Personally I have plenty of hidden slots so no one ever needs to get kicked.

But what's to prevent someone from kicking players who joined through the
server browser instead and leave quickplay players alone?

Does this satisfy the requirements? And if not, who would even know how
this works? How can valve possibly figure this out? How is this different
from what we had with the previous quickplay implementation?

It would be really unfortunate if the people who followed these rules ended
up with a disadvantage because valve doesn't enforce it. Worse yet I'd hate
it for valve to take more nuclear action to deal with it and punish all
those who follow the rules.

I hope there's more to this than we are seeing at the moment. But who
knows... All I know is that there's a 100% chance someone will abuse this
system regardless of what valve says. Will we end up being punished again
because of what those people do?


On Thu, Feb 6, 2014 at 2:48 AM, Yun Huang Yong <[email protected]> wrote:

> Not specifically but I'd suggest the main reason for wanting to qualify
> for Quickplay is to keep servers filled. From that POV those Quickplay
> players *are* valuable to your community. You shouldn't turn around and
> punt them because their job is now done.
>
> For newer players -- the typical Quickplay user -- it's a pretty confusing
> and negative experience. I get kicked for... playing the game like everyone
> else?
>
> Personally I've never liked reserved slots, and it was one of the reasons
> I started my servers. Either I am a valued member of your community and you
> treat me with the same basic respect as everyone else (assuming I behave
> appropriately), or I'm not. Don't use me to populate your servers then
> throw me away.
>
>
> On 6/02/2014 6:25 PM, Doctor McKay wrote:
>
>> It's not like people discriminate against Quickplay users when
>> determining someone to kick for a reserved slot. It's not unreasonable
>> for donors to be given priority access to the server that they are
>> financially supporting (same with admins as they're supporting it with
>> their volunteer efforts).
>>
>>
>> Dr. McKay
>> www.doctormckay.com <http://www.doctormckay.com>
>>
>>
>>
>> On Thu, Feb 6, 2014 at 2:06 AM, Yun Huang Yong <[email protected]
>> <mailto:[email protected]>> wrote:
>>
>>     I think the spirit of the "Kicking players to make room for reserved
>>     slots" item is really about treating Quickplay players with respect.
>>
>>     i.e. don't treat Quickplay players simply as seat warmers until your
>>     regulars/donors/admins feel like joining into a full server
>>     populated because of Quickplay.
>>
>>      >From an enforcement POV there are obviously ways around many of
>>     the Quickplay disqualification modifications. For this one it would
>>     be pretty easy to tell by simply looking at the relevant groups'
>>     donor perks.
>>
>>     Of course some groups may attempt to subvert the system by secretly
>>     have such a feature but not advertise it but that's a reasonable
>>     outcome - if it makes it harder for server owners to do undesirable
>>     things (such as selling reserved slots) that's still a win.
>>
>>
>>     On 6/02/2014 5:20 PM, Andreas Grimm wrote:
>>
>>         ..." Kicking players to make room for reserved slots"
>>
>>         How does this check work?
>>
>>         What happens, when an admin kicks a player for flaming and that
>>         player
>>         reports the server with "they kicked me to make room for
>>         reserved slots"?
>>
>>         Same with plugins like anti cheat - Our anti cheat system stores
>>         dectected cheaters in a database and it kicks the players when
>> they
>>         connect to a server of our network or when they use cheats while
>>         playing. Usually we also send a kick message like "you are
>>         banned for
>>         using cheats bla bla", but a kicked player could easily say
>>         "they make
>>         room for reserved slots"
>>
>>            - Andreas
>>
>>         *From:*hlds-bounces@list.__valvesoftware.com
>>         <mailto:[email protected]>
>>         [mailto:hlds-bounces@list.__valvesoftware.com
>>
>>         <mailto:[email protected]>] *On Behalf Of
>>         *Fletcher Dunn
>>         *Sent:* Thursday, February 06, 2014 12:52 AM
>>         *To:* Half-Life dedicated Win32 server mailing list
>>
>>         ([email protected]
>>         <mailto:[email protected]>); Half-Life dedicated Linux
>>         server mailing
>>         list (hlds_linux@list.__valvesoftware.com
