to build up a strong base of server regulars, and that base is virtually 
destroyed if you change that server's IP address.
For examplewe recently had the opportunity to acquire hardware at a 
significant discount at another server provider that was a significant upgrade 
from our current hardware (from a Q9400 to a E3-1270v3 with a samsung Pro SSD) 
for the same price we were currently paying per month. Wanting to give our 
players the best possible experience, so we decided to make the move.
To prepare, we ran a message for 30 days on the current servers informing the 
players the servers were moving (and the new address). After that 30 day 
period, we flipped the switch, and shutdown the old server, bringing the new 
ones online (the 1270v3 is ridiculously powerful, BTW).
Now, these are servers which had previously stayed full for 18+ hours per day 
on a regular basis, with a 24-hour average population (according to HlStats) of 
21 players.
After the first 30 days, the 24-hour average is now down to 6 players, and they 
only fill up roughly 4-6 hours per day.
And therein lies the problem. We did (we believe) what was absolutely the right 
thing in that we chose to upgrade our hardware solely for the purpose of giving 
our players a better, smoother, more state of the art gaming experience. The 
server runs wonderfully (3 full servers uses less than 7% CPU!), and the 
players who ARE playing on them regularly comment on the improvement to frame 
rate, stability, and map load times.
The only thing on our end that changed as far as server configuration was the 
IP - and it has essentially KILLED the traffic to those servers, forcing us to 
basically start over from scratch trying to build our server traffic back up 
(and no, we don't run any of those atrocious MOTD ads or anything - our servers 
are supported by donations only).
The fix, it would seem, would be relatively easy. Why not tie the server 
favorites to the server registration information instead?
Connecting the favorites to IP address does nothing but prevent server 
operators from upgrading/moving to better equipment and/or datacenters, and 
severely limits the options we have to improve the gaming environments for our 
players. I, for one, won't be upgrading/moving anything else if it means I have 
to change IP addresses. It's simply not worth the traffic loss you incur as a 
result.
Please make this a priority, Valve. The time has come.
Thanks.   ___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-26 Thread Asher Baker
Is your email in enough different font sizes?


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


On Thu, Sep 26, 2013 at 10:11 PM, Jason Tango jtrun...@outlook.com wrote:

 Hello,

 I know this has been brought up many, many timesbut it would seem that
 with the maturity of the server registration system that Valve is now in
 a perfect position to fix this issue which both negatively impacts
 long-established servers, AND prevents server operators from moving to
 better/improved hardware.

 I'm talking about the way server favorites work in the server browser.
 Specifically, the fact that if  - for any reason - a server operator needs
 to change their server's IP address, it disappears from all the users
 clients who have added it to their favorites over the years.

 That may not seem like a big deal, but it absolutely IS. It takes months
 and years to build up a strong base of server regulars, and that base is
 virtually destroyed if you change that server's IP address.

 For examplewe recently had the opportunity to acquire hardware at a
 significant discount at another server provider that was a significant upgrade
 from our current hardware (from a Q9400 to a E3-1270v3 with a samsung Pro
 SSD) for the same price we were currently paying per month. Wanting to
 give our players the best possible experience, so we decided to make the
 move.

 To prepare, we ran a message for 30 days on the current servers informing
 the players the servers were moving (and the new address). After that 30
 day period, we flipped the switch, and shutdown the old server, bringing
 the new ones online (the 1270v3 is ridiculously powerful, BTW).

 Now, these are servers which had previously stayed full for 18+ hours per
 day on a regular basis, with a 24-hour average population (according to 
 HlStats)
 of 21 players.

 After the first 30 days, the 24-hour average is now down to 6 players, and
 they only fill up roughly 4-6 hours per day.

 And therein lies the problem. We did (we believe) what was absolutely the
 right thing in that we chose to upgrade our hardware solely for the purpose
 of giving our players a better, smoother, more state of the art gaming
 experience. The server runs wonderfully (3 full servers uses less than 7%
 CPU!), and the players who ARE playing on them regularly comment on the
 improvement to frame rate, stability, and map load times.

 The only thing on our end that changed as far as server configuration was
 the IP - and it has essentially KILLED the traffic to those servers,
 forcing us to basically start over from scratch trying to build our
 server traffic back up (and no, we don't run any of those atrocious MOTD
 ads or anything - our servers are supported by donations only).

 The fix, it would seem, would be relatively easy. Why not tie the server
 favorites to the server registration information instead?

 Connecting the favorites to IP address does nothing but prevent server
 operators from upgrading/moving to better equipment and/or datacenters, and
 severely limits the options we have to improve the gaming environments
 for our players. I, for one, won't be upgrading/moving anything else if it
 means I have to change IP addresses. It's simply not worth the traffic
 loss you incur as a result.

 Please make this a priority, Valve. The time has come.

 Thanks.

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


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
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Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-26 Thread Mart-Jan Reeuwijk
The only way to truly move is keeping the old servers for a while, and point 
those to the new servers so they can connect and favorite them. having a 
turnover time without paralel, would give no incentive to the players to add 
those IP's.

