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Player and server statistics for comp TF2
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1
#1
0 Frags +

It has been 4 weeks ago since I've launched a new version of teamwork.tf, more geared towards community server quickplay and statistics gathering and I thought these statistics might be valuable to the comp scene as well.

The website gatherers all game server info from the TF2 game-coordinator and processes those servers run by the community into the quickplay segment, and uses all the other data for statistics:

Live statistics about TF2:

Competitive lobby/league providers: https://teamwork.tf/community/statistics/competitive
Overview / ratio of in-game players: https://teamwork.tf/community/statistics
Valve game-servers only: https://teamwork.tf/community/statistics/valve

Note that these stats only include players that are actually in a game-server, not counting bots or people idling in main menu. Also note that Valve comp is not included in the competitive stats, because there is no way to distinguish between casual and competitive valve servers.

If you take glans you can see that the average peak of comp. TF2 is ~500 players in-game for about an hour a day. If you go to the overview/ratio page you can disable valve/community players in the history graph to see the exact amount of comp. players.

Another interesting fact is the huge difference in the way that Steam reports playing users, compared to what is being observed of in-gameserver players as noticed by MR SLIN. I cannot be 100% sure about this, but I'm pretty convinced this difference has to do with the way that Steam counts, which would by done by counting the Steam accounts reporting back to steam they have TF2 open. Because there are a lot of Steam bots, and people might only have the main screen open this huge difference can be somewhat explained. Other factors might include: queuing up and farming metal (I've seen huge metal farms during my scans). At last they might count per users time-frame instead of one snapshot.

Oh by the way, I've also created some other statistics charts in the past in case you're interested:
https://www.reddit.com/user/teamworktf/submitted/

It has been 4 weeks ago since I've launched a new version of teamwork.tf, more geared towards community server quickplay and statistics gathering and I thought these statistics might be valuable to the comp scene as well.

The website gatherers all game server info from the TF2 game-coordinator and processes those servers run by the community into the quickplay segment, and uses all the other data for statistics:

[b]Live statistics about TF2:[/b]

Competitive lobby/league providers: https://teamwork.tf/community/statistics/competitive
Overview / ratio of in-game players: https://teamwork.tf/community/statistics
Valve game-servers only: https://teamwork.tf/community/statistics/valve

[i]Note that these stats only include players that are actually in a game-server, not counting bots or people idling in main menu. Also note that Valve comp is not included in the competitive stats, because there is no way to distinguish between casual and competitive valve servers.[/i]

If you take glans you can see that the average peak of comp. TF2 is ~500 players in-game for about an hour a day. If you go to the overview/ratio page you can disable valve/community players in the history graph to see the exact amount of comp. players.

Another interesting fact is the huge difference in the way that Steam reports playing users, compared to what is being observed of in-gameserver players as noticed by [url=https://www.youtube.com/watch?v=4Sflt9bMc2o]MR SLIN[/url]. I cannot be 100% sure about this, but I'm pretty convinced this difference has to do with the way that Steam counts, which would by done by counting the Steam accounts reporting back to steam they have TF2 open. Because there are a lot of Steam bots, and people might only have the main screen open this huge difference can be somewhat explained. Other factors might include: queuing up and farming metal (I've seen huge metal farms during my scans). At last they might count per users time-frame instead of one snapshot.

Oh by the way, I've also created some other statistics charts in the past in case you're interested:
https://www.reddit.com/user/teamworktf/submitted/
2
#2
8 Frags +

As a stats nerd, you are actually the greatest.

As a stats nerd, you are actually the greatest.
3
#3
3 Frags +

Damn look at those Serveme spikes during I'm assuming match days? That's crazy how much more people are playing during those times than any other time of the week.

Also interesting that TF2Center spikes slightly right after those games are done.

Also the general server statistics really put a visual to how small the competitive community is compared to the rest of the TF2 community. Currently less than 1% of people playing TF2 right now are using competitive servers. I assume that goes up a bit during peak times, but that's still really low.

Damn look at those Serveme spikes during I'm assuming match days? That's crazy how much more people are playing during those times than any other time of the week.

Also interesting that TF2Center spikes slightly right after those games are done.

Also the general server statistics really put a visual to how small the competitive community is compared to the rest of the TF2 community. Currently less than 1% of people playing TF2 right now are using competitive servers. I assume that goes up a bit during peak times, but that's still really low.
4
#4
-1 Frags +
HighclassCurrently less than 1% of people playing TF2 right now are using competitive servers..

I would assume that it is actually higher because this does not count private servers used for scrims or pugs as competitive servers, but this is still very low.

[quote=Highclass]Currently less than 1% of people playing TF2 right now are using competitive servers..[/quote]
I would assume that it is actually higher because this does not count private servers used for scrims or pugs as competitive servers, but this is still very low.
5
#5
0 Frags +
teamworktfAnother interesting fact is the huge difference in the way that Steam reports playing users, compared to what is being observed of in-gameserver players as noticed by MR SLIN.

FFS does Slin have to take credit for everything I do?

teamworktf your work has already been noted and action is being taken to reshape competitive into a more representative form

[quote=teamworktf]Another interesting fact is the huge difference in the way that Steam reports playing users, compared to what is being observed of in-gameserver players as noticed by [url=https://www.youtube.com/watch?v=4Sflt9bMc2o]MR SLIN[/url].[/quote]
FFS does Slin have to take credit for everything I do?

teamworktf your work has already been noted and [url=http://www.teamfortress.tv/39271/radical-new-competitive-format-proposal]action is being taken to reshape competitive into a more representative form [/url]
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