Valve Engineers Weed Out 'Lying' TF2 Game Servers
billlava writes "Tired of Team Fortress 2 servers that lie in order to attract players, engineers at Valve (creators of the Half Life franchise) have come up with a way to weed out servers that give false information about the number of players online, or custom server options. 'After kicking around some proposals, we came up with a simple system built around the theory that player time on a server is a useful metric for how happy the player is with that server. It's game rules agnostic, and we can measure it on our steam backend entirely from steam client data, so servers can't interfere with it. We already had this data for all the TF2 servers in the world, allowing us to try several different scoring formulas out before settling on this simple one that successfully identified good & bad servers.' Of course, this only works with their games running on Steam."
This would annoy me to no end. Now if Valve could just get their L4D servers in line...
Turns out he really WAS lagging!
Poor guy. Made fun of him for having such sloooow reactions. He even was late to respond to my "you're a noob" joke number 253.
At face value it seems that this is wide open to abuse. All it would take is to have a large number of people connect and instantly disconnect. TF server operators better hope they never piss off 4chan.
While it is simple, it also has problems. What if I connected to a server and a minute later my PC crashed? Or there was a power outage and I turned off the game so my UPS would last longer? Or I thought I had time to play the game but it turned out I really didn't? Or ...
I really hope this isn't going to end up delisting the more popular servers, those tend to have a fairly high turnover(some people play only a few rounds rather than whole maps), even if they're good servers.
Reserved slots--or, really, the way the server browser handles them.
I don't actually have a problem with reserved slots themselves. They have no value to me, and I've never been kicked out because someone else who had a reserved slot joined. My problem is that the server browser doesn't understand reserved slots, and shows servers whose "public" slots are full as having free space to join. Steam has a rather good server browser that refreshes quickly and has other nice features, but joining servers only to go through the entire motions of connecting and _then_ being told that I can't play because there isn't actually a slot for me is annoying. It also breaks the functionality that auto-retires full servers, which is a very nice feature.
Maybe it's a pet peeve of mine. On one other site I go to once in a while, pretty much everybody complained about getting into this kind of server once in a while--one of the ones that reports being full but is actually empty. I haven't once ever had that particular problem. It's a strange situation.
Once again, Valve has managed to find the upside to that god-awful Trusted Computing bullshit.
Trust.
DRM: Terminator crops for your mind!
The most obvious difference between
would be, we paid for the Valve product, but IMO Google gives us more.
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Besides, please take a look at these two posts in the same Team Fortress 2 Blog:
Sounds to me like an Administrator who enjoys his powers a little too much. Not everyone would take kindly to being in the receiving end of these words, even if these words don't apply to him.
The most obvious difference between
would be, we paid for the Valve product, but IMO Google gives us more.
Ah, but if you really want enhancement for the end user at no cost, look to Jesus.
I haven't noticed this so much for TF2, but for DOD:S it can be a real nuisance. I like to play on servers with around 8-14 players, so that it doesn't feel too crowded. Unfortunately you get some servers advertising 9/22 players, but when you connect there's only 4 people on. If you're lucky. It's very aggravating.
However, I have a low-tech solution to servers that do this - don't play on them. At all. The Steamfriends.com EU server pulled this a while ago. I don't know if they still do it or not, since I never connect any more.
At the end of the day, servers that run options that players like (eg sane class limits, experience mods etc) will get played on; and those that don't, won't.
If all you have is a grenade, pretty soon every problem looks like a foxhole -- MightyYar
How many have engineering degrees?
Look, there's nothing wrong with being a Programmer. Please stop misusing the title.
Wouldn't anyone running a server have access to half a dozen clients? Can't they just automate them to re-connect every 45 min - driving their scores though the roof?
As great as this would be for TF2, this kind of thing has plagued games like Counter-Strike 1.6 for years.. What's so special about TF2 they put in the work to fix it? This problem hinders pretty much all Valve FPS games (CS 1.6, CS:S, DoD, etc). I can refresh the server list for CS 1.6 and get a few thousand servers for the east coast under a certain ping with "Has users playing" check marked, and even the servers that are listed as having no bots and plenty of players are often empty or actually, full of bots despite the browser saying there aren't any.. Its a hassle having to view each individual server info I want to join, to see if someone's there, has a ping (isn't a bot) etc And this game is what, 8 years old? Come on Valve, if you fix TF2 push this fix to your other games..
Aw Frell this
This is AWESOME news! I cannot even begin to describe just now annoying this crap is to deal with! I usually filter servers by map for the map I want to play, with a good ping, not full, not empty, and not password protected. Then I order them by players and join one with a max of around 20 - 24, with an open slot and have fun. On TF2, having 30 players usually results in neither side winning. Anyway, I hate, hate, HATE, ***HATE**** it when I join a server that claims to have 20/24 players, wait about one minute to connect and send the data to their server, and then NO ONE IS THERE! It gets even more frustrating when you do this several times in a row. I hate lying servers so very much.
Once again Valve has proven themselves to be a really awesome company that doesn't just care about profits but also about their player community. My hat is off to you, Valve. Good job.
Maybe it's because I don't play a lot of games online, but I'm completely lost as to why a server operator would want to do this in the first place.
What would someone gain by "lying" to Steam about server stats?
If admins can ban by IP, players should delist servers by IP too. It hurts even more since servers tend to have static IPs.
Problem solved. No need to engineer some complicated system.
There's not going to be enough kicks and bans versus active users in that situation to be significant.
I think it's important to emphasize that final server score is very much a "Big-O-esque" problem. (This being Slashdot, hopefully most folks will get it.)
It's not about individual pluses and minuses to your server score (which will probably be calculated privately by valve) but as long as no player can influence a particular server by less/more than -15 or +45, the system should work when you get to the big numbers.
http://forums.steampowered.com/forums/showthread.php?t=822087
http://www.facepunch.com/showthread.php?t=696514
A similar bug has been used maliciously with Garry's Mod servers. I sure hope Valve get around to fixing that bug... shit's getting out of control with all the kids GMod seems to attract these days...
Sorry to make another post but there's a graph illustrating their server score algorithm applied to the last week of TF2 games across all servers. I'm betting they generated a couple different versions of this with different algorithms until they settled on their current one. The graph confused me a bit initially, it's just a distribution of the server scores compared to the total number of connections on those servers. The point was to demonstrate that on really "bad" servers that sham you there are a high number of connections because they gussy up the numbers to look attractive, which is Valve's impetus for solving the problem. The orange area on the right is how bad you have to get before they actively filter you out. Notice how relatively few of the servers are in the negative at all.