I do agree a solution would really be nice to keep your playerbase of a server. 
I even proposed various workings for that (via steam group memberships to have 
a specific tab / option to show them in favs). But its been on deaf ears for 
years now. 

Also, I never hear anybody about having a chat with the hoster / datacenter to 
move the IP's to the new machines. 





 From: Jason Tango jtrun...@outlook.com
To: hlds@list.valvesoftware.com hlds@list.valvesoftware.com 
Sent: Thursday, 26 September 2013, 22:11
Subject: [hlds] Problems caused by connecting server favorites to IP address
 


 
Hello,


I know this has been brought up many, many timesbut it would seem that 
with the maturity of the server registration system that Valve is now in a 
perfect position to fix this issue which both negatively impacts 
long-established servers, AND prevents server operators from moving to 
better/improved hardware.


I'm talking about the way server favorites work in the server browser. 
Specifically, the fact that if  - for any reason - a server operator needs to 
change their server's IP address, it disappears from all the users clients who 
have added it to their favorites over the years.


That may not seem like a big deal, but it absolutely IS. It takes months and 
years to build up a strong base of server regulars, and that base is virtually 
destroyed if you change that server's IP address.


For examplewe recently had the opportunity to acquire hardware at a 
significant discount at another server provider that was a significant upgrade 
from our current hardware (from a Q9400 to a E3-1270v3 with a samsung Pro SSD) 
for the same price we were currently paying per month. Wanting to give our 
players the best possible experience, so we decided to make the move.


To prepare, we ran a message for 30 days on the current servers informing the 
players the servers were moving (and the new address). After that 30 day 
period, we flipped the switch, and shutdown the old server, bringing the new 
ones online (the 1270v3 is ridiculously powerful, BTW).


Now, these are servers which had previously stayed full for 18+ hours per day 
on a regular basis, with a 24-hour average population (according to HlStats) 
of 21 players.


After the first 30 days, the 24-hour average is now down to 6 players, and 
they only fill up roughly 4-6 hours per day.


And therein lies the problem. We did (we believe) what was absolutely the 
right thing in that we chose to upgrade our hardware solely for the purpose of 
giving our players a better, smoother, more state of the art gaming 
experience. The server runs wonderfully (3 full servers uses less than 7% 
CPU!), and the players who ARE playing on them regularly comment on the 
improvement to frame rate, stability, and map load times.


The only thing on our end that changed as far as server configuration was the 
IP - and it has essentially KILLED the traffic to those servers, forcing us to 
basically start over from scratch trying to build our server traffic back up 
(and no, we don't run any of those atrocious MOTD ads or anything - our 
servers are supported by donations only).


The fix, it would seem, would be relatively easy. Why not tie the server 
favorites to the server registration information instead?


Connecting the favorites to IP address does nothing but prevent server 
operators from upgrading/moving to better equipment and/or datacenters, and 
severely limits the options we have to improve the gaming environments for our 
players. I, for one, won't be upgrading/moving anything else if it means I 
have to change IP addresses. It's simply not worth the traffic loss you incur 
as a result.


Please make this a priority, Valve. The time has come.


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


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
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Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-26 Thread Jason Tango
Sorry about that  - I'm not sure why outlook did that.

From: asher...@gmail.com
Date: Thu, 26 Sep 2013 22:18:57 +0100
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Problems caused by connecting server favorites to IP
address

Is your email in enough different font sizes?
~
Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear




On Thu, Sep 26, 2013 at 10:11 PM, Jason Tango jtrun...@outlook.com wrote:





Hello,
I know this has been brought up many, many timesbut it would seem that with 
the maturity of the server registration system that Valve is now in a perfect 
position to fix this issue which both negatively impacts long-established 
servers, AND prevents server operators from moving to better/improved hardware.


I'm talking about the way server favorites work in the server browser. 
Specifically, the fact that if  - for any reason - a server operator needs to 
change their server's IP address, it disappears from all the users clients who 
have added it to their favorites over the years.


That may not seem like a big deal, but it absolutely IS. It takes months and 
years to build up a strong base of server regulars, and that base is virtually 
destroyed if you change that server's IP address.


For examplewe recently had the opportunity to acquire hardware at a 
significant discount at another server provider that was a significant upgrade 
from our current hardware (from a Q9400 to a E3-1270v3 with a samsung Pro SSD) 
for the same price we were currently paying per month. Wanting to give our 
players the best possible experience, so we decided to make the move.


To prepare, we ran a message for 30 days on the current servers informing the 
players the servers were moving (and the new address). After that 30 day 
period, we flipped the switch, and shutdown the old server, bringing the new 
ones online (the 1270v3 is ridiculously powerful, BTW).


Now, these are servers which had previously stayed full for 18+ hours per day 
on a regular basis, with a 24-hour average population (according to HlStats) of 
21 players.


