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Roy

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Posts posted by Roy

  1.  

    Update

    I've talked to Peace-Maker and he looked through the old Source Engine 2007 code. According to what he said, the networking shouldn't be multi-threaded. Therefore, (at least in the old Source Engine code), the extra thread being used is not for networking. Again, this could only be for Source Engine 2007, however, there's a chance the limitation we are seeing with CS:GO Linux servers doesn't have anything to do with the networking. That said, from the testing I was doing the other day, I can agree with that. I had 46 bots on my Windows server with 128 tick, however, I was not in-game (no data being sent to the server) and the server was still using another thread (even with sv_stressbots at 0 which means bots aren't treated as real players and doesn't send networking data).

     

    Unfortunately and understandably, Peace-Maker doesn't have the time to investigate this issue further. He suggested that I PM Asherkin who is another SourceMod developer. I have done so and I am awaiting a response by him. Asherkin is highly experienced with the Source Engine. However, I am unsure if he has the time to investigate this issue. That said, there is a chance this limitation can only be lifted by Valve themselves (which is unlikely at this point).

     

    Sadly, my lack of knowledge and experience in C++ is preventing myself from investigating this issue further and finding out what the real issue is. However, I will not stop trying!

     

    I will give updates once I receive a reply.

     

    Thanks!

  2. Another Update

    This problem is very complicated and I highly doubt a simple command will fix the issue. The unfortunate part is that the occlusion_test_async command is not located in the HL2 SDKs. Therefore, I cannot find more about what the command actually does.

     

    Also, the fact that this is a Linux issue, I highly doubt the HL2SDK will actually help me find what's causing this issue. I would imagine the issue lies within the CS:GO Linux binaries themselves.

     

    I will continue to investigate the issue and see if I can come up with anything. However, somebody with a lot of Linux experience probably has a much better chance at figuring this issue out than me.

     

    Thanks.

  3. 17 minutes ago, denros said:

    Please switch to linux, reading JB accelerator crash dumps is basically useless in windows. So hard to find where the problem is occurring. Atleast on linux we have crash binaries. 

    That too :) We can debug things much further in Linux than in Windows.

     

    Thanks.

  4. Hello, I am keeping notes for this limitation. I have set up my own CS:GO Linux server and I am currently seeing how everything works, etc.

     

    The Problem

    Currently, Linux servers do not use the "networking" thread. In Windows, servers use the networking thread. This allows Windows to use basically +50% CPU resulting in better performance.

     

    General Notes

    occlusion_test_async

    Command note - Enable asynchronous occlusion test in another thread; may save some server tick.

     

    Windows

    • Command appears to have no effect.
    • Does not print any output when executed.

     

    Linux

    • When 0, the server can literally only use up to ~100% CPU. However, when 1+, starts using another thread.
    • Occlusion (from what I know) is used for prevent wall-hacks, etc.
    • Not a "networking" thread.
    • Prints output when changed (read below).

    Console Output When Executed In Linux

    Quote

    12:21:09 Stopping 0 worker threads
             Starting 1 worker threads
             1 threads. 1,014,658 ticks
             Note that cmd line -threads 2 is specified

     

     

    How Will This Benefit GFL If Resolved

    Linux for game servers is generally better in my opinion. Especially for Managed NFO servers (what we have).

     

    Linux Advantages For NFO

    • Console wrapper tool (see what is happening in the SRCDS console in real time).
    • Console wrapper tool - Automatic restarts. Instead of NFO checking if the server is down every 5 - 10 minutes (in Windows), the console wrapper tool is used to detect if a server crashed. The server will immediately restart and an event will be posted with the last 10 lines of the SRCDS console before the crash (helps determining what crashed the server).
    • Able to download/delete/rename, etc files used by the server (e.g. in Windows, we cannot download/delete the console.log file until the server is completely off, which is very annoying).
    • Can use NFO's Firewall tab.
    • Linux is generally more secure.

    Thanks.

  5. Just to confirm, we aren't moving to OVH unless if the population survives/grows with changing the Geo Location to Chicago. We would be doing a lot of testing beforehand and moving servers like CS:GO Zombie Escape would come last.

