Raise the amount of midround injections and increase threat on roundstart.
- TheRex9001
- In-Game Head Admin
- Joined: Tue Oct 18, 2022 7:41 am
- Byond Username: Rex9001
Raise the amount of midround injections and increase threat on roundstart.
What the title says, in a lot of recent shifts I have observed high threat rounds that start with 6 roundstart threat spent and then it runs out of injections quickly. To amend this problem I suggest we increase threat spent roundstart and increase the amount of injections dynamic has available, additionally I would suggest lowering the time between midrounds but I am unsure if this is actually a config thing.
- Itseasytosee2me
- Joined: Sun Feb 21, 2021 1:14 am
- Byond Username: Rectification
- Location: Space Station 13
Re: Raise the amount of midround injections and increase threat on roundstart.
I have witnessed the exact opposite, where there will initially be 1 traitor at the beginning of a 25 pop round, and over the coarse of 1 hour there will be 11 traitors.
- Sincerely itseasytosee
See you later
See you later
- Indie-ana Jones
- Joined: Mon Aug 26, 2019 6:15 pm
- Byond Username: Indie-ana Jones
Re: Raise the amount of midround injections and increase threat on roundstart.
Pretty sure lowpop genuinely has more traitors than mid or high pop since the game can't spend threat on anything but sleeper agent.
That being said, that doesn't happen on mid and high pop, but Rex's issue happens quite often where barely anything gets spawned.
That being said, that doesn't happen on mid and high pop, but Rex's issue happens quite often where barely anything gets spawned.
- TheRex9001
- In-Game Head Admin
- Joined: Tue Oct 18, 2022 7:41 am
- Byond Username: Rex9001
Re: Raise the amount of midround injections and increase threat on roundstart.
This is more of a code issue, it might be fixable through config but I am unsure of how to do that without fucking up mid-high popItseasytosee2me wrote: ↑Sat Aug 05, 2023 1:12 am I have witnessed the exact opposite, where there will initially be 1 traitor at the beginning of a 25 pop round, and over the coarse of 1 hour there will be 11 traitors.
- Vekter
- In-Game Admin
- Joined: Thu Apr 17, 2014 10:25 pm
- Byond Username: Vekter
- Location: Fucking around with the engine.
Re: Raise the amount of midround injections and increase threat on roundstart.
We had this discussion relatively recently.
I'm not sure if any actual config changes were made. I haven't seen any, so I'd assume not.
viewtopic.php?p=687510#p687510Timberpoes wrote:Having gathered all your feedback, we're basically looking at various methods/techniques to increase the proportion of high-threat to low-threat shifts when Misdoubtful returns from vacation next week.
Any changes we wish to publicise will be done via the config changes thread, so keep an eye out.
Timberpoes: I still think low threat shifts are important, as I've seen back-to-back insane threat shifts drop server pop just as hard as back-to-back greenshifts in times long past. But dynamic changes are trivially done and undone, so if there are any problems we'll just keep pushing buttons.
Kieth4: Made the thread.
Misdoubtful: On vacation, "I'd be fine with less greens" from internal discussions.
I'm not sure if any actual config changes were made. I haven't seen any, so I'd assume not.
- TheRex9001
- In-Game Head Admin
- Joined: Tue Oct 18, 2022 7:41 am
- Byond Username: Rex9001
Re: Raise the amount of midround injections and increase threat on roundstart.
This is related I suppose but the main issue I feel is that high threat shifts turn into low threat shifts due to the lack of injections and roundstart threat (not threat amount but amount spent roundstart)Vekter wrote: ↑Sat Aug 05, 2023 5:26 pm We had this discussion relatively recently.
viewtopic.php?p=687510#p687510Timberpoes wrote:Having gathered all your feedback, we're basically looking at various methods/techniques to increase the proportion of high-threat to low-threat shifts when Misdoubtful returns from vacation next week.
Any changes we wish to publicise will be done via the config changes thread, so keep an eye out.
Timberpoes: I still think low threat shifts are important, as I've seen back-to-back insane threat shifts drop server pop just as hard as back-to-back greenshifts in times long past. But dynamic changes are trivially done and undone, so if there are any problems we'll just keep pushing buttons.
Kieth4: Made the thread.
Misdoubtful: On vacation, "I'd be fine with less greens" from internal discussions.
I'm not sure if any actual config changes were made. I haven't seen any, so I'd assume not.
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- Joined: Wed Apr 12, 2023 2:29 am
- Byond Username: Nukularpower
Re: Raise the amount of midround injections and increase threat on roundstart.
Between sec stomping out every antag that dares think a nasty thought and overpowered lasers and etc - I would love to see more injections. But, I dont know if dynamic is really up to what is required of it - its like playing a DND pc game vs actually playing DnD with a person as a DM. I would much rather see admins getting more involved with setting up threats rather than taking a backseat to dynamic's inadequate spawns (ie: 3 pirates at 1.5 hours when crew is running around with 50 laser crates and 5 durands)
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- In-Game Head Admin
- Joined: Fri Dec 06, 2019 6:23 pm
- Byond Username: Iain0
Re: Raise the amount of midround injections and increase threat on roundstart.
This seems like a statistically uncommon round given each sleeper/infiltrator is +1 tot, thats 10 injections in an hour. But I do know what you mean here that low pop will just become majority syndie station over the course of a round.Itseasytosee2me wrote: ↑Sat Aug 05, 2023 1:12 am I have witnessed the exact opposite, where there will initially be 1 traitor at the beginning of a 25 pop round, and over the coarse of 1 hour there will be 11 traitors.
The counter issue seems to be with the system not spending much threat round start ; like to have a busy round start threat you have to BOTH roll high threat AND roll a higher round start distribution ; thats two spreads that have to go in your favour because /either/ low overall threat /or/ low round start split will cause the opening to be sedentary, with the likely first late join and mid rounds at 10 and 20 minutes, meaning typically by 30-40 minutes you have a couple of light threats, and regularly dynamic wont get to spend all its threat simply due to the lack of opportunities.
What parameters are tunable with the current code?
WRT OP, lowering the interval between midrounds is likely to make it spend more threat overall on the "light" antags with the risk of then running dry in the second half of the round where dynamic opens up major injections.
Perhaps mandating that the round start split cant be less than 25% of threat would hit the mark?
- sinfulbliss
- Joined: Thu Apr 04, 2019 8:53 am
- Byond Username: SinfulBliss
- Location: prisoner re-education chamber
Re: Raise the amount of midround injections and increase threat on roundstart.
I agree, on long lowpop rounds it seems at the end everyone is a traitor, whereas on highpop rounds it often feels like there’s just no threat at all.
Spoiler:
- EmpressMaia
- Joined: Wed Mar 23, 2022 8:22 pm
- Byond Username: EmpressMaia
Re: Raise the amount of midround injections and increase threat on roundstart.
god no. rounds are already too hectic as is
- TheRex9001
- In-Game Head Admin
- Joined: Tue Oct 18, 2022 7:41 am
- Byond Username: Rex9001
Re: Raise the amount of midround injections and increase threat on roundstart.
Well the main issue is that rounds which should be hectic arent and rounds which shouldnt be are. I liked iain0s idea of 25% threat being spent at roundstart because it amends this pretty well.
- Misdoubtful
- In-Game Game Master
- Joined: Sat Feb 01, 2020 7:03 pm
- Byond Username: Misdoubtful
- Location: Delivering hugs!
Re: Raise the amount of midround injections and increase threat on roundstart.
We are closing this one based on the resolution brought forwards in the following thread:
viewtopic.php?f=33&t=34921
viewtopic.php?f=33&t=34921
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