After the first 30 days, the 24-hour average is now down to 6 players, and they 
only fill up roughly 4-6 hours per day.
And therein lies the problem. We did (we believe) what was absolutely the right 
thing in that we chose to upgrade our hardware solely for the purpose of giving 
our players a better, smoother, more state of the art gaming experience. The 
server runs wonderfully (3 full servers uses less than 7% CPU!), and the 
players who ARE playing on them regularly comment on the improvement to frame 
rate, stability, and map load times.


The only thing on our end that changed as far as server configuration was the 
IP - and it has essentially KILLED the traffic to those servers, forcing us to 
basically start over from scratch trying to build our server traffic back up 
(and no, we don't run any of those atrocious MOTD ads or anything - our servers 
are supported by donations only).


The fix, it would seem, would be relatively easy. Why not tie the server 
favorites to the server registration information instead?
Connecting the favorites to IP address does nothing but prevent server 
operators from upgrading/moving to better equipment and/or datacenters, and 
severely limits the options we have to improve the gaming environments for our 
players. I, for one, won't be upgrading/moving anything else if it means I have 
to change IP addresses. It's simply not worth the traffic loss you incur as a 
result.


Please make this a priority, Valve. The time has come.
Thanks.   

___

To unsubscribe, edit your list preferences, or view the list archives, please 
visit:

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





___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
  ___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
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Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-26 Thread Robert Paulson
I said this a month ago and I explained why it would be much easier and
better for Valve to implement DNS instead of tying it to the server
registration system.

When people upgrade you usually change hosts because the old ones have gone
bad so you cannot keep IPs. My experience with most hosts is that they may
let you upgrade your server, but they will not fix their network providers,
add ddos protection, or reduce your costs so you stop paying $200/month
because that was the standard price 4 years ago.

I think what we need to do in order to get this implemented is to
understand why Valve has ignored this request for so long.

This isn't rocket science or as difficult as implementing Source3, so the
problem must be because Valve doesn't think this will improve anything.


On Thu, Sep 26, 2013 at 2:23 PM, Mart-Jan Reeuwijk mreeu...@yahoo.comwrote:

 The only way to truly move is keeping the old servers for a while, and
 point those to the new servers so they can connect and favorite them.
 having a turnover time without paralel, would give no incentive to the
 players to add those IP's.

 I do agree a solution would really be nice to keep your playerbase of a
 server. I even proposed various workings for that (via steam group
 memberships to have a specific tab / option to show them in favs). But its
 been on deaf ears for years now.

 Also, I never hear anybody about having a chat with the hoster /
 datacenter to move the IP's to the new machines.

   --
  *From:* Jason Tango jtrun...@outlook.com
 *To:* hlds@list.valvesoftware.com hlds@list.valvesoftware.com
 *Sent:* Thursday, 26 September 2013, 22:11
 *Subject:* [hlds] Problems caused by connecting server favorites to IP
 address

 Hello,

 I know this has been brought up many, many timesbut it would seem that
 with the maturity of the server registration system that Valve is now in
 a perfect position to fix this issue which both negatively impacts
 long-established servers, AND prevents server operators from moving to
 better/improved hardware.

 I'm talking about the way server favorites work in the server browser.
 Specifically, the fact that if  - for any reason - a server operator needs
 to change their server's IP address, it disappears from all the users
 clients who have added it to their favorites over the years.

 That may not seem like a big deal, but it absolutely IS. It takes months
 and years to build up a strong base of server regulars, and that base is
 virtually destroyed if you change that server's IP address.

 For examplewe recently had the opportunity to acquire hardware at a
 significant discount at another server provider that was a significant upgrade
 from our current hardware (from a Q9400 to a E3-1270v3 with a samsung Pro
 SSD) for the same price we were currently paying per month. Wanting to
 give our players the best possible experience, so we decided to make the
 move.

 To prepare, we ran a message for 30 days on the current servers informing
 the players the servers were moving (and the new address). After that 30
 day period, we flipped the switch, and shutdown the old server, bringing
 the new ones online (the 1270v3 is ridiculously powerful, BTW).

 Now, these are servers which had previously stayed full for 18+ hours per
 day on a regular basis, with a 24-hour average population (according to 
 HlStats)
 of 21 players.

 After the first 30 days, the 24-hour average is now down to 6 players, and
 they only fill up roughly 4-6 hours per day.

 And therein lies the problem. We did (we believe) what was absolutely the
 right thing in that we chose to upgrade our hardware solely for the purpose
 of giving our players a better, smoother, more state of the art gaming
 experience. The server runs wonderfully (3 full servers uses less than 7%
 CPU!), and the players who ARE playing on them regularly comment on the
 improvement to frame rate, stability, and map load times.

 The only thing on our end that changed as far as server configuration was
 the IP - and it has essentially KILLED the traffic to those servers,
 forcing us to basically start over from scratch trying to build our
 server traffic back up (and no, we don't run any of those atrocious MOTD
 ads or anything - our servers are supported by donations only).

 The fix, it would seem, would be relatively easy. Why not tie the server
 favorites to the server registration information instead?

