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Manuel - Round length and player count

Posted: Sun Feb 02, 2020 9:54 pm
by YuiY1997
Manuel's pretty great for RP purposes but I think it was definitely better the first week or so it was open. I think this was a combination of the often shorter rounds and the larger player population at the time. It's kinda silly to limit the server to 50 people considering it didnt really feel like it had a massive change on the server culture. Super duper lowpop and 2-3 hour rounds feels absolutely fucking silly.

Re: Manuel - Round length and player count

Posted: Sun Feb 02, 2020 9:56 pm
by Qbopper
do people really consider 50 players "super duper lowpop" now

what the fuck???

Re: Manuel - Round length and player count

Posted: Sun Feb 02, 2020 9:57 pm
by YuiY1997
Qbopper wrote:do people really consider 50 players "super duper lowpop" now

what the fuck???
Feels slow as fuck. Also the lowpop is 70, so in comparison 50 is super duper lowpop.

Re: Manuel - Round length and player count

Posted: Sun Feb 02, 2020 10:02 pm
by NoxVS
Just adding 10 back to the pop limit would be good I think. One problem is because of the long rounds you start running out of people to play the game. They die, drop out because its going to be an hour until they get back, and by the time the round starts up again the pop isnt high enough to get all the gamemodes.

Re: Manuel - Round length and player count

Posted: Sun Feb 02, 2020 10:04 pm
by YuiY1997
NoxVS wrote:Just adding 10 back to the pop limit would be good I think. One problem is because of the long rounds you start running out of people to play the game. They die, drop out because its going to be an hour until they get back, and by the time the round starts up again the pop isnt high enough to get all the gamemodes.
yeah this is a serious issue. There either needs to be a higher player count or more midround antagonists to keep dead players on the server

Re: Manuel - Round length and player count

Posted: Sun Feb 02, 2020 10:38 pm
by Qbopper
I am genuinely baffled at the notion that 50-70/etc is lowpop

Re: Manuel - Round length and player count

Posted: Sun Feb 02, 2020 10:44 pm
by IkeTG
it might be oldfag stuff since i barely play but <20 is lowpop to me

Re: Manuel - Round length and player count

Posted: Sun Feb 02, 2020 10:47 pm
by Sheodir
50 player was put in place because the MRP standards were unclear and this incentivized people to play nicer. I feel it can reasonably go up now.

Re: Manuel - Round length and player count

Posted: Sun Feb 02, 2020 10:47 pm
by keluandrie
ITT: newfags who never played when 30 players was considered pretty medpop for most of ss13

edit: this did not age well with the two posts at the exact same time as me

Re: Manuel - Round length and player count

Posted: Sun Feb 02, 2020 10:57 pm
by Arathian
YuiY1997 wrote: Feels slow as fuck. Also the lowpop is 70, so in comparison 50 is super duper lowpop.
I am a ssethtider and 70 is not lowpop by any definition of lowpop. By any definition of it. 70 is highpop. 50 is when highpop starts, really, with 30-50 being midpop.

This isn't an old vs new thing. This is just a dent in skull thing.

Re: Manuel - Round length and player count

Posted: Sun Feb 02, 2020 11:05 pm
by YuiY1997
Arathian wrote:
YuiY1997 wrote: Feels slow as fuck. Also the lowpop is 70, so in comparison 50 is super duper lowpop.
I am a ssethtider and 70 is not lowpop by any definition of lowpop. By any definition of it. 70 is highpop. 50 is when highpop starts, really, with 30-50 being midpop.

This isn't an old vs new thing. This is just a dent in skull thing.
Image

idk chief just using their own word

Re: Manuel - Round length and player count

Posted: Sun Feb 02, 2020 11:07 pm
by Lazengann
Your screenshot says nine players dude

Re: Manuel - Round length and player count

Posted: Sun Feb 02, 2020 11:11 pm
by YuiY1997
Lazengann wrote:Your screenshot says nine players dude
I'm saying the player cap is 70. I thought that's what made it lowpop. Sorry I didnt know the terminology beforehand I guess. It says the same thing when there's 60 players on so I figured it was the playercount and not the people currently on.

Re: Manuel - Round length and player count

Posted: Sun Feb 02, 2020 11:13 pm
by Plapatin
the "lowpop" server tag doesn't really mean anything, the soft popcap on sybil is 50 (when the game will ask you to play on other servers but not boot you out)

Re: Manuel - Round length and player count

Posted: Sun Feb 02, 2020 11:29 pm
by cybersaber101
I do agree that manuel could use a slightly higher player count for the long rounds feeling emptier and emptier although that probably is just the lack of job content past 2 hours.

Re: Manuel - Round length and player count

Posted: Sun Feb 02, 2020 11:57 pm
by Sheodir
cybersaber101 wrote:I do agree that manuel could use a slightly higher player count for the long rounds feeling emptier and emptier although that probably is just the lack of job content past 2 hours.
More pop would seriously help make thos erounsd edge down a bit.

Re: Manuel - Round length and player count

Posted: Mon Feb 03, 2020 2:26 am
by XivilaiAnaxes
I genuinely consider any round with more than 1 guy in security roundstart to be highpop

Re: Manuel - Round length and player count

Posted: Mon Feb 03, 2020 3:55 am
by Plapatin
wait why is this in the cuckshed anyways

Re: Manuel - Round length and player count

Posted: Mon Feb 03, 2020 5:34 am
by oranges
NTR hut is where things get done, move this back.

Re: Manuel - Round length and player count

Posted: Mon Feb 03, 2020 5:43 am
by cacogen
I wish the population cap would be raised as well. It's true the culture hasn't changed much as a result of lowering it. Just ban people whose playstyle doesn't fit. Also, long rounds are good. The problem is the decade-long standing problem of having nothing to do unless you're actively working on a job. Spawn some fucking antags. Codewise. Make a tensioner that works. Or use dynamic if it solves the problem. And I don't want to get into the stupid argument with morons about whether antags are necessary to create conflict because all that matters is there's fuck all without them (don't cite notable exceptions as though they're the rule) and it's an easy method to introduce it.

Re: Manuel - Round length and player count

Posted: Mon Feb 03, 2020 12:59 pm
by Sheodir
cacogen wrote:I wish the population cap would be raised as well. It's true the culture hasn't changed much as a result of lowering it. Just ban people whose playstyle doesn't fit. Also, long rounds are good. The problem is the decade-long standing problem of having nothing to do unless you're actively working on a job. Spawn some fucking antags. Codewise. Make a tensioner that works. Or use dynamic if it solves the problem. And I don't want to get into the stupid argument with morons about whether antags are necessary to create conflict because all that matters is there's fuck all without them (don't cite notable exceptions as though they're the rule) and it's an easy method to introduce it.
Dynamic MRP with highpop is the dream brother