Right now, we're focused on the sorts of things I listed in that email.  If we 
broaden the scope, we'll let you know.

The fact that we didn't take any action right now, even though the tampering is 
so obvious, should hopefully make it clear that we are really concerned about 
alienating somebody who is actually adding value to our community (even if they 
are guilty of the tampering), as opposed to those who are just siphoning value 
away from it.

- Fletch


From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Clay Hansen
Sent: Thursday, December 08, 2011 2:07 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Let's be honest

I run a mod on a couple of my CS:S servers that modify the game name from 
"Counter-Strike: Source" to our community name. Would that be something you 
guys are cracking down on now? If so I'll remove it right away.

On Thu, Dec 8, 2011 at 4:59 PM, zach isaac 
<drgnz...@gmail.com<mailto:drgnz...@gmail.com>> wrote:
One can only hope they also intend to take care of the "Pay to win" servers as 
well. Specifically nightteam. I cant use the "play now" without connecting to 
one of their servers. One can only imagine the horror that a first timer 
experiances when connecting to them.

On Thu, Dec 8, 2011 at 3:43 PM, msleeper 
<mslee...@ismsleeperwrong.com<mailto:mslee...@ismsleeperwrong.com>> wrote:
slow clap

On Thu, Dec 8, 2011 at 4:00 PM, Fletcher Dunn
<fletch...@valvesoftware.com<mailto:fletch...@valvesoftware.com>> wrote:
> We all know that some server operators run mods specifically designed to
> falsify information sent to the Valve backend and to their players.  These
> mods inaccurately report the player count and whether players are human or
> not.  They conceal that significant modifications to gameplay have been
> made.  This is detrimental to players' experience.
>
>
>
> Perhaps some server operators would actually prefer to not run these mods,
> but feel that it is necessary to compete and maintain their community.  For
> this reason, Valve has made the decision not to take any action against any
> server operators at this time.
>
>
>
> We will be directly contacting some of the "institutional offenders" who are
> using these mods on multiple servers.  However, whether we contact you
> directly or not, this email serves as warning to all server operators that
> we do have the ability to detect this class of behavior, and, going forward,
> we are going to be more aggressive at policing it.  If we determine that you
> are modifying the network stream or otherwise circumventing basic security
> measures, we will take the actions needed to maintain a positive environment
> for our players.
>
>
>
> To be perfectly clear, here are some examples of the modifications and
> behaviours which we consider especially harmful to our community:
>
> *         Forging or modifying network communications used to describe
> server properties to the backend or directly to clients.
>
> *         Concealing the fact that bots are bots, and making them appear as
> human players.  (Running bots is OK, as long as no modifications are made
> that make it difficult for players to identify which players are bots and
> which are humans.)
>
> *         Interfering with the mechanisms that advertise modifications to
> gameplay rules in the server browser.  (For example, nocrits, gravity,
> respawn times, etc.)  Experimenting with gameplay modifications is
> encouraged, but any mechanisms in the engine designed to alert players to
> those modifications must be allowed to function.
>
> *         Listing the same game server multiple times in the master server.
>
>
>
> Thank you,
>
> Fletcher Dunn
>
>
>
>
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