 Connecting the favorites to IP address does nothing but prevent server
 operators from upgrading/moving to better equipment and/or datacenters, and
 severely limits the options we have to improve the gaming environments
 for our players. I, for one, won't be upgrading/moving anything else if it
 means I have to change IP addresses. It's simply not worth the traffic
 loss you incur as a result.

 Please make this a priority, Valve. The time has come.

 Thanks.

 ___
 To unsubscribe, edit your list

Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-26 Thread Jason Tango

I would definitely be curious to know how many server operators have decided 
against upgrading their hardware (which would be better for the overall game's 
userbase in the long run) for this very reason.
Is it simply the difficulty of implementation? Or is Valve so close to 
releasing Source 2 (that may already have this implemented) that they think 
it's a waste of time?
All I DO know is that I would have to recommend against changing IP's to anyone 
that doesn't absolutely have to. It's a disaster to your traffic.

Date: Thu, 26 Sep 2013 14:33:59 -0700
From: thepauls...@gmail.com
To: mreeu...@yahoo.com; hlds@list.valvesoftware.com
Subject: Re: [hlds] Problems caused by connecting server favorites to IP
address

I said this a month ago and I explained why it would be much easier
 and better for Valve to implement DNS instead of tying it to the server
 registration system.

When people upgrade you usually change hosts because the old ones have gone bad 
so you cannot keep IPs. My experience with most hosts is that they may let you 
upgrade your server, but they will not fix their network providers, add ddos 
protection, or reduce your costs so you stop paying $200/month because that was 
the standard price 4 years ago.


I think what we need to do in order to get this implemented is to understand 
why Valve has ignored this request for so long.

This isn't rocket science or as difficult as implementing Source3, so the 
problem must be because Valve doesn't think this will improve anything.



On Thu, Sep 26, 2013 at 2:23 PM, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote:

The only way to truly move is keeping the old servers for a while, and point 
those to the new servers so they can connect and favorite them. having a 
turnover time without paralel, would give no incentive to the players to add 
those IP's.


I do agree a solution would really be nice to keep your playerbase of a server. 
I even proposed various workings for that (via steam group memberships to have 
a specific tab / option to show them in favs). But its been on deaf ears for 
years now. 


Also, I never hear anybody about having a chat with the hoster / datacenter to 
move the IP's to the new machines. 


From: Jason Tango jtrun...@outlook.com

 To: hlds@list.valvesoftware.com hlds@list.valvesoftware.com 

 Sent: Thursday, 26 September 2013, 22:11
 Subject: [hlds] Problems caused by connecting server favorites to IP address
  
 



Hello,
I know this has been brought up many, many timesbut it would seem that with 
the maturity of the server registration system that Valve is now in a perfect 
position to fix this issue which both negatively impacts long-established 
servers, AND prevents server operators from moving to better/improved hardware.

I'm talking about the way server favorites work in the server browser. 
Specifically, the fact that if  - for any reason - a server operator needs to 
change their server's IP address, it disappears from all the users clients who 
have added it to their favorites over the years.

That may not seem like a big deal, but it absolutely IS. It takes months and 
years to build up a strong base of server regulars, and that
 base is virtually destroyed if you change that server's IP address.
For examplewe recently had the opportunity to acquire hardware at a 
significant discount at another server provider that was a significant upgrade 
from our current hardware (from a Q9400 to a E3-1270v3 with a samsung Pro SSD) 
for the same price we were currently paying per month. Wanting to give our 
players the best possible experience, so we decided to make the move.

To prepare, we ran a message for 30 days on the current servers informing the 
players the servers were moving (and the new address). After that 30 day 
period, we flipped the switch, and shutdown the old server, bringing the new 
ones online (the 1270v3 is ridiculously powerful,
 BTW).
Now, these are servers which had previously stayed full for 18+ hours per day 
on a regular basis, with a 24-hour average population (according to HlStats) of 
21 players.

After the first 30 days, the 24-hour average is now down to 6 players, and they 
only fill up roughly 4-6 hours per day.
And therein lies the problem. We did (we believe) what was absolutely the right 
thing in that we chose to upgrade our hardware solely for the purpose of giving 
our players a better, smoother, more state of the art gaming experience. The 
server runs wonderfully (3 full servers uses less than 7% CPU!), and the 
players who ARE playing on them regularly comment on the improvement to frame 
rate, stability, and map load times.

The only
 thing on our end that changed as far as server configuration was the IP - and 
it has essentially KILLED the traffic to those servers, forcing us to basically 
start over from scratch trying to build our server traffic back up (and no, we 
don't run any of those atrocious MOTD ads or anything - our servers are 
supported

Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-26 Thread A Fearts
http://forums.steampowered.com/forums/showthread.php?t=2756854


On Thu, Sep 26, 2013 at 5:41 PM, Jason Tango jtrun...@outlook.com wrote:


 I would definitely be curious to know how many server operators have
 decided against upgrading their hardware (which would be better for the
 overall game's userbase in the long run) for this very reason.

 Is it simply the difficulty of implementation? Or is Valve so close to
 releasing Source 2 (that may already have this implemented) that they think
 it's a waste of time?

