Survey results: The road ahead

Hi there, wonderful community! We’ve ran a survey on the game client main page for the past day, and there’s been an overwhelming amount of responses. The survey will remain open for the time being, and we’ll keep updating this post with new concerns that come up from the community. :slightly_smiling_face:

Highlights

Here’s a few of the highlights that you, the community, have been worried about, along with a strategy on what’ll be done about these points.

Technical issues

Player slots

This has, again, shown to be your #1 concern. You have voiced it being a pain to want to get into a specific server, only to be told it’s full, in various ways.

We’re hard at work on making OneSync usable for most servers, and there’ve in fact already been a few servers that decided to ‘take the plunge’ and run OneSync’s early-access preview, and there’s an ever-decreasing amount of issues remaining.

What surprised us is that ~50% of players did not know that OneSync/‘64 slots’ had an early-access preview already. If you run a server, already have a premium subscription, and don’t run OneSync yet: please let us know what’s holding you back from at least running a test on a single server - user reports will always help!

While waiting, server owners can do a lot to mitigate this issue players experience even on the ‘old’ framework: hosting multiple servers with a shared data storage or using a queue system are just one of the relevant examples in this regard.

Stability

This specific concern keeps coming up time and time again. We’re gathering a lot of data on crashes, but most of the ‘popular’ crashes have absolutely no means for us to reproduce the issue - we’re going to investigate an option to allow users to write information in the crash report dialog that they feel could help us to reproduce issues.

Also, a lot of users mentioned crashes that don’t result in sent crash reports, but just exit the game immediately. We have absolutely no information on these at all, however if anyone is experiencing any sort of regular crash at all, do try to report them on the forums! There’s no reason any resource can be considered ‘broken’ and should crash, any such case where a bad resource crashes is nothing but a bug in either GTA V or FiveM for most purposes.

We’ll continue the periodical ‘highlight hunting’ where we try to investigate fixes for top crashers once OneSync is more usable. Indeed, we can’t do multiple things at once, sorry. :confused:

Also, there’ve been a number of mentions of ‘switching servers’ crashing; it should be noted that most of these are R* bugs in the DLC system that are primarily exposed by the way we allow directly hooking into the R* content manager: oftentimes these bugs are remarkably sneaky and well-hidden and sometimes even requiring a rewrite of the specific game subsystem to repair.

Performance

Another ongoing concern has been game performance, people mentioning they get ‘very low frame rates’. This usually is caused by third-party script resources being written in an inefficient fashion, however we continue to attempt to improve this as much as possible without risking compatibility with existing server resources.

If anyone is hitting this on any server at all: please report ETW traces. We’ll post a guide on how to do this in the coming weeks. :slight_smile: Also, any server owners that have issues on their servers: we’ll gladly investigate your server to figure out how to improve the framework for everyone.

Server browser

There’ve been a number of non-specific complaints about server browser performance and a few in particular concerned about the update rate. The issue is, however, that there’s 3000+ servers running at all times - keeping data updated for all of them in real-time would be an immense undertaking, probably requiring ~3-4x more servers than we currently use for the server browser backend; while querying all such state directly from the client would be a potential fix (we already do so for ping packets), this might also overload certain brands of consumer routers unless the ‘update rate’ would be either lowered or made configurable.

This is a concern we’ll take seriously in the short term. We’re also going to improve discoverability of scrolling down on the server list - there’s currently no visual indicator of scroll position, and it might not be noticeable that people can scroll down.

To those of you that raised concerns about the design of the server browser: what would you consider a decent design for the server browser?

Documentation

There’ve also been a few complaints about documentation, the specific elements tasked with this have had an extreme shortage of time to dedicate to the project, and the issue with documentation is that it takes time away from addressing more core issues with the project itself. We’re still intending on opening up the repository for docs.fivem.net early 2019, and already have opened up the natives documentation for user contributions.

Cheaters

It’s hard to say anything about this issue as it’s mostly being fixed behind closed doors, but we still continue to maintain our reactive approach to publicly-released cheats, and privately-released cheats that are ‘donated’ to the elements in order to add mitigations to methods used.

