A quote from my first post.

> I don't do this, or know if it would even be beneficial to do.  I had just
> thought about that while tring to figure out how to remove the id's we no
> longer need.
>

 Saying "It just seems arbitrary and poorly thought out." doesn't seem the
correct response.
I'm not a dumbass (ty for putting it nicely), I'm just here to ask questions
and point out something that *may* have needed to be looked into.



On Mon, Oct 24, 2011 at 2:31 PM, Jesse Porter <reacherg...@gmail.com> wrote:

> The tf_server_identity_account_id identifies and is generated by an
> administrator. The tf_server_identity_token identifies a server. I haven't
> seen (or have missed entirely) any insight into how the identity token is
> generated or used by valve. So, using server2's id on server1 is *probably
> a
> bad idea*. In general unique identifiers should be used to identify unique
> entities -- purposefully mixing them up will probably have unknown
> consequences. When you go outside the bounds or purpose of a system, it's
> not up to the designer (valve, in this case) to define what "ought" to
> happen. Stay inside the ride at all times :)
>
> > What if server 1 and server 2 were staying the same, but someone decided
> to
> > SWAP the id's on each server every few days ?
> > This is not something i do, but just thought it should be mentioned in
> case
> > it needed to be looked into.
>
> I've thought about this for about fifteen minutes, and I can't come up with
> a good case for when it would be needed. It just seems arbitrary and poorly
> thought out.
>
>
>
>
> On Mon, Oct 24, 2011 at 12:13 PM, clad iron <cladi...@gmail.com> wrote:
>
> > i'm not talking about sharing the id, i mean remove the old id from the
> > server that is dead and use the id from the good server on the old
> server.
> > example:
> > server1 = dead
> > server2 = good
> >
> > lets say server2 is being dropped from our community, and server 1 is
> being
> > relocated to another IP/location.
> >
> > Then i use server2's id on server1. How would this effect the server1 ?
> >
> > What if server 1 and server 2 were staying the same, but someone decided
> to
> > SWAP the id's on each server every few days ?
> > This is not something i do, but just thought it should be mentioned in
> case
> > it needed to be looked into.
> >
> >
> > On Mon, Oct 24, 2011 at 1:39 PM, 1nsane <1nsane...@gmail.com> wrote:
> >
> > > Nothing would be preventing you. That is by design.
> > > People have been complaining for many years about IP changes killing
> > their
> > > server populace.
> > > So instead of adding say DNS favorite support, Valve gave us the
> current
> > > implementation of  the quickplay server registration system.
> > >
> > > If you move a popular server's account ids then the new server should
> > > technically become popular and the old one will be dead.
> > >
> > > This is also why you can't use the same id on multiple servers. As only
> > one
> > > server at a time will be logged in and receiving quickplay benefits.
> > > And that's not the only bad thing about sharing the same id with
> multiple
> > > servers.
> > > On map change they would be kicking each other off the quickplay pool,
> > > which
> > > would then in turn lead to the reputation score dropping by making the
> > > server appear to be going empty so often.
> > >
> > > On Mon, Oct 24, 2011 at 12:27 PM, clad iron <cladi...@gmail.com>
> wrote:
> > >
> > > >
> > > > Also i was thinking, what would be preventing someone from changing
> an
> > id
> > > > on
> > > > 1 of there servers to a different id they may be using on a different
> > > > server. for example 1 of there servers may be more popular than the
> > > other.
> > > > I don't do this, or know if it would even be beneficial to do.  I had
> > > just
> > > > thought about that while tring to figure out how to remove the id's