>>         <mailto:[email protected]>);
>>         hlds_announce@list.__valvesoftware.com
>>         <mailto:[email protected]>
>>
>>         *Subject:* [hlds] Important changes to TF2 coming soon
>>
>>
>>         There are some changes coming that TF2 server operators should
>>         know about.
>>
>>         CHANGES TO QUICKPLAY
>>
>>         ------------------------------__-
>>
>>
>>         The next TF2 update will make two changes to quickplay:
>>
>>         * "Show servers" button.  This runs the ordinary quickplay
>>         search, but
>>         instead of joining the server with the highest score, it
>>         presents the
>>         user with an ordered list of about 20 servers and lets them
>>         pick.  This
>>         gives players much of the convenience of quickplay by finding
>>         servers
>>         with a good ping and players on them, but also an easy way to
>>         express a
>>         preference over the map, server community, etc.
>>
>>         * We've added an advanced options page that allows players to
>>         opt into
>>         the most commonly-requested non-vanilla rules changes: nocrits,
>>         maxplayers, and instant respawn.
>>
>>         There are no more scoring penalties for maxplayers or rule
>>         changes; your
>>         server either matches their search criteria or it doesn't.
>>
>>         At this time, we are keeping the default quickplay option to Valve
>>         servers.  However, note that if a player wants to find a server
>>         with any
>>         of the supported modifications, then they must land on a community
>>         server, since Valve servers do not run with these settings.
>>
>>         We've updated the quickplay policy to more clearly specify what
>>         sorts of
>>         server modifications are allowed in quickplay:
>>
>>         https://support.steampowered.__com/kb_article.php?ref=2825-_
>> _AFGJ-3513
>>
>>         <https://support.steampowered.com/kb_article.php?ref=2825-
>> AFGJ-3513>
>>
>>         STEAM GAMESERVER ACCOUNTS
>>
>>         ------------------------------__-----------
>>
>>
>>         Gameserver accounts are now a Steam feature.  The feature is
>>         currently
>>         in beta.
>>
>>         Using a steam gameserver account provides one important
>>         advantage right
>>         now: client favorite lists are keyed by the Steam account if
>>         present.
>>         This means that you can move your server to another IP address,
>> and
>>         clients who have your server in their favorites or history will
>>         follow
>>         you to your new location.
>>
>>         CREATING AN ACCOUNT:
>>
>>         Creating an account is currently only possible via WebAPI.
>>           (Remember,
>>         this feature is currently in beta.  We'll add a nicer interface
>>         for this
>>         soon.)  Make a HTTPS POST request to the following URL:
>>
>>         https://api.steampowered.com/__IGameServersService/__
>> CreateAccount/v0001/
>>
>>         <https://api.steampowered.com/IGameServersService/
>> CreateAccount/v0001/>
>>
>>         The POST arguments should be:
>>
>>             appid=440 (for Team Fortress)
>>
>>             key=<your WebAPIKey>
>>
>>         <your WebAPIKey> is the WebAPI key associated with the user
>>         account that
>>         will own the server accounts. See http://steamcommunity.com/dev
>>         for how
>>         to get one of these.  (WARNING: Make sure and keep this key
>> secret.
>>         This key is an authentication token in some respects and makes it
>>         possible to do certain actions on your behalf.  Don't feed the
>>         key into
>>         anybody's nice convenient web page that automates this.  With your
>>         WebAPI key they could impersonate you for some actions.  If you
>>         don't
>>         want to go through the pain of making a WebAPI call, just wait
>>         until we
>>         have a nicer interface implemented.)
>>
>>         The output of the WebAPI will be the (permanent) SteamID of your
>>         gameserver, and a login token.  The login token is a random
>>         string of
>>         text that allows you to actually login to your account.
>>
>>         You can view a list of the servers owned by a user account by
>>         making a
>>         HTTPS GET call to:
>>
>>         https://api.steampowered.com/__IGameServersService/__
>> GetAccountList/v0001/?key=
>>         <https://api.steampowered.com/IGameServersService/
>> GetAccountList/v0001/?key=><__yourkey