 All I DO know is that I would have to recommend against changing IP's to
 anyone that doesn't absolutely have to. It's a disaster to your traffic.


 --
 Date: Thu, 26 Sep 2013 14:33:59 -0700
 From: thepauls...@gmail.com
 To: mreeu...@yahoo.com; hlds@list.valvesoftware.com
 Subject: Re: [hlds] Problems caused by connecting server favorites to IP
 address


 I said this a month ago and I explained why it would be much easier and
 better for Valve to implement DNS instead of tying it to the server
 registration system.

 When people upgrade you usually change hosts because the old ones have
 gone bad so you cannot keep IPs. My experience with most hosts is that they
 may let you upgrade your server, but they will not fix their network
 providers, add ddos protection, or reduce your costs so you stop paying
 $200/month because that was the standard price 4 years ago.

 I think what we need to do in order to get this implemented is to
 understand why Valve has ignored this request for so long.

 This isn't rocket science or as difficult as implementing Source3, so the
 problem must be because Valve doesn't think this will improve anything.


 On Thu, Sep 26, 2013 at 2:23 PM, Mart-Jan Reeuwijk mreeu...@yahoo.comwrote:

 The only way to truly move is keeping the old servers for a while, and
 point those to the new servers so they can connect and favorite them.
 having a turnover time without paralel, would give no incentive to the
 players to add those IP's.

 I do agree a solution would really be nice to keep your playerbase of a
 server. I even proposed various workings for that (via steam group
 memberships to have a specific tab / option to show them in favs). But its
 been on deaf ears for years now.

 Also, I never hear anybody about having a chat with the hoster /
 datacenter to move the IP's to the new machines.

   --
  *From:* Jason Tango jtrun...@outlook.com
 *To:* hlds@list.valvesoftware.com hlds@list.valvesoftware.com
 *Sent:* Thursday, 26 September 2013, 22:11
 *Subject:* [hlds] Problems caused by connecting server favorites to IP
 address

 Hello,

 I know this has been brought up many, many timesbut it would seem that
 with the maturity of the server registration system that Valve is now in
 a perfect position to fix this issue which both negatively impacts
 long-established servers, AND prevents server operators from moving to
 better/improved hardware.

 I'm talking about the way server favorites work in the server browser.
 Specifically, the fact that if  - for any reason - a server operator needs
 to change their server's IP address, it disappears from all the users
 clients who have added it to their favorites over the years.

 That may not seem like a big deal, but it absolutely IS. It takes months
 and years to build up a strong base of server regulars, and that base is
 virtually destroyed if you change that server's IP address.

 For examplewe recently had the opportunity to acquire hardware at a
 significant discount at another server provider that was a significant upgrade
 from our current hardware (from a Q9400 to a E3-1270v3 with a samsung Pro
 SSD) for the same price we were currently paying per month. Wanting to
 give our players the best possible experience, so we decided to make the
 move.

 To prepare, we ran a message for 30 days on the current servers informing
 the players the servers were moving (and the new address). After that 30
 day period, we flipped the switch, and shutdown the old server, bringing
 the new ones online (the 1270v3 is ridiculously powerful, BTW).

 Now, these are servers which had previously stayed full for 18+ hours per
 day on a regular basis, with a 24-hour average population (according to 
 HlStats)
 of 21 players.

 After the first 30 days, the 24-hour average is now down to 6 players, and
 they only fill up roughly 4-6 hours per day.

 And therein lies the problem. We did (we believe) what was absolutely the
 right thing in that we chose to upgrade our hardware solely for the purpose
 of giving our players a better, smoother, more state of the art gaming
 experience. The server runs wonderfully (3 full servers uses less than 7%
 CPU!), and the players who ARE playing on them regularly comment on the
 improvement to frame rate, stability, and map load times.

 The only thing on our end that changed as far as server configuration was
 the IP - and it has essentially KILLED

Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-26 Thread Jason Tango
The change asked for in that thread would be good, but using the server 
registration would (IMHO) be much simpler. Heck, they could simply make an 
announcement that server registration will now be required for ALL servers (we 
don't bother with our custom map servers at the moment), implement a change 
that stores client favorites in the steam cloud, then run a database 
query/change that links the server in the favorites to the registration info 
instead of IP addess.

Date: Thu, 26 Sep 2013 17:58:31 -0400
From: joewatshis...@gmail.com
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Problems caused by connecting server favorites to IP
address

http://forums.steampowered.com/forums/showthread.php?t=2756854



On Thu, Sep 26, 2013 at 5:41 PM, Jason Tango jtrun...@outlook.com wrote:





I would definitely be curious to know how many server operators have decided 
against upgrading their hardware (which would be better for the overall game's 
userbase in the long run) for this very reason.

Is it simply the difficulty of implementation? Or is Valve so close to 
releasing Source 2 (that may already have this implemented) that they think 
it's a waste of time?
All I DO know is that I would have to recommend against changing IP's to anyone 
that doesn't absolutely have to. It's a disaster to your traffic.


