Since someone is going to eventually going to ask this, I might as well.

Are community servers finally going to be allowed back into the primary QuickPlay pool?

For that matter, will GSLTs finally do away with the need for separate TF2 server identity tokens like we were told would eventually happen when GSLTs were first introduced?

On 5/13/2016 3:51 PM, John Schoenick wrote:
Hey everyone,

I wanted to give a heads-up about some upcoming changes to the way server accounts work in TF.

In an future update, we are going to be introducing features that will only be available to game servers that have a registered game server SteamID, via the Game Server Login Token (GSLT) system. This system has existed for some time, but is currently only used in TF for persistent favouriting in the server browser. It has also gained some more restrictions recently that you should be aware of.

- Game server accounts are tied to an owning Steam user account
- This Steam account must not be currently community banned or locked.
- This Steam account must not be limited <https://support.steampowered.com/kb_article.php?ref=3330-IAGK-7663>. - This Steam account must have a qualifying registered phone <https://support.steampowered.com/kb_article.php?ref=8625-WRAH-9030&l=english>. - Game servers that violate the community guidelines for the game they are hosting may have their access suspended or revoked. - Game server account suspensions or bans also apply to *all* other game servers tied to said Steam user

More info and management tools are here: https://steamcommunity.com/dev/managegameservers

For TF specifically, being free-to-play, access to some upcoming features may eventually depend on the qualifications the owning Steam user account. So, while creating dedicated individual user accounts to own individual game servers is possible, it may lead to an increased burden in the future. We recommend game server accounts be registered to the Steam account of the acting server owner -- GSPs should require clients to provide their own tokens.

This change will allow us to have a greater level of confidence in game servers, by making it easier to revoke access for bad actors and better tying game servers to their owners. The increased persistence gives us many more opportunities to assign trust to community servers, and to provide them access to features that would otherwise be too open for abuse. It also provides a much better mechanism for dealing with abuse than the current IP-ban system that is both less effective and more painful for server providers that share IPs between clients.

We will have more information once we are ready to begin rolling out these features, but I wanted to send this heads up such that current admins and server providers can look into integrating this support into their setups.

Let me know if you have any questions or concerns and I will try to address them,
- Neph


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