>>         <https://api.steampowered.com/__IGameServersService/__
>> GetAccountList/v0001/?key=%__3cyourkey
>>
>>         <https://api.steampowered.com/IGameServersService/
>> GetAccountList/v0001/?key=%3cyourkey>>>
>>
>>
>>         LOGGING IN TO YOUR ACCOUNT (TF only for now):
>>
>>         Once you have a gameserver login token, you can specify your login
>>         credentials on a Source engine server by executing this console
>>         command
>>         sometime before it loads the first map:
>>
>>         sv_setsteamaccount <login token>
>>
>>         The server output should make it clear when you are using a Steam
>>         gameserver account and when you are logging in anonymously.  (The
>>         ordinary gameserver login that has always been used.)
>>
>>         Remember, for now you will need to login to both your Steam
>>         gameserver
>>         account and also your TF account.  The two accounts are not
>> related.
>>         The TF account is the one that determines quickplay eligibility,
>>         and the
>>         Steam one does favorites migration.  Eventually we will remove
>>         the TF
>>         accounts and only use Steam gameserver accounts.
>>
>>         HOW FAVORITES MIGRATION WORKS:
>>
>>         In the next few days we will release an updated Steam Client
>>         beta that
>>         knows how to migrate favorites.  On the client, each favorite has
>> an
>>         IP:port and a gameserver account.  The account might be empty
>>         --- that
>>         will of course be the case for all previously existing favorites.
>>         Periodically, a client will try to sync up the favorites list
>>         IP:port
>>         addresses and accounts.  If there is an IP:port without an
>>         associated
>>         account, it will ask the master server for information about that
>>         address.  If a server is running on that address and logged into
>> an
>>         account, the client will record the account. Once the client has
>> an
>>         account associated with the favorite, the account becomes the
>>         primary
>>         key and will not change.  Instead, we will periodically try to
>>         refresh
>>         the address from the account.  (Again, this is done by querying
>> the
>>         master server, and it depends on your server bring logged into the
>>         account and running on the address.)  The client always caches
>>         the last
>>         known IP:port of a favorite, even though the account ID is the
>> main
>>         "key".  That way, if Steam is down, or the gameserver is down,
>>         it will
>>         used the cached IP:port.  All of the above applies to history as
>>         well as
>>         favorites.
>>
>>         In the future, when a client adds a favorite or history item, the
>>         account will be recorded immediately.
>>
>>         If you know you have many clients that have your server in their
>>         favorites or history, then you should not move your server yet.
>>  You
>>         need to give clients time to logon with new Steam client
>>         binaries and
>>         get their favorite entry linked up with your account.  We'll let
>> you
>>         know when you can try out migrating favorites, as well as when the
>>         feature is active in the public client and all users have it.
>>
>>         QUESTIONS?
>>
>>         Since Steam gameservers are a Steam feature, all of the above
>>         will apply
>>         to all Steam games.  (Provided that the game exposes a method
>>         for the
>>         gameserver to log in to an account.)  Eventually, the TF2
>> gameserver
>>         accounts will be going away and replaced with these accounts.
>>           For now,
>>         they are separate.
>>
>>         Any further questions about the quickplay changes or gameserver
>>         accounts?  Please direct them to this list so that all answers
>>         will be
>>         public.
>>
>>
>>
>>         _________________________________________________
>>
>>         To unsubscribe, edit your list preferences, or view the list
>>         archives, please visit:
>>         https://list.valvesoftware.__com/cgi-bin/mailman/listinfo/__hlds
>>         <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
>>
>>     <https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds>
>>
>>
>>
>>
>> _______________________________________________
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>>
>>
>
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