Date: Thu, 26 Sep 2013 14:33:59 -0700
From: thepauls...@gmail.com
To: mreeu...@yahoo.com; hlds@list.valvesoftware.com

Subject: Re: [hlds] Problems caused by connecting server favorites to IP
address

I said this a month ago and I explained why it would be much easier
 and better for Valve to implement DNS instead of tying it to the server
 registration system.

When people upgrade you usually change hosts because the old ones have gone bad 
so you cannot keep IPs. My experience with most hosts is that they may let you 
upgrade your server, but they will not fix their network providers, add ddos 
protection, or reduce your costs so you stop paying $200/month because that was 
the standard price 4 years ago.



I think what we need to do in order to get this implemented is to understand 
why Valve has ignored this request for so long.

This isn't rocket science or as difficult as implementing Source3, so the 
problem must be because Valve doesn't think this will improve anything.




On Thu, Sep 26, 2013 at 2:23 PM, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote:

The only way to truly move is keeping the old servers for a while, and point 
those to the new servers so they can connect and favorite them. having a 
turnover time without paralel, would give no incentive to the players to add 
those IP's.



I do agree a solution would really be nice to keep your playerbase of a server. 
I even proposed various workings for that (via steam group memberships to have 
a specific tab / option to show them in favs). But its been on deaf ears for 
years now. 



Also, I never hear anybody about having a chat with the hoster / datacenter to 
move the IP's to the new machines. 


From: Jason Tango jtrun...@outlook.com


 To: hlds@list.valvesoftware.com hlds@list.valvesoftware.com 


 Sent: Thursday, 26 September 2013, 22:11
 Subject: [hlds] Problems caused by connecting server favorites to IP address
  

 



Hello,
I know this has been brought up many, many timesbut it would seem that with 
the maturity of the server registration system that Valve is now in a perfect 
position to fix this issue which both negatively impacts long-established 
servers, AND prevents server operators from moving to better/improved hardware.


I'm talking about the way server favorites work in the server browser. 
Specifically, the fact that if  - for any reason - a server operator needs to 
change their server's IP address, it disappears from all the users clients who 
have added it to their favorites over the years.


That may not seem like a big deal, but it absolutely IS. It takes months and 
years to build up a strong base of server regulars, and that
 base is virtually destroyed if you change that server's IP address.
For examplewe recently had the opportunity to acquire hardware at a 
significant discount at another server provider that was a significant upgrade 
from our current hardware (from a Q9400 to a E3-1270v3 with a samsung Pro SSD) 
for the same price we were currently paying per month. Wanting to give our 
players the best possible experience, so we decided to make the move.


To prepare, we ran a message for 30 days on the current servers informing the 
players the servers were moving (and the new address). After that 30 day 
period, we flipped the switch, and shutdown the old server, bringing the new 
ones online (the 1270v3 is ridiculously powerful,
 BTW).
Now, these are servers which had previously stayed full for 18+ hours per day 
on a regular basis, with a 24-hour average population (according to HlStats) of 
21 players.


After the first 30 days, the 24-hour average is now down

Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-26 Thread Incomp Etent
More important would be to offer a server black list in the cloud. Then there 
should also be a way for community groups and members to share or publish there 
favorite/black lists (in the name of serving the community of course). 
 
Also, are you suggesting that every time a server has an ip change the server 
op would have to update their registration info? Who will development and 
maintain this handy little piece of tech?
 
Who will be maintaining this cloud database, would Valve have to hire DBA's to 
handle all this new data and where is the hardware for these DB servers going 
to come from? With potentially millions of clients each having a cloud 
favorites and blacklist wouldn't this query/change become burdensome and at 
the mercy of the server ops' whim of changing server ip and other information?
 
Sounds like a not well thought out suggestion. Let us also NOT forget that we 
left out the custom map servers issues.
 
From: jtrun...@outlook.com
To: hlds@list.valvesoftware.com
Date: Thu, 26 Sep 2013 18:11:24 -0400
Subject: Re: [hlds] Problems caused by connecting server favorites to IP address




The change asked for in that thread would be good, but using the server 
registration would (IMHO) be much simpler. Heck, they could simply make an 
announcement that server registration will now be required for ALL servers (we 
don't bother with our custom map servers at the moment), implement a change 
that stores client favorites in the steam cloud, then run a database 
query/change that links the server in the favorites to the registration info 
instead of IP addess.

Date: Thu, 26 Sep 2013 17:58:31 -0400
From: joewatshis...@gmail.com
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Problems caused by connecting server favorites to IP
address

http://forums.steampowered.com/forums/showthread.php?t=2756854



On Thu, Sep 26, 2013 at 5:41 PM, Jason Tango jtrun...@outlook.com wrote:





I would definitely be curious to know how many server operators have decided 
against upgrading their hardware (which would be better for the overall game's 
userbase in the long run) for this very reason.

Is it simply the difficulty of implementation? Or is Valve so close to 
releasing Source 2 (that may already have this implemented) that they think 
it's a waste of time?
All I DO know is that I would have to recommend against changing IP's to anyone 
that doesn't absolutely have to. It's a disaster to your traffic.


