Population Cap Discussion
- peoplearestrange
- Joined: Tue Apr 22, 2014 12:02 pm
- Byond Username: Peoplearestrange
- Location: old
Population Cap Discussion
So the population cap for assistants etc has been in effect for a little while now.
Does anyone have any feedback on this system? Does it work? Has it helped the game?
My personal feelings are that its stopped the assistant mob that often happens when job roles fill up. Though obviously it does stop certain people able to enter the game. Though honestly I think think this rarely happens and it actually gives the admins a larger pool to choose from when they want to run an event. Not everyone wants to play every round anyhow.
Does anyone have any feedback on this system? Does it work? Has it helped the game?
My personal feelings are that its stopped the assistant mob that often happens when job roles fill up. Though obviously it does stop certain people able to enter the game. Though honestly I think think this rarely happens and it actually gives the admins a larger pool to choose from when they want to run an event. Not everyone wants to play every round anyhow.
Whatever
Spoiler:
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- Joined: Sat Nov 01, 2014 1:26 am
- Byond Username: LNGLY
Re: Population Cap Discussion
I think that when population cap is in effect, certain measures should be taken to ensure everyone can be in the round in some way.
An example: if a population-cap round starts, enough personal AIs should be spawned in crewmen's backpacks to make up for those excluded. Or maybe have a Z-level with a smaller station, and allow the excess to play there. Maybe have the game spawn drone shells somewhere, proportional to the excess players.
An example: if a population-cap round starts, enough personal AIs should be spawned in crewmen's backpacks to make up for those excluded. Or maybe have a Z-level with a smaller station, and allow the excess to play there. Maybe have the game spawn drone shells somewhere, proportional to the excess players.
- peoplearestrange
- Joined: Tue Apr 22, 2014 12:02 pm
- Byond Username: Peoplearestrange
- Location: old
Re: Population Cap Discussion
Thats actually not a bad idea, though I think the pAI system really needs working on.
Whatever
Spoiler:
- hanshansenhansson
- Joined: Fri Nov 14, 2014 9:16 am
- Byond Username: HansDampf
Re: Population Cap Discussion
One could even go further, and set up a second serverLNGLY wrote:Or maybe have a Z-level with a smaller station, and allow the excess to play there.
Re: Population Cap Discussion
This would defeat the purpose of a population cap which was to encourage people to go to the other server.LNGLY wrote:I think that when population cap is in effect, certain measures should be taken to ensure everyone can be in the round in some way.
An example: if a population-cap round starts, enough personal AIs should be spawned in crewmen's backpacks to make up for those excluded. Or maybe have a Z-level with a smaller station, and allow the excess to play there. Maybe have the game spawn drone shells somewhere, proportional to the excess players.
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- Joined: Tue May 20, 2014 6:53 pm
- Byond Username: Cheimon
Re: Population Cap Discussion
I think the main aim of the population cap, which was not to encourage people to go to the other server but to stop the station having an unmanageably large crew, has been successful.
It hasn't massively encouraged use of the other server as far as I can tell, though it would be interesting to see statistics on that. I know plenty of people seem happy to observe Sibyl for a bit in the hopes of joining the round in some way rather than heading to a lower population game.
It has nicely reduced the ridiculous proportions of previous crews but still kept the population large enough to be busy, so I think on the whole it's worked well.
It hasn't massively encouraged use of the other server as far as I can tell, though it would be interesting to see statistics on that. I know plenty of people seem happy to observe Sibyl for a bit in the hopes of joining the round in some way rather than heading to a lower population game.
It has nicely reduced the ridiculous proportions of previous crews but still kept the population large enough to be busy, so I think on the whole it's worked well.
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- Joined: Thu Apr 24, 2014 1:47 pm
- Byond Username: Callanrockslol
Re: Population Cap Discussion
Either set up a load balancer and knock people onto the other server or remove the cap. We have one server near cap most of the day and then another that is always below 30, although it seems more even as of late.
It only works to get people out, not get any real increase in players on the server.
IF ONLY WE HAD SOME SORT OF ANALYTICS GOING ON.
SORT OF LIKE WHAT ERRO WAS DOING.
HINT HINT.
It only works to get people out, not get any real increase in players on the server.
IF ONLY WE HAD SOME SORT OF ANALYTICS GOING ON.
SORT OF LIKE WHAT ERRO WAS DOING.
HINT HINT.
The most excessive signature on /tg/station13.
Still not even at the limit after 8 fucking years.
The evil holoparasite user I can't believe its not DIO and his holoparasite I can't believe its not Skub have been defeated by the Spacedust Crusaders, but what has been taken from the station can never be returned.
OOC: TheGel: Literally a guy in a suit with a shuttle full of xenos. That's a doozy
Still not even at the limit after 8 fucking years.