     

    If the population stays and grows, then I see no reason to deny OVH. Especially with the price and hardware.

     

    If you have any questions, feel free to ask.

     

    Thanks.

  6. 40 minutes ago, Dano said:

    It's probably also interesting what a person in Germany can find, so here:

    http://pastebin.com/raw/04xFnw0j

    Unfortunately, GFL's servers weren't found at all. I hope it helps regardless.

    That's likely due to Europe servers. For example, my list doesn't contain European servers since I'm in the US. Your list does :)

     

    Thanks for the results! I'm trying to determine how it gets servers. My current theory is it gets the IPs registered location (GeoIP location?) and compares it to your IP's location. Sadly, I haven't confirmed that yet.

     

    Thanks again!

  7. There are also a couple more things to talk about.

     

    First, I just want to confirm how Garry's Mod chooses a server rating. This was originally what @Violator was trying to find out.

     

    In the AddServer function, this code exist:

    	data.recommended = data.ping;
    	if ( !data.hasmap ) data.recommended += 20; // We don't have that map
    	if ( data.players == 0 ) data.recommended += 100; // Server is empty
    	if ( data.players == data.maxplayers ) data.recommended += 75; // Server is full
    	if ( data.pass ) data.recommended += 300; // If we can't join it, don't put it to the top

    Basically, it appears to be a points system (the lower the points are, the better). 

    • The starting points are the client's ping to the server.
    • If the client doesn't have the map, it adds an additional 20 points.
    • If the server is empty, it adds an additional 100 points.
    • If the server is full, it adds an additional 75 points.
    • If the server has a password, it adds an additional 300 points.

     

    Basically, this may explain why servers having unique maps are more difficult to populate. If the client doesn't have the map, it adds an additional 20 points.

     

    With that said, here's how the ranks work:

    	$scope.ServerRank = function( sv )
    	{
    		if ( sv.recommended < 50 )	return "rank5";
    		if ( sv.recommended < 100 )	return "rank4";
    		if ( sv.recommended < 200 )	return "rank3";
    		if ( sv.recommended < 300 )	return "rank2";
    		return "rank1";
    	}
    • Rank 5 (stars) - Below 50 points.
    • Rank 4 (stars) - Below 100 points.
    • Rank 3 (stars) - Below 200 points.
    • Rank 2 (stars) - Below 300 points.
    • Rank 1 (stars) - Above 300 points.

     

    The next thing I would like to talk about is I want more results. I would like it if Garry's Mod admins did the same thing and posted back the results.

     

    Here's a download of the control.Servers.js file.

     

    Installation

    1. Backup the file from garrysmod/html/js/menu/control.Servers.js (just in case).
    2. Replace garrysmod/html/js/menu/control.Servers.js with the one you just downloaded.
    3. Add -condebug to Garry's Mod start options (Steam -> Right-Click Garry's Mod -> Properties -> Set Launch Options).
    4. Launch (or restart) Garry's Mod.
    5. Go to Find a Multiplayer game. 
    6. Let the servers load (you can see the progress in the console).
    7. Go to garrysmod/console.log and copy the entire server list you received and post it here.

    Any results would be highly appreciated!

     

    Thanks.

  8. Yesterday, I have talked to Violator about Garry's Mod in-game server browser. After he showed me a GitHub page of the code that determines what a server's rating is, I decided to search for the file on my local install of Garry's Mod. Thankfully, I found it (garrysmod/html/js/menu/control.Servers.js). I decided to add debugging to the script:

    function AddServer( type, id, ping, name, desc, map, players, maxplayers, botplayers, pass, lastplayed, address, gamemode, workshopid )
    {
    	if (StartingTime == 0)
    	{
    		// Set the starting time.
    		var n = new Date();
    		StartingTime = n.getTime() / 1000;
    		lua.Run("print(\"Starting time - " + Math.round(StartingTime) + ".\");");
    	}
    	
    	if ( id != RequestNum[ type ] ) return;
    
    	if ( !gamemode ) gamemode = desc;
    	if ( maxplayers <= 1 ) return;
    
    	var data =
    	{
    		ping:			parseInt( ping ),
    		name:			name,
    		desc:			desc,
    		map:			map,
    		players:		parseInt( players ) - parseInt( botplayers ),
    		maxplayers:		parseInt( maxplayers ),
    		botplayers:		parseInt( botplayers ),
    		pass:			pass,
    		lastplayed:		parseInt( lastplayed ),
    		address:		address,
    		gamemode:		gamemode,
    		password:		'',
    		workshopid:		workshopid
    	};
    	
