Introduce a popcap to manuel
- TheLoLSwat
- Joined: Thu Nov 17, 2022 9:56 pm
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Introduce a popcap to manuel
its hard getting my arr pee in when we have 80+ players running around metastation
50-75 cap would do nicely in keeping the rp quality up, and maybe all those extra people can populate sybil
50-75 cap would do nicely in keeping the rp quality up, and maybe all those extra people can populate sybil
- Jacquerel
- Code Maintainer
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Re: Introduce a popcap to manuel
I think historically when manuel pop is capped people don't overflow into other servers they just don't connect
I do also think that the game on there doesnt work very well over 70 players though
I do also think that the game on there doesnt work very well over 70 players though
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- Itseasytosee2me
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Re: Introduce a popcap to manuel
+2 we should focus on curating a good gamestate by controling varibles and adjusting others accordingly.
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- mrmelbert
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Re: Introduce a popcap to manuel
I think we uncapped it during the transitionary chaos (so people have somewhere to play) but I would like to see it capped again when we think the servers are healthy enough.
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- NecromancerAnne
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Re: Introduce a popcap to manuel
We are seeing like, approaching 100 players for longer periods of the day on the weekend, which is good. But maybe they're here for Manuel in particular, which could b rough if it has hit cap.
- Vekter
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Re: Introduce a popcap to manuel
Might be a good time to stand Sybil back up and let folks use that for overflow?
- Jacquerel
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Re: Introduce a popcap to manuel
It's possible that Sybilings who are popchasing to manuel would join Sybil if manuel is capped and other people are on Sybil I guess
But otherwise you might be better off renaming it "manuel-2" and even then I'm suspicious that people wouldn't join
But otherwise you might be better off renaming it "manuel-2" and even then I'm suspicious that people wouldn't join
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Re: Introduce a popcap to manuel
What if Sybil was turned into an MRP server by the name of "Campbell"?
- RaveRadbury
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Re: Introduce a popcap to manuel
High pop Manny problems:
- Pop chasers
- Resource shortages (that are quickly assumed selfish/hostile theft)
- Exponential ticket increase
Now that I think about it, it kinda has Dwarf Fortress Tantrum Spiral energy in terms of how the mood just feeds into itself.
- Pop chasers
- Resource shortages (that are quickly assumed selfish/hostile theft)
- Exponential ticket increase
Now that I think about it, it kinda has Dwarf Fortress Tantrum Spiral energy in terms of how the mood just feeds into itself.
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- oranges
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Re: Introduce a popcap to manuel
This is a bad idea because manuel is the only thing holding our US Pop together.
LImiting it before you're so overcrwoded you can actually populate two servers will just ensure the US pop never is more than the limit.
Just make manuel lrp and add a new MRP server it's flawless no notes.
LImiting it before you're so overcrwoded you can actually populate two servers will just ensure the US pop never is more than the limit.
Just make manuel lrp and add a new MRP server it's flawless no notes.
- wet socks
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Re: Introduce a popcap to manuel
Manuel needs a popcap because too many players sucks dick
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Give me feedback- Timberpoes
- Site Admin
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Re: Introduce a popcap to manuel
Blitzed this and the general consensus from the admin team is a mix of "we can fix him" and "let's cap assistants", so without further ado I release to you the hilarious result of what the admins decided:
Manuel assistant count is now capped at 5 players.
This is not a late April Fool's joke and will become reality when the ops team implements server-side code overridies, which they need to do anyway because Manuel has always operated its own dynamic config and currently does not. So this functionality needs to be implemented and capping Manuel's assistant count to 5 is somehow the catalyst for it.
Omega: Assistant cap approved.
DrAmazing: Assistant cap approved.
Timberpoes: This is the dumbest idea I've ever heard from our admin team, I think they're going to see assistants taking primary job slots just to shit around, and there's going to be nothing normal players can do because those assistants will now have rights to departments by taking jobs and those job slots won't be available to non-assistant players that actually want to engage with those roles. I believe this is going to do more harm to RP than any number of assistants dossing around the station not doing work, and will do more harm to player count than any pop cap could hypothetically cause. May God have mercy on their souls those poor, innocent fools. Assistant cap approved. Manuel admins want this. Manuel admins will get it. Please, Manuel players, somehow prove me wrong on this one. I'll happily take the L if it somehow works.
Manuel assistant count is now capped at 5 players.
This is not a late April Fool's joke and will become reality when the ops team implements server-side code overridies, which they need to do anyway because Manuel has always operated its own dynamic config and currently does not. So this functionality needs to be implemented and capping Manuel's assistant count to 5 is somehow the catalyst for it.
Omega: Assistant cap approved.
DrAmazing: Assistant cap approved.
Timberpoes: This is the dumbest idea I've ever heard from our admin team, I think they're going to see assistants taking primary job slots just to shit around, and there's going to be nothing normal players can do because those assistants will now have rights to departments by taking jobs and those job slots won't be available to non-assistant players that actually want to engage with those roles. I believe this is going to do more harm to RP than any number of assistants dossing around the station not doing work, and will do more harm to player count than any pop cap could hypothetically cause. May God have mercy on their souls those poor, innocent fools. Assistant cap approved. Manuel admins want this. Manuel admins will get it. Please, Manuel players, somehow prove me wrong on this one. I'll happily take the L if it somehow works.
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