Spoiler:
OOC: TheGel: Literally a guy in a suit with a shuttle full of xenos. That's a doozy
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- Joined: Thu Oct 30, 2014 2:24 pm
- Byond Username: Cik
Re: Population Cap Discussion
really i'd much rather play as a drone sometimes but no one ever makes shells even though they are super fucking simple
ROBO MAKE SHELLS FUCK
ROBO MAKE SHELLS FUCK
- peoplearestrange
- Joined: Tue Apr 22, 2014 12:02 pm
- Byond Username: Peoplearestrange
- Location: old
Re: Population Cap Discussion
I'd quite like it if there were something like 2 round start drones on the AI sat or something similar.Cik wrote:really i'd much rather play as a drone sometimes but no one ever makes shells even though they are super fucking simple
ROBO MAKE SHELLS FUCK
If someone prays for drones I normally ship some with the cargo.
Whatever
Spoiler:
- DemonFiren
- Joined: Sat Dec 13, 2014 9:15 pm
- Byond Username: DemonFiren
Re: Population Cap Discussion
Wasn't there a suggestion for roundstart drones on the derelict? Hint, hint.
- Steelpoint
- Github User
- Joined: Thu Apr 17, 2014 6:37 pm
- Byond Username: Steelpoint
- Github Username: Steelpoint
- Location: The Armoury
Re: Population Cap Discussion
Can Drones be possessed before the round starts? Say someone spectates and finds a Drone shell.
Re: Population Cap Discussion
Probably, I doubt they were coded to check if the round had started yet
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- Joined: Sat Nov 01, 2014 1:26 am
- Byond Username: LNGLY
Re: Population Cap Discussion
Drones are kind of sad to play, just as an aside, because they have no metal/glass synthesizers. Drones always end up fighting over metal and taking it when the crew needs it.
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- Joined: Thu Apr 17, 2014 10:36 pm
- Byond Username: ColonicAcid
Re: Population Cap Discussion
wow what did i say it won't fix anything.
but yet once again you try to hide the symptoms instead of fixing the problem.
never change /tg/
but yet once again you try to hide the symptoms instead of fixing the problem.
never change /tg/

crack is whack but smacks got your back
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- Joined: Fri Mar 20, 2015 5:07 pm
- Byond Username: TheNightingale
Re: Population Cap Discussion
If the crew needs it and you're taking it, you're interfering.LNGLY wrote:Drones are kind of sad to play, just as an aside, because they have no metal/glass synthesizers. Drones always end up fighting over metal and taking it when the crew needs it.
As a drone on a high-population server (where metal and glass aren't easily available)... go mining. It's not that hard to dig for glass and mine for metal, and your fellow drones (and Engineers, and Roboticists... but they're living creatures so we don't care about them) will love you for it. It's only interfering with other creatures if you mine on the west side of the asteroid, where the hostile mobs are - and you only need metal and glass (and plasteel, perhaps), really.
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- Joined: Fri Apr 18, 2014 6:40 pm
- Byond Username: Lo6a4evskiy
Re: Population Cap Discussion
What's the point in having server cap if you are trying to find ways to let people in the round. This is absolutely counter-intuitive.
All you're doing is forcing people into positions they wouldn't otherwise take.
High population is bad, you say? Apparently it's not bad enough for people to actually leave and not participate in the game - which is what you're forcing here. So why the hell do you force an option that people don't choose?
All you're doing is forcing people into positions they wouldn't otherwise take.
High population is bad, you say? Apparently it's not bad enough for people to actually leave and not participate in the game - which is what you're forcing here. So why the hell do you force an option that people don't choose?
- Jeb
- Joined: Thu Apr 17, 2014 4:01 pm
- Byond Username: Stapler2025
Re: Population Cap Discussion
I'm fairly certain that I've hit observe more often than Play lately if I latejoin a round, because I almost 100% of the time play assistant and just fuck off to do my own thing. I don't want to be the chef, I don't want to work in science. I want to have zero responsibility for anything that happens on the station.
- peoplearestrange
- Joined: Tue Apr 22, 2014 12:02 pm
- Byond Username: Peoplearestrange
- Location: old
Re: Population Cap Discussion
IIRC the pop cap was put in place as more of an assitant cap. Because we were getting rounds with fairly empty departments with at LEAST 30+ assistants. It was a god damn joke and every round fell apart so quickly as the only way to get anything done was to break into somewhere. This has a knock on effect of "well if THEY'RE breaking in, then it MUST be fine for me to do the same" even if its FNR.Lo6a4evskiy wrote:What's the point in having server cap if you are trying to find ways to let people in the round. This is absolutely counter-intuitive.
All you're doing is forcing people into positions they wouldn't otherwise take.
High population is bad, you say? Apparently it's not bad enough for people to actually leave and not participate in the game - which is what you're forcing here. So why the hell do you force an option that people don't choose?
I don't believe the idea is to exclude people, but on a station as "small" as box 100 odd players can make it feel like a heaving mass of bodies with a little steel frame around it, rather than a empty paranoid laden space station. It just feels too populated.