OneSync will also allow further possibilities to server-side anticheat scripts, so that is the main priority in the medium-long term when it comes to unauthorized game modding activity.

Third-party application support

There have been a number of concerns about recent updates accidentally blocking third-party graphics tools. While oftentimes these tools are closed-source, and can’t be fixed nor have issues reported by the FiveM developers been resolved at times, in a number of cases these tools can be fixed with some workarounds.

We encourage you to report any tool you expect to work on FiveM, so that we can work on a workaround, or communicate with the tool developers to fix whatever causes them to not work on FiveM.

However, some of these tools have requirements for specific hardware we do not possess: these are usually the hardest to resolve. :confused:

Official resources

We’ve seen a number of requests for ‘official resources’ that do something useful - not to worry, once the OneSync scripting API exists, we’ll work on a rewrite of the core resources repository and adding a number of resources to do common things that you might want to see done in a proper way.

Sync ‘issues’

There’ve been a number of complaints about ‘desync’. This’ll likely be resolved by the time OneSync becomes mainlined, though if anyone has a repro we’d gladly look at these concerns.

Server awareness

A few people mentioned that it’s a shame that the server can’t be used to get/change game state. It’s currently planned to have APIs to do most these things in a familiar way after OneSync is rid of most ‘core’ issues.

Updates

Some people complained about updates that break the game, where others complained that there’s barely any big updates. It’s hard to keep everyone happy at the same time, and similarly it’s impossible for us to test all 3000+ different servers for regressions - we typically test updates with internal testing groups beforehand, but these oftentimes are not a representative sample of server owners and players.

We’re considering alternative strategies on this, including ‘staged rollouts’ and feature flags.

DLC ‘delays’

We’re working on something great to be released really soon. :wink:

Community concerns

Friendliness issues

People often voiced concerns about the general attitude in the community. We’ll work on a new moderation policy and a community code of conduct to hopefully resolve issues like this.

Communication

We’re working on the project ‘on the side’ next to busy lives and oftentimes full-time jobs/studying - so oftentimes things might not be documented/communicated well when implemented.

This is something we are aware of, but we can’t resolve this for the time being; we oftentimes simply lack the manpower to do such things.

However, we’ll make it more obvious that the ability to email support@fivem.net exists. :slight_smile:

Consistent moderation

This will be resolved by a new moderation policy.

Exclusivity for hosting

‘Greed’

Hosting the project is not free. We have expenses for hosting, software licensing, and other things. We have carefully selected partnerships with selected providers to ensure the project’s continuity.

However, we’ll work on making it easier to set up a VPS from any VPS provider for usage with FiveM.

The ‘profit’ rule

A number of people raised concerns about not being able to profit from servers. We’re working on plans to allow server owners to gather donations in a safe and predictable fashion, however there’s a large amount of legal and business red tape that we have to go through before being able to offer this.

Discord organization

The Discord chat will be reopened fairly soon, and hopefully be bound to general account trust levels rather than ‘just’ being able to gain access to places by donating.

‘Chain of command’

We’ll appoint ‘formal’ support/moderation volunteers over the course of the next weeks. These will be required to hold to a moderation/support policy, and will be selected from active community members, as well as current moderation/support staff.

Keeping a distance from ‘core’ staff and ‘external’ staff has shown to be evidently problematic in the past.

Server owner interaction

We’ll set up a clear contact point for significant server owners to discuss concerns about the project, get in touch directly with project development staff, and participate in decision making processes regarding the project’s future and continuity.

Other

We’ll be writing a more detailed summary about the more positive and statistical things once we’ve gathered more data.

23 Likes

Well here are my two cents on things:

Another ongoing concern has been game performance, people mentioning they get ‘very low frame rates’. This usually is caused by third-party script resources being written in an inefficient fashion, however we continue to attempt to improve this as much as possible without risking compatibility with existing server resources.

I do not see much you can do except work with creators of large resources that are most commonly used, IE: ESX, vRP ect.

To those of you that raised concerns about the design of the server browser: what would you consider a decent design for the server browser?