Date: Thu, 26 Sep 2013 14:33:59 -0700
From: thepauls...@gmail.com
To: mreeu...@yahoo.com; hlds@list.valvesoftware.com

Subject: Re: [hlds] Problems caused by connecting server favorites to IP
address

I said this a month ago and I explained why it would be much easier
 and better for Valve to implement DNS instead of tying it to the server
 registration system.

When people upgrade you usually change hosts because the old ones have gone bad 
so you cannot keep IPs. My experience with most hosts is that they may let you 
upgrade your server, but they will not fix their network providers, add ddos 
protection, or reduce your costs so you stop paying $200/month because that was 
the standard price 4 years ago.



I think what we need to do in order to get this implemented is to understand 
why Valve has ignored this request for so long.

This isn't rocket science or as difficult as implementing Source3, so the 
problem must be because Valve doesn't think this will improve anything.




On Thu, Sep 26, 2013 at 2:23 PM, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote:

The only way to truly move is keeping the old servers for a while, and point 
those to the new servers so they can connect and favorite them. having a 
turnover time without paralel, would give no incentive to the players to add 
those IP's.



I do agree a solution would really be nice to keep your playerbase of a server. 
I even proposed various workings for that (via steam group memberships to have 
a specific tab / option to show them in favs). But its been on deaf ears for 
years now. 



Also, I never hear anybody about having a chat with the hoster / datacenter to 
move the IP's to the new machines. 


From: Jason Tango jtrun...@outlook.com


 To: hlds@list.valvesoftware.com hlds@list.valvesoftware.com 


 Sent: Thursday, 26 September 2013, 22:11
 Subject: [hlds] Problems caused by connecting server favorites to IP address
  

 



Hello,
I know this has been brought up many, many timesbut it would seem that with 
the maturity of the server registration system that Valve is now in a perfect 
position to fix this issue which both negatively impacts long-established 
servers, AND prevents server operators from moving to better/improved hardware.


I'm talking about the way server favorites work in the server browser. 
Specifically, the fact that if  - for any reason - a server operator needs to 
change their server's IP address, it disappears from all the users clients who 
have added it to their favorites over

Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-26 Thread ics
upgrading hardware doesn't always mean IP change. We have retained our 
IP's for years. But i'm all in for keeping my servers in users favorite 
lists in other methods too.


-ics

Jason Tango kirjoitti:


I would definitely be curious to know how many server operators have 
decided against upgrading their hardware (which would be better for 
the overall game's userbase in the long run) for this very reason.


Is it simply the difficulty of implementation? Or is Valve so close to 
releasing Source 2 (that may already have this implemented) that they 
think it's a waste of time?


All I DO know is that I would have to recommend against changing IP's 
to anyone that doesn't absolutely have to. It's a disaster to your 
traffic.




Date: Thu, 26 Sep 2013 14:33:59 -0700
From: thepauls...@gmail.com
To: mreeu...@yahoo.com; hlds@list.valvesoftware.com
Subject: Re: [hlds] Problems caused by connecting server favorites to 
IP address


I said this a month ago and I explained why it would be much easier 
and better for Valve to implement DNS instead of tying it to the 
server registration system.


When people upgrade you usually change hosts because the old ones have 
gone bad so you cannot keep IPs. My experience with most hosts is that 
they may let you upgrade your server, but they will not fix their 
network providers, add ddos protection, or reduce your costs so you 
stop paying $200/month because that was the standard price 4 years ago.


I think what we need to do in order to get this implemented is to 
understand why Valve has ignored this request for so long.


This isn't rocket science or as difficult as implementing Source3, so 
the problem must be because Valve doesn't think this will improve 
anything.



On Thu, Sep 26, 2013 at 2:23 PM, Mart-Jan Reeuwijk mreeu...@yahoo.com 
mailto:mreeu...@yahoo.com wrote:


The only way to truly move is keeping the old servers for a
while, and point those to the new servers so they can connect and
favorite them. having a turnover time without paralel, would give
no incentive to the players to add those IP's.

I do agree a solution would really be nice to keep your playerbase
of a server. I even proposed various workings for that (via steam
group memberships to have a specific tab / option to show them in
favs). But its been on deaf ears for years now.

Also, I never hear anybody about having a chat with the hoster /
datacenter to move the IP's to the new machines.


*From:* Jason Tango jtrun...@outlook.com
mailto:jtrun...@outlook.com
*To:* hlds@list.valvesoftware.com
mailto:hlds@list.valvesoftware.com
hlds@list.valvesoftware.com
mailto:hlds@list.valvesoftware.com
*Sent:* Thursday, 26 September 2013, 22:11
*Subject:* [hlds] Problems caused by connecting server
favorites to IP address

Hello,

I know this has been brought up many, many timesbut it
would seem that with the maturity of the server registration
system that Valve is now in a perfect position to fix this
issue which both negatively impacts long-established servers,
AND prevents server operators from moving to better/improved
hardware.

