FiveM Fake Players Uptime FAQ: Guarantees Explained
Uptime questions for FiveM fake player services answered. What guarantees cover, how to read a status page, extension policies, and downtime compensation.
Every fake player provider says some version of '100% uptime'. We say it too about our FiveM fake players service. The problem is that without a clear definition of what that means, the claim is meaningless. This post answers the questions operators ask us about uptime, SLA terms, credit policies, and what to do when something does go down.
What does 100 percent uptime actually mean
In our case it means we commit to zero unplanned downtime on the player delivery infrastructure. Your fake players should be connected to your server every minute of every billing period. The 100% figure is the target we engineer toward and the benchmark against which we calculate compensation when we fall short. It is not a marketing claim with no mechanism behind it.
The distinction that matters: infrastructure uptime is not the same as player connection uptime. Infrastructure uptime means our systems are running. Player connection uptime means your fake players are actually showing up in your server's player list. We measure and guarantee both, but they can diverge if your server restarts unexpectedly or if there is a FiveM platform disruption that affects all connections to your endpoint. These bots also add to your visible server population, and if you are new to the topic, the complete FiveM fake players guide explains how the whole system works.
How downtime compensation works
We do not issue monetary refunds because our infrastructure costs are incurred the moment you purchase. The connections, capacity, and operator slots are reserved on your behalf immediately. What we do offer is an extension of the active period. If our service goes down for 5 days, your subscription gets extended by 5 days. You do not lose the time. You do not get money back.
Extensions are applied automatically based on confirmed infrastructure-side downtime. You do not need to open a ticket to claim one.
- Outage is detected by our monitoring or reported by an operator
- We confirm it is an infrastructure-side failure within 15 minutes
- Duration is logged from detection to resolution with 1-minute precision
- Extension is calculated in days proportional to the confirmed downtime
- Extension appears on your account within 24 hours of the incident being closed
Where do I check current status
We run a public status page that shows the real-time state of all infrastructure components: the connection pool, the scheduling engine, the API layer, and regional routing. The status page is not hosted on the same infrastructure as the product, so if the product has a problem the status page still loads. This is important and operators should bookmark it rather than relying on the dashboard to tell them something is wrong.
If the status page shows all green but your players are not appearing, the issue is almost certainly on the server-side connection path rather than our infrastructure. The most common culprits are a txAdmin restart that cleared the player list, an artifact update that changed the connection handshake, or a firewall rule that started blocking our connection pool addresses.
What counts as an outage versus a degradation
We define these differently on the status page and they have different credit implications. An outage is a complete failure of player delivery for your server: zero fake players connected when your schedule says there should be players connected. A degradation is a partial failure: players are connecting but below the configured count, or connection latency is higher than normal and players are dropping and reconnecting more frequently than scheduled.
Credit applies to both, but the calculation differs. For a full outage the denominator is 0 players delivered. For a degradation we credit the shortfall: if you have 30 players scheduled and we delivered an average of 22 during the degraded window, the credit covers the 8-player shortfall for the duration. We use 5-minute sampling averages to calculate the mean player count during degraded periods.
What is not covered by the SLA
Planned maintenance windows are not SLA events. We schedule maintenance in low-traffic windows, announce them at least 48 hours in advance on the status page, and the duration is typically under 30 minutes. We try to run maintenance between 03:00 and 05:00 UTC when most servers have their lowest real player counts.
- FiveM platform outages that affect all connections, not just ours
- Your own server going offline, restarting, or becoming unreachable
- Firewall or network configuration on your end blocking our IPs
- Artifact incompatibility after you update your FiveM version without checking compatibility
- Scheduled maintenance windows with prior 48-hour notice
- Force majeure events like datacenter power loss affecting multiple providers simultaneously
What makes our SLA verifiable
Without a documented extension or compensation mechanism, an uptime claim is just a claim. What we offer is a mechanism: a defined process for detecting outages, an automatic extension calculation, and a public status page that logs every event. You can hold us to those specifics. The terms are published openly before you purchase.
Next steps
If you want the full technical breakdown of how our uptime infrastructure is built and what the 100 percent SLA covers at the network level, read our feature post on fake player uptime and reliability.
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