-Forcing people with disabled motds to watch ads (there are servers out
there that check the cvar and lock you in spec until you allow motds)

doesn't CEVO do this? lol

On Thu, Oct 15, 2015 at 6:47 PM, Matthias "InstantMuffin" Kollek <
proph...@sticed.org> wrote:

> -Inventory faking/exploiting
> -Forcing people with disabled motds to watch ads (there are servers out
> there that check the cvar and lock you in spec until you allow motds)
> -Faking reports (i.e. player counts)
>
> (-Excessive advertising)
> (-P2W)
>
> Reports should be sorted by communities. If a server is to be cleared, all
> reports regarding the same server should be removed.
> Someone at some point has to take a look at the server and has to come to
> a verdict. This can either be done by steam officials, or with an
> overwatch-like system. Or a combination of both, where said overwatch-like
> system would filter out a number of false reports to reduce the number of
> cases officials actually have to investigate.
> I think the blacklisting duration as they are right now are okay. But I
> also think one should maybe distinguish between offenses that require
> community bans or token bans (which that would be is a different question).
>
>
> On 16.10.2015 00:33, Michael Loveless wrote:
>
> ​Those of you requesting a way to report community servers....what type of
> report criteria are you thinking should be available? To add on that, how
> do you think reports should be handled? Is it going to be like if a server
> gets X amount of reports over Y amount of time, it's an automatic "server
> cooldown"? Or is a dev going to have to actually go to the reported server
> and be able to identify the reported problems, similar to how players do
> with OW?​
>
> I'm just thinking that there are really only 2 ways for reports to be
> handled, automatically by system or manually by a person(s). Beyond having
> a !knife or !skins plugin installed which Valve could do some kind of scan
> for, how would they be able to properly automate a system to identify
> whether reports are legit in regards to all other potentially reportable
> issues?
>
> For instance, what if you ban a couple of Dinosower kids who are trolling
> and next thing you know you got half their army joining your servers over
> the next 2-4 weeks issuing reports?
>
> Some general questions I think that would make for good discussion on the
> topic of reporting servers for XP.
>
> On Thu, Oct 15, 2015 at 6:32 PM, Daniel Saewitz <dan...@popflash.site>
> wrote:
>
>> Thanks for raising the limit to 1000.
>>
>> Would you consider the ability to reuse a single token for multiple
>> servers?
>>
>> I run a large number of instances that are ephemeral and therefore do
>> not necessitate long-lasting “favorites”. Assuming there is an API to
>> create and delete tokens, this new restriction on servers would add a
>> single point of failure if Steam’s API goes down.
>>
>> On Thursday, October 15, 2015 at 6:16 PM, Ido Magal wrote:
>>
>> We do not intend to ban IPs once we can hold Steam users (not the GSLT)
>> accountable for their servers.
>>
>>
>>
>> On Oct 15, 2015, at 14:35, Michael Loveless <mloveless1...@gmail.com>
>> wrote:
>>
>> I would also like to pose the same question as Mishu but in
>> reverse...let's say I have all my community servers assigned to my personal
>> account and I get overwatch or VAC banned...can I just make a new account,
>> new tokens, reassign them to my servers and be good to go? or will my IP
>> get a permanent blacklist? I'm assuming new tokens would fix it up but it's
>> worth asking since Ido hasn't done another follow up on the questions yet.
>>
>> On Thu, Oct 15, 2015 at 5:24 PM, MiShU # gameserver-syndicate.de <
>> <mi...@gameserver-syndicate.de>mi...@gameserver-syndicate.de> wrote:
>>
>> Hey Ido, hey Vitaly,
>>
>> what will happen if someone of your friends/customers do anything
>> forbidden with the server with a token of for example me?  Will i get
>> 'personal punishment' or is just the token 'banned/blacklisted'?
>>
>> thx!
>>
>>
>>
>> Am 15.10.2015 um 21:47 schrieb Ido Magal:
>>
>> The token limit has been increased from 50 to 1000.
>>
>> Cheers.
>>
>> On Oct 13, 2015, at 18:38, Ido Magal < <i...@valvesoftware.com>
>> i...@valvesoftware.com> wrote:
>>
>> Q. What is the purpose of this update?
>> A. We had intended to adopt Favorites migration from TF2 for some time
>> now. Game Server Providers' complaint about the impact that the current IP
>> banning method has on their operation has made this more urgent since with
>> this feature we'll also be able to shield GSPs from bad actors.
>>
>> Q. Is this [ new method ] just to generate the token, or if this occurs
>> will the tokens become invalid while that ban/lock is in place?
>> A. Any such or similar infraction by the GSLT owning Steam User will
>> result in the disabling of all of that user's GSLTs.
>>
>> Q. So does this mean I can't run a CS:GO server unless I own CS:GO?
>> A. That will be correct as of Stage 3.
>>
>> Q. So people need to have landlines to run servers now?
>> A. No. But there are currently restrictions on what constitutes a
>> qualifying phone number. VOIP / burner numbers are currently non-qualifying.
>>
>> Q. What specifically happens if you don't log into an account after stage
>> three?
>> A. The result will be identical to the current IP ban: players will not
>> be able to connect.
>>
>> Q. So can these tokens be used in place of the webapi_authkey ? will we
>> need BOTH keys now to use the workshop?
>> A. The webapi authkey was previously an intermediate step to creating a
>> GSLT. It is no longer necessary.
>>
>> Q. And just to be clear, it's 50 at any one time, not 50 total lifetime,
>> correct?
>> A. Correct. You can delete unused GSLTs and generate new ones. We're
>> reevaluating the 50 token limit.
>>
>> Q. Why don't my previously registered servers show up?
>> A. Fixed.
>>
>>
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