    	/*
    	if (name.indexOf("GFLClan.com") >= 0)
    	{
    		var n = new Date();
    		var curTime = n.getTime() / 1000;
    		
    		var timeItTook = curTime - StartingTime;
    		// Print the server name with the time.
    		lua.Run("print(\"" + name + " (" + address + ") (" + players + "/" + maxplayers + ") - Took " + timeItTook + " (" + curTime + ") seconds. Ping: " + ping + "\");");
    	}
    	*/
    	var n = new Date();
    	var curTime = n.getTime() / 1000;
    	
    	var timeItTook = curTime - StartingTime;
    	
    	lua.Run("print(\"" + address + " (" + players + "/" + maxplayers + ") - " + Math.round(timeItTook) + "seconds - " + Math.round(ping) + "ms - " + name + "\");");
    
    	data.hasmap = DoWeHaveMap( data.map );
    
    	data.recommended = data.ping;
    	if ( !data.hasmap ) data.recommended += 20; // We don't have that map
    	if ( data.players == 0 ) data.recommended += 100; // Server is empty
    	if ( data.players == data.maxplayers ) data.recommended += 75; // Server is full
    	if ( data.pass ) data.recommended += 300; // If we can't join it, don't put it to the top
    
    	data.listen = data.desc.indexOf('[L]') >= 0;
    	if ( data.listen ) data.desc = data.desc.substr( 4 );
    
    	var gm = GetGamemode( data.gamemode, type );
    	gm.servers.push( data );
    
    	UpdateGamemodeInfo( data )
    
    	gm.num_servers += 1;
    	gm.num_players += data.players
    
    	gm.element_class = "";
    	if ( gm.num_players == 0 ) gm.element_class = "noplayers";
    	if ( gm.num_players > 50 ) gm.element_class = "lotsofplayers";
    
    	gm.order = gm.num_players + Math.random();
    
    	UpdateDigest( Scope, 50 );
    	
    	ServerCount++;
    	
    }

     

    Originally, I just wanted to see how long it took our servers to display on the server browser. Here are the results:

    Quote

    Starting time - 1472346728.276.
    [GFLClan.com]TTT 24/7 Minecraft | Jihad | Pointshop | Stats (216.52.143.162:27015) - Took 27.19700002670288 (1472346755.473) seconds. Ping: 198
    [GFLClan.com]Hide N Seek | Pointshop | FastDL | Friendly Staff (64.74.97.182:27015) - Took 27.85599994659424 (1472346756.132) seconds. Ping: 117
    [GFLClan.com]Zombie Survival | 24/7 Mall | FAS2 | FastDL (74.91.113.127:27015) - Took 38.085999965667725 (1472346766.362) seconds. Ping: 158
    [GFLClan.com]Purge Test Server (74.91.122.210:27015) - Took 38.45899987220764 (1472346766.735) seconds. Ping: 159
    [GFLClan.com]Murder | Construct | Power Rounds | 2x Jump | Shop (74.91.119.125:27015) - Took 40.23699998855591 (1472346768.513) seconds. Ping: 146
    [GFLClan.com]TEST SERVER (162.248.88.13:27015) - Took 41.55800008773804 (1472346769.834) seconds. Ping: 78
    [GFLClan.com]Purge | Vehicles | FA:S | Meth | Bank (162.248.88.113:27015) - Took 42.42199993133545 (1472346770.698) seconds. Ping: 75
    [GFLClan.com] Clone Wars RP|NEW!|Serious RP|Events|Free Jedi (74.91.124.121:27015) - Took 42.63599991798401 (1472346770.912) seconds. Ping: 76
    [GFLClan.com]Deathrun | Pointshop (74.91.113.22:27015) - Took 44.11400008201599 (1472346772.39) seconds. Ping: 78
    [GFLClan.com]Murder | Minecraft | Power Rounds | 2x Jump | Shop (192.223.30.97:27015) - Took 44.95700001716614 (1472346773.233) seconds. Ping: 208

    The fastest servers were our TTT MineCraft server and Hide And Seek servers. These servers also appear to be some of our most popular GMod servers (what are the chances?). Some of our servers take 44 seconds to finally show up. In my opinion, that is very slow.

