An update has been released.

- Removed the ability for servers to kick arbitrary players


Dr. McKay
www.doctormckay.com


On Thu, Feb 6, 2014 at 3:01 AM, 1nsane <[email protected]> wrote:

> 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.
>>>
>>>
>>>
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>>>
>>>
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>>>
>>>
>>>
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>>>
>>
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