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
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
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