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One thing that is more likely to happen than people not having IPv4 addresses at all is their ISP using carrier-grade NAT to conserve IPv4 addresses. Bear in mind here that ISPs can't get any new IPv4 addresses; they have to make do with the ones they already have.
That means people will start having IPv4 connections which don't have real end-to-end connectivity; one real public IPv4 could map to dozens of households. Real end-to-end connectivity will only be possible over IPv6.
As I've previously mentioned, this is a special problem for gaming; to play with someone else, either you both have to use the same server on the public internet, or one of you has to host. Carrier-grade NAT makes it impossible to host a game.
store.steampowered.com and other Steam-related domains don't have AAAA records; that is, you can't resolve that domain name to an IPv6 address. You can query AAAA records here: https://mxtoolbox.com/IPv6.aspx
You can get an IPv6 address for google.com, facebook.com, en.wikipedia.org, etc. but not any Steam domains.
So it’s Steams fault your ISP is garbage
Good to know you’re putting your priorities in the right place
There is nothing that ISPs can do about this! In a post-IPv4 exhaustion world, the only way to provide connectivity to services which don't adopt IPv6 is to adopt crappy workarounds like carrier-grade NAT. The onus here is really for services, like Steam, to adopt IPv6 so that these crappy work-arounds aren't necessary.
Even if his ISP had really really good carrier-grade NAT, that's not a long-term solution; NAT breaks full end-to-end connectivity, which is especially harmful to peer-to-peer multiplayer games in particular. And this is on top of the fact that using a router at home means you're running a NAT on top of a NAT; this is just a nightmare for connectivity.
IPv6 support just isn't that exotic these days. Steam should support it.
The poitn is the overloading of carrier grade NAT isn't Steam's fault
You can argue how much site should migrate to ipv6
But if your interm solution is to use carrier grade NAT and you cannot support it because your ISP bought used Cisco routers on ebya, that's not Steam's problem
On a note not directly related to IPv6, there's a reason that companies like Netflix and Akamai put their content on servers as close to users as possible (in some cases, inside ISP networks) and it's because the quality of the connectivity they have to the end user is vital. If you can't get your data to your users, it's your problem.
And again
Steam is not the only service on IPv4
The fact that an ISP is technically incompetent and cannot handle the load for their own technical solution to ipv4 is not Steams problem.
The fact that an ISP can not handle the load is an ISP problem
We are free to discuss the migration to ipv6 in general and where steam is in that process
But ISP problems are problems caused by the ISP itself.
There is a difference between
Steam should convert their back end to ipv6
And
Slowness on my ISP terrible IPV6 carrier may is caused by Steam
The point of the Internet is that it's a decentralised web of connections, and an overloaded link can always be resolved by traffic finding another route around. That's all broken by carrier-grade NAT because it creates chokepoints; all the traffic for a particular set of users all has to run through one place. Even load-balancing users between NAT endpoints is a nightmare, because when your home connection is switched from one NAT endpoint to another as far as the rest of the Internet is concerned your public IP changed. All your existing TCP connections break (and application-layer connections layered on top of UDP), some services will freak out and require you to log in again, etc.
ISPs are providing a good solution to all this, which is to use IPv6. No carrier-grade NAT, no artificial chokepoints, proper end-to-end connectivity with a multiplicity of possible routes: the Internet as it is supposed to be.
I'm not saying that Steam is the only IPv4 service, or that Steam is making IPv4 bad (I'm really not sure where you got the idea that I was saying that? Like, I said it was their problem, I didn't say it was their fault*. Those words mean different things!). I'm not even particularly worried about that one German ISP (although that is concerning). I'm worried about the global IPv4 trend.
I'm saying that without IPv6 support, Steam is stuck on an Internet that is only going to get worse. And what's worse is that if Steam doesn't support IPv6 for things like matchmaking, Steam P2P networking, Steam Datagram, etc., it's going to drag down networked games, too.
* As another example of "their problem, not their fault", Steam had a problem with some ISPs having crap caching middleware boxes which keyed their caches in a bizarre and silly way, and this broke Steam client updates. Not Valve's fault, but it is their problem if Steam clients can't update properly! They worked around that by changing the package format slightly for Steam client updates so that the middleware boxes cached them properly.
Also it is a bit of a big change because from my understanding, IP4 and IP6 can't easily talk to each other.
https://netbeez.net/blog/ipv6-adoption/
15-20% going by this.
http://www.datacenterjournal.com/ipv6-adoption-challenges-options/
This shows some of the challenges involved.
I think many game don't support IPv6 either, so that could also be a factor.
IPv6 doesn't have much penetration at the moment.
You won't get an official statement from Valve on the matter, only guesses as to why from anyone else in these forums. If Valve wants to make a statement, they will do so through their blogs and/or announcements.