     

    Afterwards, I decided to track all the servers being added through the console and here are the results (a bit more organized this time). From those results, it appears to do things by IP block. It's honestly strange. OVH IPs actually show up faster than NFO which is very surprising to me. However, keep in mind, this is for my client only.

     

    So, basically, this proves that the IP the server receives can be the main factor whether the server receives population or not. That said, the GeoIP location probably matters a lot too.

     

    I tried searching for a way to do this through CS:GO but sadly, there is no public source code available. However, I installed Microsoft's Network Monitoring software and captured from when I hit refresh on the server browser and stopped when it was done. Here are the results. The second column represents the time elapsed from the start of the capture. The server browser started refreshing at 2.2 seconds in. Therefore, when you see a server IP, subtract 2.2 from the actual number to get the correct time it took for the server to show up in the browser.

     

    This appears to be the same case as Garry's Mod. This also reconfirms the server cap of 5000. I received exactly 5000 packet captures. However, only ~4100 were displayed in the server. The other 900 are probably down (or somehow from another game).

     

    Overall, this is some very interesting data.

     

    Thanks.

  9. Update

    The latest Reddit thread received many up-votes and it appeared a majority of the users agreed with the post. Sadly, we did not receive a response by Valve. In my mind, the thread was still successful, especially with the percentage of up-votes compared to the other Reddit threads (last two were 88%, this one was 91%).

     

    I'm going to give it a few more weeks to see if any type of response pops up. This will likely be my last Reddit thread addressing the issues with Valve, CS:GO, etc. If they do not submit a response after two (#1 and #2) popular Reddit threads, I simply don't have any hope for them. I feel it would be truly a waste of time to make more threads which are usually ~8 pages with the expectation that we're not going to receive a response by Valve.

     

    I would like to thank the people who have helped me develop the posts. We have done a great job and honestly, we did our absolute best to help address the issues in CS:GO along with giving multiple solutions to each issue.

     

    The current state of CS:GO is a joke in my opinion. Valve is the only one to blame for this mess. For example, they set up server guidelines and can't even follow through with eliminating the servers that are breaking them.

     

    Thanks again for all the support!

  10. I am planning on re-posting the Reddit thread tomorrow with adjustments. Here will be the contents of the topic. Please keep in mind, formatting will be slightly different on Reddit since I cannot change the font size or text color on Reddit.

     

    Quote

    Hello, everyone. I would like to address the current state of Valve’s support for community servers. I’ve tried this before and the thread I made did succeed (thank you, /r/GlobalOffensive!). However, we never received a response by Valve. 

     

    A majority of these topics have been brought up before but sadly went unnoticed by Valve. I am hoping Valve can give some sort of response this time. In the end, it is worth a try!

    Last Reddit Post: https://www.reddit.com/r/GlobalOffensive/comments/4by0o1/valves_poor_support_for_community_servers_and/

    Topics

    • Servers Running Content Against Valve’s Server Guidelines.
    • Valve’s Communication Between Server Operators.
    • Consider A Beta For Source 2.
    • The Current State Of The Server Browser.
    • Other Small Things.

     

    Servers Running Content Against Valve’s Server Guidelines
    As a some of you are aware, there are many servers running plugins against Valve’s server guidelines. These specific plugins give players knives from the CS:GO market, weapon paints from the CS:GO market, etc. Although a majority of the player base enjoys the free content, it is killing communities obeying Valve’s guidelines.

