There is an excellent chance that anything that can or might, at vales
discretion, impact micro transactions will be banned. If you are
flagged, even on passworded, private test servers, your account will be
permanently banned from hosting any games that require GSLT in the future.
Lets not forget valve even banned the use of completely custom
community-made weapon models in CS:GO.
On 5/13/2016 4:18 PM, Chase McIntyre wrote:
CSGO is a very different game.
You fallaciously assume that the possibility of banning custom
gamemodes in TF2 guarantees that valve will, in fact, ban them.
On Fri, May 13, 2016 at 4:13 PM, Alex Kowald <abkow...@gmail.com
<mailto:abkow...@gmail.com>> wrote:
Some other concerns I had about how Valve handled GSLT tokens in
CS:GO:
1. Clients can only connect to servers with valid GSLT.
2. Item drops being limited to GSLT servers.
3. Arbitrary reporting system that bans servers for modifying
economy items. (Valve has taken steps to clear this up, however.)
Valve hasn't said they want to do these things so I remain
optimistic that this system will weed out the worst offenders and
improve quickplay!
On Fri, May 13, 2016 at 4:06 PM, Ross Bemrose <rbemr...@gmail.com
<mailto:rbemr...@gmail.com>> wrote:
CS:GO bans servers that change weapons around.
This would kill a LOT of custom game modes, such as Vs. Saxton
Hale, Randomizer, and PropHunt. To name 3.
On 5/13/2016 4:03 PM, Chase McIntyre wrote:
How does this worry you? What exactly is your argument?
On Fri, May 13, 2016 at 4:00 PM, A Fearts
<joewatshis...@gmail.com <mailto:joewatshis...@gmail.com>> wrote:
Makes me very worried. If you saw how they were handling
bans on "bad" accounts in CS:GO you would be worried too.
On Fri, May 13, 2016 at 3:53 PM, 1nsane
<1nsane...@gmail.com <mailto:1nsane...@gmail.com>> wrote:
This sounds promising :)
On May 13, 2016 3:51 PM, "John Schoenick"
<jo...@valvesoftware.com
<mailto:jo...@valvesoftware.com>> 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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