How about econ items that can't exist anyway? For example attaching Flying
Bits to weapons.

On Fri, May 13, 2016 at 5:13 PM, John Schoenick <jo...@valvesoftware.com>
wrote:

> While spoofing ownership of econ items remains against community rules, TF
> has a client-side system to mitigate this and it is not currently a
> widespread issue.  We are not currently planning on adding any new
> restrictions on custom gamemodes etc..
>
>
> *From:* A Fearts
> *Sent:* Friday, May 13, 2016 1:12PM
> *To:* Half-life Dedicated Win32 Server Mailing List
> *Subject:* Re: [hlds] TF2 - Upcoming game server account requirements
>
> Maybe it isn't a worry for you if you are running completely vanilla quick
> play servers. However, for someone like myself who runs custom game modes
> it's very troubling. For example if they start banning TF2Items based
> plugins or custom player skins. If you saw what happened in CS:GO with the
> mass bans there then you would be concerned also.
>
> On Fri, May 13, 2016 at 4:03 PM, Chase McIntyre <chasenmcint...@gmail.com>
> 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>
>> 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>
>>> 1nsane...@gmail.com> wrote:
>>>
>>>> This sounds promising :)
>>>> On May 13, 2016 3:51 PM, "John Schoenick" < <jo...@valvesoftware.com>
>>>> 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>
>>>>> 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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>>>>> please visit:
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>>>>>
>>>>>
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>>>>
>>>
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>>>
>>
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>
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