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 >>>>> >>>>> _______________________________________________ >>>>> 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 >>>> >>>> >>> >>> _______________________________________________ >>> 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 >> >> > > > _______________________________________________ > 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 > >
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