I'm talking about the way server favorites work in the server
browser. Specifically, the fact that if  - for any reason - a
server operator needs to change their server's IP address, it
disappears from all the users clients who have added it to
their favorites over the years.

That may not seem like a big deal, but it absolutely IS. It
takes months and years to build up a strong base of server
regulars, and that base is virtually destroyed if you change
that server's IP address.

For examplewe recently had the opportunity to acquire
hardware at a significant discount at another server provider
that was a significant upgrade from our current hardware (from
a Q9400 to a E3-1270v3 with a samsung Pro SSD) for the same
price we were currently paying per month. Wanting to give our
players the best possible experience, so we decided to make
the move.

To prepare, we ran a message for 30 days on the current
servers informing the players the servers were moving (and the
new address). After that 30 day period, we flipped the switch,
and shutdown the old server, bringing the new ones online (the
1270v3 is ridiculously powerful, BTW).

Now, these are servers which had previously stayed full for
18+ hours per day on a regular basis, with a 24-hour average
population (according to HlStats) of 21 players.

After the first 30 days, the 24-hour average is now down to 6

Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-26 Thread Andreas Grimm
related:
https://github.com/ValveSoftware/Source-1-Games/issues/281

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Friday, September 27, 2013 7:33 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Problems caused by connecting server favorites to IP
address

upgrading hardware doesn't always mean IP change. We have retained our 
IP's for years. But i'm all in for keeping my servers in users favorite 
lists in other methods too.

-ics

Jason Tango kirjoitti:

 I would definitely be curious to know how many server operators have 
 decided against upgrading their hardware (which would be better for 
 the overall game's userbase in the long run) for this very reason.

 Is it simply the difficulty of implementation? Or is Valve so close to 
 releasing Source 2 (that may already have this implemented) that they 
 think it's a waste of time?

 All I DO know is that I would have to recommend against changing IP's 
 to anyone that doesn't absolutely have to. It's a disaster to your 
 traffic.


 
 Date: Thu, 26 Sep 2013 14:33:59 -0700
 From: thepauls...@gmail.com
 To: mreeu...@yahoo.com; hlds@list.valvesoftware.com
 Subject: Re: [hlds] Problems caused by connecting server favorites to 
 IP address

 I said this a month ago and I explained why it would be much easier 
 and better for Valve to implement DNS instead of tying it to the 
 server registration system.

 When people upgrade you usually change hosts because the old ones have 
 gone bad so you cannot keep IPs. My experience with most hosts is that 
 they may let you upgrade your server, but they will not fix their 
 network providers, add ddos protection, or reduce your costs so you 
 stop paying $200/month because that was the standard price 4 years ago.

 I think what we need to do in order to get this implemented is to 
 understand why Valve has ignored this request for so long.

 This isn't rocket science or as difficult as implementing Source3, so 
 the problem must be because Valve doesn't think this will improve 
 anything.


 On Thu, Sep 26, 2013 at 2:23 PM, Mart-Jan Reeuwijk mreeu...@yahoo.com 
 mailto:mreeu...@yahoo.com wrote:

 The only way to truly move is keeping the old servers for a
 while, and point those to the new servers so they can connect and
 favorite them. having a turnover time without paralel, would give
 no incentive to the players to add those IP's.

 I do agree a solution would really be nice to keep your playerbase
 of a server. I even proposed various workings for that (via steam
 group memberships to have a specific tab / option to show them in
 favs). But its been on deaf ears for years now.

 Also, I never hear anybody about having a chat with the hoster /
 datacenter to move the IP's to the new machines.



 *From:* Jason Tango jtrun...@outlook.com
 mailto:jtrun...@outlook.com
 *To:* hlds@list.valvesoftware.com
 mailto:hlds@list.valvesoftware.com
 hlds@list.valvesoftware.com
 mailto:hlds@list.valvesoftware.com
 *Sent:* Thursday, 26 September 2013, 22:11
 *Subject:* [hlds] Problems caused by connecting server
 favorites to IP address

 Hello,

 I know this has been brought up many, many timesbut it
 would seem that with the maturity of the server registration
 system that Valve is now in a perfect position to fix this
 issue which both negatively impacts long-established servers,
 AND prevents server operators from moving to better/improved
 hardware.

 I'm talking about the way server favorites work in the server
 browser. Specifically, the fact that if  - for any reason - a
 server operator needs to change their server's IP address, it
 disappears from all the users clients who have added it to
 their favorites over the years.

 That may not seem like a big deal, but it absolutely IS. It
 takes months and years to build up a strong base of server
 regulars, and that base is virtually destroyed if you change
 that server's IP address.

 For examplewe recently had the opportunity to acquire
 hardware at a significant discount at another server provider
 that was a significant upgrade from our current hardware (from
 a Q9400 to a E3-1270v3 with a samsung Pro SSD) for the same
 price we were currently paying per month. Wanting to give our
 players the best possible experience, so we decided to make
 the move.

 To prepare, we ran a message for 30 days on the current
 servers informing the players the servers were moving (and the
 new address). After