> we
> > no
> > > > longer need.
> > > >
> > > > On Mon, Oct 24, 2011 at 11:06 AM, ics <i...@ics-base.net> wrote:
> > > >
> > > > > How about don't try to abuse the system even if it would be
> possible
> > > > > instead of write a law.
> > > > >
> > > > > -ics
> > > > >
> > > > > 24.10.2011 13:58, Jesse Molina kirjoitti:
> > > > >
> > > > >
> > > > >> The original poster had a point:  You can't break rules if there
> are
> > > no
> > > > >> rules.
> > > > >>
> > > > >> Someone at Valve needs to define the law before they can lay it
> > down.
> > > > >>
> > > > >>
> > > > >>
> > > > >>
> > > > >> ics wrote:
> > > > >>
> > > > >>> Exactly. Put the reputation in good use. The system has been
> > running
> > > a
> > > > >>> year already so limit of 10000 would be more than enough.
> > > > >>>
> > > > >>> -ics
> > > > >>>
> > > > >>> ----- Alkuperäinen viesti -----
> > > > >>>
> > > > >>>> But what prevents people to register their own listen servers ?
> > > > >>>>
> > > > >>>> My opinion: Make a reputation limit for the server to receive
> > gifts.
> > > > >>>>
> > > > >>>> 2011/10/24 doc<drga...@gmail.com>:
> > > > >>>>
> > > > >>>>> Mathacking and wireframing seems pretty against the spirit of
> the
> > > > >>>>> contest, these paper masks should never be that important.
> > > > >>>>> (did you say SEVERAL 12 slot servers for farming.......... tf2
> > > > gifts?)
> > > > >>>>>
> > > > >>>>> I thought the whole point of the registering was to stop people
> > > from
> > > > >>>>> just sitting in their own private present-giving-box and
> getting
> > > all
> > > > >>>>> the items.
> > > > >>>>>
> > > > >>>>> On Sat, Oct 22, 2011 at 10:04 PM, bottige...@gmail.com
> > > > >>>>> <bottige...@gmail.com
> > > > >>>>>
> > > > >>>>>> wrote:
> > > > >>>>>>
> > > > >>>>>
> > > > >>>>>  Can we have a guideline as to what constitutes as cheating or
> > > > abusing
> > > > >>>>>> the gift drop system?
> > > > >>>>>>
> > > > >>>>>> I have opened several private 12 slot servers for my community
> > to
> > > > >>>>>> farm gifts. Some of the players are also using wireframe mode
> > and
> > > > >>>>>> material mods for the gift. Will my servers be penalized for
> > this?
> > > > >>>>>>
> > > > >>>>>> On Fri, Oct 21, 2011 at 7:32 PM, Jon Lippincott
> > > > >>>>>> <j...@valvesoftware.com>  wrote:
> > > > >>>>>>
> > > > >>>>>>> We're going to be launching some new Halloween content in the
> > > near
> > > > >>>>>>> future
> > > > >>>>>>>
> > > > >>>>>> and wanted to give you all a quick heads-up.  There will be
> > random
> > > > >>>>>> gift drops, but this year we are requiring that participants
> > > > >>>>>> register their servers.  If you choose not to register, you
> can
> > > > >>>>>> still run the Halloween maps, but no gifts will drop on your
> > > server.
> > > > >>>>>>  By registering, your server will also be included in
> > matchmaking,
> > > > >>>>>> which will potentially drive traffic to you.  Note that
> cheating
> > > or
> > > > >>>>>> otherwise abusing the gift drop system will result in losing
> > your
> > > > >>>>>> registration, access to gift drops and other potential
> > value-adds
> > > in
> > > > >>>>>> the future.
> > > > >>>>>>
> > > > >>>>>>>
> > > > >>>>>>> You still have plenty of time, as this change won't be going
> > live
> > > > >>>>>>> until
> > > > >>>>>>>
> > > > >>>>>> next week.  Registration is quick and simple, and is outlined
> > > here<
> > > > >>>>>> https://support.steampowered.**com/kb_article.php?ref=2825-**
> > > > >>>>>> AFGJ-3513#how<
> > > >
> https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513#how
> > > >>.
> > > > >>>>>>
> > > > >>>>>>
> > > > >>>>>>>
> > > > >>>>>>> -Jon
> > > > >>>>>>> ______________________________**_________________
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> > > > >
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