Tag Archives: server update

SkillGroupExample

Update 10/25: Skill Groups, GOTV

It’s here! Today’s update includes some big new features for CS:GO including Skill Groups and the long-awaited GOTV. Special thanks to the folks at ESWC for providing great feedback as we developed GOTV.

Our matchmaking system has been fine tuned over the past weeks as we’ve gotten data from thousands of Classic Competitive matches. Now that matchmaking is running smoothly it’s time to share our data with you. That’s where Skill Groups come in.

When you have won at least 10 competitive matches, we’ll reveal your Skill Group as an icon that you can see on the main menu. You can see your friends’ Skill Group when you join a party in the Play With Friends menu, and you can see other players’ Skill Groups when you reach the end of a match.

Speaking of the end of a match, we’ve made a change to match leaving. If a team loses a player, that team gains a new option: Vote to Concede. If the team does not concede by majority vote, the match continues.

What are you waiting for? Go! Go! Go!

Update: New Matchmaking & Maps


Today’s update includes two maps (de_vertigo and ar_monastery), a wide range of fixes, and an overhaul of the matchmaking for the Classic Competitive mode.

Update: New Matchmaking & Maps
1 OCT 2012 –

Today’s update includes two maps (de_vertigo and ar_monastery), a wide range of fixes, and an overhaul of the matchmaking for the Classic Competitive mode.

Matchmaking FAQ

To get you started with the first version of the revamped Classic Competitive mode, here are answers to some common questions about the system:

What’s different in Classic Competitive?
Up until today all of the game modes have used a ‘Join in Progress’ matchmaking system. As of today, Classic Competitive will use a ‘Queue’ matchmaking system.
When you search for a Competitive game, either from the Find a Game menu or the Play with Friends menu, you will be put in a queue. When we identify 10 compatible players then your match will start. If you get disconnected then you should use the Reconnect button on the main menu. We’ll be monitoring and tuning the system over the time.

How do I begin a Competitive match?
There are two easy ways to get into a match. If you’re playing on your own, just use the standard “Find A Game” option and choose the Classic Competitive mode. You’ll automatically be added to the queue and will join a match as soon as one is ready.
If you’re looking to join a match with a larger group, choose the “Play With Friends” option and invite up to four additional teammates. You’ll join a queue together and will enter a match on the same team.

What happens if I disconnect?
If you disconnect from your match then you can rejoin the in-progress match from the CS:GO main menu. You also have the option to abandon your match, although this is considered poor sportsmanship and is recorded.

What happens if I abandon my match?
If you abandon a match then Classic Competitive will be unavailable for 30 minutes.

Is it possible to join a match in progress?
Only if it’s a match that you previously disconnected from. Otherwise the only way to enter a Classic Competitive match is from the start, using one of the methods mentioned above.

Can I invite my friends into a Classic Competitive match?
You can invite friends into your pre-game lobby using the Play With Friends menu item but you cannot invite friends into a match after it has started.

In Classic Competitive, can I pick which side I play on? (T or CT)
No. When a match begins, you will be assigned to a team (if you join with your friends, you will all be on the same team). After 15 rounds the teams switch sides, so you will always have the opportunity to play both sides of a map.

How does the match end?
Matches are best-of-30, and end either when one team wins 16 rounds, or all 30 rounds are played.

Can we vote in Classic Competitive?
The only vote option available in Classic Competitive is ‘Kick player.’ At the end of the match you’ll be presented with a vote to ‘rematch,’ which requires 10 votes to pass. If any one player abandons the match, the option to rematch won’t be presented.
How does my Elo score factor into the new matchmaking?

We’ll be recalibrating Elo in the coming weeks and are temporarily removing it from the UI. As we recalibrate, we’ll be matching players of all skills to collect better data and test various Elo models.

Release Notes for 9/14/2012

[ GAME ]
– Added third-person gunshot flinch reaction animations for all players
– Molotovs and incendiary grenades now explode in mid air if they haven’t touched the ground after a small amount of time has passed
– Molotovs and incendiary grenades now no longer throw shorter than the other grenade types
– Fixed grenades bouncing really high if you threw them straight at the ground
– Fixed grenades that don’t have a timer (like the smoke) not detonating if they found a spot to continually bounce and not touch what was considered “the ground”
– Fixed a bug in bullet penetration where a bullet would penetrate walls much thicker than intended when the first brush the bullet hit was a detail brush.
– Fixed a rare case when server reservation would not load correct map on official servers
– Flipped MP7 viewmodel fire selector from safety to full-auto

[ UI ]
– Fixed spectator glows not updating state often enough which could allow glows to show at the wrong time
– Fixed player target ID names not showing properly in some cases when observing/spectating
– Fixed the spectator UI showing in Arms Race
– Fixed player not auto observing their killer after the death camera if no bot was available to take over
– Fixed round in spectator screen not updating if you connected mid round
– If all players on a team share the same team tag, the scoreboard and spectator team names will display the players’ team name (steam group name)
– Improved rendering performance of text UI elements

[ COMMUNITY ]
– Added default loading screen for direct connects and custom maps that shows loading progress
– Fixed server console say command to deliver text to all connected clients
– sv_password can now be set on community dedicated servers when they have no players connected and will be enforced.
– Matchmaking: blocking relationships do not prevent direct server joins, they only filter during matchmaking
– sv_pure: VPK files contain the necessary hashes so the dedicated servers do not need to compute them at startup but can be checked with the command “sv_pure_checkvpk”

CSGO-SAT-COM-BAG-02

9/14 CS:GO Server Update

Today’s update includes a range of bug fixes and gameplay tweaks, including the addition of third-person flinching (full release notes here). We’ve also started working on a revamped Elo-driven 5v5 matchmaking system, so stay tuned for more details and keep the feedback coming.

More news! Today brings the launch of some brand new CS:GO merchandise at the Valve store. Keep cool with a CS:GO wrist band, or dominate the next LAN event with a SAT-COM bag or military-inspired wallet. Both the SAT-COM bag and the wallet can be customized – they come with a set of patches (additional patches can be found here), or you can add your own.