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Fact check: In late May 2024, the "#fixtf2" community movement began due to the dissatisfaction with Valve's response the #savetf2 protest, and was a significantly more organized and pressured protest. In addition to the hashtag, the movement's organizers set up a petition (ending with over 343,000 signatures) with the plan to send it directly to Valve's HQ in person, as well as organized a boycott of the in-game Steam marketplace, and the game was reviewbombed on Steam with negative reviews containing the hashtags. Valve made no public mention towards this movement, but in late June, a mass of bot, bot hosts, and cheater accounts were banned en masse, most of which were direct account bans (not automated bans done by Valve Anti-Cheat), and Valve updated the game's Steam support page to clarify that all bans are permanent and non-negotiable, strongly suggesting that they had indeed taken action towards directly correcting the bot epidemic, though the long-term effectiveness of this movement is still to be determined.

Checked on January 4, 2025

1. Summary of the results

The original statement is largely accurate in its description of the #FixTF2 movement and its outcomes. Multiple sources confirm that:

  • The movement began in late May 2024 [1]
  • A petition was created, though there are discrepancies in the reported signature count: some sources report over 150,000 signatures [2], while others align with the original statement's claim of over 340,000 signatures [3]
  • Valve did take concrete action in late June through mass bans of bot accounts and bot hosts [4]
  • The company updated its Steam support page to emphasize permanent, non-negotiable bans [5] [4]

2. Missing context/alternative viewpoints

The original statement lacks several important contextual elements:

  • The broader historical context of the bot crisis that led to these events is not fully explained [3]
  • The statement doesn't mention that Valve's response included a "no leniency" policy, which represents a significant shift in their enforcement approach [4]
  • While the statement mentions review bombing and marketplace boycotts, none of the sources explicitly confirm these specific tactics, making these claims unverifiable with the provided sources

3. Potential misinformation/bias in the original statement

There are a few areas where the statement may contain bias or inaccuracies:

  • The signature count discrepancy between sources (150,000 vs. 343,000) suggests potential inflation or different counting methods [2] [3]
  • The statement's characterization of Valve's response as making "no public mention" while still taking action might oversimplify the company's response strategy
  • The statement's suggestion that the bans were "strongly suggesting" Valve's response to the movement may be inferring causation where only correlation is proven - none of the sources explicitly confirm that the bans were a direct result of the #FixTF2 movement

It's worth noting that various stakeholders had different interests in this situation:

  • The TF2 community sought to protect their gaming experience
  • Valve had to balance community demands with resource allocation and long-term platform integrity
  • Bot creators and hosts were likely motivated by various factors, including potential financial gain from disrupting the game's economy
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