     

    A few of you may just say “Well, these communities should just put the plugins on their servers to compete”. There are a few valid reasons why communities shouldn’t be running these plugins. Firstly, it is wrong. Although Valve does appear to be greedy and they also don’t care about community servers (from my view), it is still wrong. Secondly, you are just hurting other communities who want to obey the server guidelines. Thirdly, I had custom weapon models on my servers in the past and suffered from two bans and I’ll be honest, it is not fun moving the servers onto a new account. In fact, I’ve spent around one - two hours moving them after each ban I received (remember, these bans come with no details and I had no clue which server was triggering the ban).

     

    Valve has taken action in the past to eliminate and ban servers going against their guidelines, but it hasn’t been enough. There are still plenty of servers out there with these plugins and they’re striving better than ever.

     

    Here are some solutions Valve could use to eliminate these issues.

     

    Make The Ban Waves More Frequent
    This is the most viable option because it will eliminate servers intentionally going against Valve’s guidelines. Currently, ban waves aren’t consistent. A few weeks ago, I made a thread on the mailing list that addressed the inconsistency with server bans. After this thread was made, I saw three ban waves in three days (once per day). Afterwards, it stopped for a week or two. In order for this ban system to work out, Valve needs to start issuing more bans and stay consistent.

     

    Prevent Servers From Giving Banned Content
    This is also a great option. As far as I know, TF2 does this and it works out great. Basically just prevent servers from giving banned content (e.g. knives, etc). A server modification called SourceMod already has a feature that prevents servers from executing code that triggers a server ban. If the SourceMod developers can do this, the CS:GO developers definitely can too.

     

    Remove The Ban On The Plugins
    This would allow servers to compete on an even playing field again. I doubt this will go through due to Valve appearing to be greedy, as mentioned above. They’re actually making money each time they have ban waves.

     

    To sum up, many great communities are suffering because they are obeying Valve’s guidelines. From what I’ve seen, many of these servers running the banned plugins also offer a poor environment for their players. For example, I’ve seen servers that are running these plugins spam MOTD Ads mid-round (every minute). Yet, the server is in the top ten on GameTracker (server ranking website). My point is, there are many bad servers striving due to nothing being done about these plugins.

     

    Valve’s Communication Between Server Operators
    The next thing I want to talk about is Valve’s communication between server operators. Currently, I believe it is poor. Valve rarely communicates with server operators. For example, the CS:GO developers have stopped posting on the mailing list after releasing each update. At one point, they would post on the csgo_servers mailing list after releasing each update. These posts would include all of the relevant update notes. This generally was great because server operators subscribed to the mailing list would know when updates were released via e-mail. Despite that, the TF2 developers still post on the mailing list after releasing each TF2 update.

     

    There are other areas where Valve can communicate better. Another example was when they started to enforce the server guidelines. Valve never made it clear whether custom weapon models are allowed or not. This question is still unanswered to this day.

     

    Communication between Valve and the community is important. Although I have seen an improvement recently, it is still very poor.

     

    Consider A Beta For Source 2
    A hot topic recently discussed was when/if CS:GO will move to the Source 2 engine. Personally, I believe it will. However, I haven’t seen any solid proof yet.

     

    If CS:GO is moving to the Source 2 engine, I would like to see an open beta beforehand. This will give people time to point out bugs, etc. in CS:GO as a whole. As for community servers, if there’s no beta or communication beforehand, this move will most likely be a disaster for server operators.

     

    I highly hope Valve considers an open beta before moving CS:GO to the Source 2 engine.

     

    Current State Of The Server Browser
    The current state of the CS:GO server browser is poor. The server browser is highly outdated and doesn’t even match CS:GO’s color scheme. Moreover, I’ve seen some reports that players still only see around 100-200 servers in the server browser which should have been fixed more than a year ago.

     

    In my other Reddit thread, I suggested completely remaking the server browser and perhaps making it more like the Garry’s Mod server browser. It would be nice to see the server browser organized into groups for each game mode like the Garry’s Mod server browser. Of course, an option to list “all” community servers should be available as well. I still feel this is the best direction to go.