I have always thought the server browser is meh. I would love to see an open design contest for the server browser.

A number of people raised concerns about not being able to profit from servers. We’re working on plans to allow server owners to gather donations in a safe and predictable fashion, however there’s a large amount of legal and business red tape that we have to go through before being able to offer this.

Please do not open to these “for-profit” servers. It will only bring more toxicity and problems for you guys. Such as: parents of children contacting you because they get banned or something or flame wars about servers. I never agree with people making a profit off the stuff others do. There has always been one way to earn a profit on games and that is content creation.

There’ve been a number of complaints about ‘desync’. This’ll likely be resolved by the time OneSync becomes mainlined, though if anyone has a repro we’d gladly look at these concerns.

The only time I have experienced this is with users with bad ping or low network throughput. The only way I could see this being fixed is to reduce the bandwidth the server is passing through the player. But, I think this is also dependent upon server and the amount of resources running.

We’re working on something great to be released really soon. :wink:

We will love you long time :wink:

We’ll set up a clear contact point for significant server owners to discuss concerns about the project, get in touch directly with project development staff, and participate in decision making processes regarding the project’s future and continuity.

This would be amazing, we know there are a few servers out there that have high numbers and large communities. Helping them out with their needs will only benefit the community and smaller communities.

We’ll be writing a more detailed summary about the more positive and statistical things once we’ve gathered more data.

Positivity is nice :slight_smile:

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Does this also include some opt-in thing for already released community projects that server owners can choose to use? Including, but not limited to, the soon to be released (hopefully) gamemodes from the contest?

Love to se that you guys listen to your players and i hope that you guys can have more surveys so we can get the community better

I always loved the old design. It was much more inviting! The nice blue and what not. lol

Ewww. The old one was just more out-dated in my opinion.

image

I love the current one :wink:

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I feel like it could be the old one 2.0

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Please please please do not allow profiting off of FiveM servers. As others have mentioned, this opens the door for a lot more problems for the FiveM project. Not sure how Rockstar would take it but it probably wouldn’t be good. The community has thrived without monetization.

The last thing I want to see on FiveM are servers with micro-transactions and other junk that plague games today. That can easily damage the reputation of FiveM itself.

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The single problem I see right now is cheating. Bypassing and using the lambda menu and rip apart 99% of the servers of FiveM. Just those with very big knowledge know how to put a protection against that bypass.

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And that is what he is saying, profiting from servers is still prohibited. But they want to a predictable or a stable income for servers, so they can continue to exist and not fully rely on unpredictable income (i.e. community donations).

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Same the new one is a lot better and it looks a lot more modern

Edit:
But what would be cool was if there was more themes, like in options to choose the theme/style you wanted

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Perhaps client-side custom themes you can add to FiveM Application Data?

I know MTASA has something like this for CEGUI (custom client-side GUI skins)

Security could be a concern. Perhaps it could open up ways of doing malicious browser-related stuff?

Would the AI sync also be improved in OneSync?

Yes, since the server would be aware of the entities and properly migrate/clone them among clients. This puts FiveM apart: World NPCs.

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An issue I’d really like to see addressed and fixed is the ongoing “Server Cache Decryption” that is going on. Servers that have their private vehicles streamed to the client are being stolen through bad security.

Maybe OneSync will fix this?

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That’s impossible to resolve on an open platform such as standard Windows PCs. You should not send data to clients that you don’t want clients to have, this has nothing to do with ‘bad security’ and has everything to do with inevitabilities of how computer systems work.

How do you think clients’ games would be able to render models without having the models on the client?

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A good server browser may be like the one Minecraft uses, where you have to put in your own IP/Domain to connect, and just move the server search system to online only and you can find the server online and then bring the data over in to game. I feel this would make it load a lot faster.

Well there must be some type of way?

There are milions of these. “Script Stealers” are also a new thing.

May I also add the ability to see where FiveM downloads the models from and then it’s just to walk right in. The security in FiveM is absolute shit, period.

Name any game on PC that allows asset downloading that doesn’t have a way to ‘steal’ those assets.

Hint: there’s none.