     

    That said, I want to give another suggestion for the community server browser. After doing some testing with the Steam Master Server API, I’ve discovered there are at least 20000 empty community servers and around 11,000 community servers with at least one player (average). This does not include Valve’s official servers. Sadly, the cap on the amount of servers I can retrieve from the API is 20000. This means there are more than 20000 community servers being displayed on the server browser which are empty and only ~11,000 (peak) non-empty servers. I think it would be best to give non-empty servers an advantage on the server browser. For example, have the “Has players playing” filter checked by default. Although I can understand server operators being upset over this, I still feel it would be the best option. In the end, server operators should have a player base trying to populate their servers. As of right now, I can get five to ten players on my servers but it won’t go above twelve players. I feel the server browser being cluttered with empty servers isn’t helping.

     

    If and when CS:GO moves to the Source 2 engine, I highly hope they remake the server browser and that it is done well. You can read my other Reddit post (linked at the top) for more details about the community server browser.

     

    Other Small Things
    There are a few other small things I want to talk about. This includes suggestions, issues, etc.

     

    Linux Limitation
    As mentioned in my other Reddit post, there is currently a Linux limitation in CS:GO affecting servers; CS:GO Linux servers don’t appear to use the networking thread while CS:GO Windows servers do. From my understanding, the extra thread (AKA networking thread) handles the networking CPU load from the CS:GO server. This makes a huge difference on larger CS:GO servers (basically, think of the server being able to use 150% CPU with the networking thread instead of 100% CPU).

     

    Valve has been aware of this issue for quite some time now. However, the issue is still not fixed. While I do understand the CS:GO developers are unsure what could be causing the limitation, I would appreciate it if communication was made about the issue. Hopefully this can be fixed sometime in the future. Many server operators want to run CS:GO servers on Linux but sadly can’t due to this limitation (unless you want terrible server performance).

     

    Quick Play And XP For Community Servers
    Currently, official player XP and Quick Play are disabled for community servers. I believe players should be able to earn at least some XP on community servers and community servers should be put into the Quick Play pool (only servers running official maps).

     

    While I do understand why Valve doesn’t want players receiving XP in community servers, it is drawing many players away from community servers. The biggest issue I see from allowing players to gain XP on community servers would be bad server operators intentionally making servers for players to farm XP in. Personally, I’m unsure about the best way to prevent the system from being abused by bad server operators, but I do have suggestions. Here are my suggestions:

     

    Limit XP For Players While Playing On Community Servers   
    Although server operators may be against this, I believe this would help against servers attempting to farm XP. XP can be limited by player or server. For example, if XP is limited by the server, the server can only give x amount of XP daily to players.

     

    Track XP By Server
    If Valve decides to track XP on community servers by server, I feel more options would open up. For example, if a server is caught farming XP and banned, all the XP given to players by that server would be removed. Although, I can definitely see players being upset over this. For example, if a player joined the server while the server wasn’t farming XP, they could lose all the XP they’ve gained when the server was banned later. That said, perhaps Valve could see when the server started farming XP and remove all player’s XP from and to specific dates. This would obviously take some work but I feel this would be the best option.

     

    Community Servers Have A Different XP System   
    I’m not sure if this is even an option and I can see many people disagreeing with this. However, I just wanted to throw this out there anyway. Community servers could have their own XP system. For example, under the official XP bar, there could be “Community XP” bar which is used for community servers.

    There are definitely ways to allow players to earn XP on community servers without the system being abused, but it will require work. I hope the CS:GO developers at least consider this feature as it will help community servers out a lot.

     

    I also believe community servers should be in the Quick Play pool (only servers running official maps). For a while, community servers were put in the Quick Play pool but were taken out a couple years ago after an update. Server operators trying to run stock servers likely stand no chance against Valve’s official servers since they have a big advantage (quick play + official player XP). There are servers out there that offer an arguably better gaming experience than Valve servers (e.g. 128 tick and no lag), but are sadly empty most of the time.

     

    Naturally, players should be able to easily blacklist servers they do not like. Once the server is blacklisted, they will not be put into that community server again through Quick Play. Perhaps add another option “Blacklist all servers under this account” which will blacklist all servers under the same Steam account as the original server you blacklisted. For example, if a server operator put up sixteen DeathMatch servers where the server performance is terrible and MOTD Ads spam every minute, of course somebody is going to want to blacklist the server. However, there is a chance they’ll be put into one of the other servers they have. Therefore, adding an option to blacklist all servers under the specific account will save the player time.

     

    Recently Patched Exploit
    On July 27th, 2016 an exploit was officially patched that prevented players from intentionally crashing community servers. While I do appreciate Valve officially patching this exploit, it took them over a month to do so. The first time I saw the exploit reported was on June 20th. It was reported to Valve multiple times since then and they still took over a month to eventually fix it. This, in my opinion, is ridiculous. Thankfully, the modding community was able to quickly write a SourceMod extension to patch the exploit. However, this extension was somewhat hidden in a thread on the SourceMod forum (AlliedModders). There were still server operators completely unaware of the extension that patched the exploit and constantly asking why their server was getting attacked.

    Valve should make these type of things their main priority. In my opinion, exploits shouldn’t exist any longer than a week, let alone over a month. I hope Valve realizes how bad this makes them look and starts to improve in the future.

     

    128 Tick For Valve Official Servers
    The next thing I want to talk about isn’t a suggestion or issue; I simply want to let everybody know why I think Valve isn’t pushing for 128 tick servers.

     

    Running 128 tick is very heavy on the server machine’s CPU. In fact, I believe 128 tick takes around 2 - 3X more CPU than 64 tick (for servers, not players). I would imagine this would cost a lot of money for Valve due to machine costs and such, although Valve should have the money for it.

     

    Personally, I think that is the main reason they aren’t pushing for 128 tick. It may sound obvious but it seems like a lot of players are expecting them to move to 128 tick. As of right now, Valve does not appear to want to spend money on something they don’t “need”.

     

    TL;DR
    Basically, servers are running plugins against Valve’s server guidelines. These plugins are giving the servers a big advantage over servers which are obeying the guidelines. Valve isn’t doing enough to eliminate the servers disobeying the guidelines either.

     

    Next, Valve’s communication between the server operators is also poor. Server operators would appreciate it if the CS:GO developers at least started posting on the mailing list again after each update (with patch notes) like the TF2 team does at the moment. That said, there are many other areas Valve can improve communication in.

     

    Furthermore, the community server browser is also highly outdated and broken; I believe a Garry’s Mod-like server browser would fit very well with CS:GO. I also believe we need to give non-empty servers an advantage over empty servers.

     

    Other small things include finding a fix to the current Linux limitation in CS:GO servers, allowing players to gain XP in community servers, allowing community servers to participate in the Quick Play pool, start to patch exploits more quickly, and my opinion on why Valve isn’t pushing for 128 tick servers.

     

    Conclusion
    To sum up, CS:GO’s current state regarding community servers is poor. From my view as of right now, the CS:GO developers do not seem to care about community servers and only care about the money they are making from CS:GO. I am aware that they are simply following basic business acumen as a corporation should, but I think it would be in the best interest of everyone if Valve offered more community support. Of course, a majority of these issues may be fixed once the Source 2 engine is released. However, Valve hasn’t communicated about any of them. I am therefore assuming the worse outcome. I truly hope Valve does start to improve in the future. Not only are community servers suffering, but the game as a whole appears to be as well (many issues going unnoticed, etc.).

     

    If you have other suggestions for CS:GO, feel free to post them on this thread!


    Thank you for reading.

     

    What has changed?

    • Added in more possible solutions to the Quick Play And XP For Community Servers section.
    • Removed useless lines, etc.

     

    Google Doc can be found here. I hope we can do equally if not, better than last time! I will make another post when I make the Reddit thread.

     

    Thanks.

  11. Also, I know I should have communicated about this team sponsorship beforehand and that is my mistake. However, making posts on the thread that contains "An eSports leader for GFL and not even a Member" really isn't necessary. Although I do understand that seeing somebody out of the blue become an eSports Leader is odd/surprising especially without proper communication, you shouldn't be making comments that not only makes the new Member look bad, but GFL look bad overall. 

     

    If you have questions about events like these, please don't be afraid to ask in the Admin section, etc. The Admin section is there for a reason.

     

    Thanks.

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