Whatever
Spoiler:
- Superneji
- Joined: Sat Apr 26, 2014 8:06 pm
- Byond Username: Super_neji0
- Location: Space
Re: Population Cap Discussion
We're hit the cap a couple of times, but I personally feel that the station can hold more than 70 people, I think a community such as ours shouldn't turn people away. We used to have rounds of 100+ people, which I suppose did seem crowded, but I think 80/85 would be a better cap, to allow some latejoin assistants
- Scones
- Joined: Mon Nov 10, 2014 2:46 am
- Byond Username: Scones
- Location: cooler than thou
Re: Population Cap Discussion
Regardless of what you personally feel we actually run out of job slots at around 60 (I think there are 55 roundstart jobs)Superneji wrote:We're hit the cap a couple of times, but I personally feel that the station can hold more than 70 people, I think a community such as ours shouldn't turn people away. We used to have rounds of 100+ people, which I suppose did seem crowded, but I think 80/85 would be a better cap, to allow some latejoin assistants
plplplplp WOOOOooo hahahhaha
- Ikarrus
- Joined: Fri Apr 18, 2014 2:17 am
- Byond Username: Ikarrus
- Github Username: Ikarrus
- Location: Canada
- Contact:
Re: Population Cap Discussion
"Some" is a bit of an understatement, since we have only ~55 positions at round start. At 85 that would mean about 30 assistants.
Fucking 30!
Fucking 30!
Former Dev/Headmin
Who is this guy?
Who is this guy?
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- Github User
- Joined: Tue Apr 15, 2014 11:41 pm
- Byond Username: Incoming
- Github Username: Incoming5643
Re: Population Cap Discussion
Provided the HoP doesn't do his job and open new slots as needed (which he often doesn't).Ikarrus wrote:"Some" is a bit of an understatement, since we have only ~55 positions at round start. At 85 that would mean about 30 assistants.
Fucking 30!
Then we'd have 5 assistants and 25 clowns

...
Except it's not quite that bad because you need to remember some things about how population numbers are counted:
1. The number includes dead people, observers, and people waiting on the start screen who aren't actually impacting game flow.
2. It also includes people who are in the round but not in game (vacants who may or may not come back, ever).
You can note these mechanics by watching the title page, the "online" number only ever goes up, because once you've "committed to the round" you're in that metric even if you close the window and go do something else (and people do that quite often). You'll almost never see that number fall, but when the server restarts you might see a big drop because anyone who abandoned midround (or idled out on the title screen, which causes a kick) won't reconnect for the next one.
Long story short: Don't believe the game banner numbers unless it's green (which means the round hasn't started yet)
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-
- Joined: Fri May 23, 2014 2:44 am
- Byond Username: Erisian
Re: Population Cap Discussion
I don't see why we need a population cap in the first place. I don't see why people have such a hardon about removing assistants. We've tried everything from making people join up as something else, removing maint access, etc., and people still played as assistants. Not everyone who joins mid round necessarily wants to play as a cook, a security guard, chemist, etc. Forcing them into these roles just guarantees that if they wanna stir shit up they have even better tools to do so. Or they'll just fuck off and do whatever they want anyway. The only way to stop them from fucking off would be if we force people to do the job they're assigned. And by what metric are we going to measure that? How many chemicals the chemist made? How many arrests sec made? Are we going to stop them from going braindead too? At some point you need to just chill out and let people play. Unless you plan on going full Baystation, there's no way you're going to be able to remove assistants or force people to actually do their jobs when they're forced to pick something else. And I'd rather people go assistant if they want than joining up as a more important role and just wasting a slot that could be better used for someone who genuinely wants to perform that job.
Let people play on the server they want and on the job they want, even if it's assistant. Do we really need people trying to force others to play different roles even if they do not want to? Just let people play the fucking game. It's not like assistants even greytide anymore. I see a lot of yellow, white, and other color outfits in "greytides", so the idea that it's only assistants and if they get too high they'll just revolt is ridiculous. Half the time they get wrapped up in fighting with each other for basic tools to make spears, stunprods, etc. They're not some united grey menace just lurking in the dark to ruin rounds. People just seem to form lynch mobs during certain situations. Cutting down on assistants isn't gonna do a thing. You could remove the job entirely and you'd still see lynch mobs forming up. Or people getting bored and committing crimes anyway.
And if it's an incentive to get people to play on the other server, it's not really working very well because I rarely see it pass 30. People have formed very different playstyles on the servers, so not everyone wants to go there. Personally, I think making a second server was unnecessary and would rather keep the entire community in one place rather than split up, but that's an issue for another time.
Let people play on the server they want and on the job they want, even if it's assistant. Do we really need people trying to force others to play different roles even if they do not want to? Just let people play the fucking game. It's not like assistants even greytide anymore. I see a lot of yellow, white, and other color outfits in "greytides", so the idea that it's only assistants and if they get too high they'll just revolt is ridiculous. Half the time they get wrapped up in fighting with each other for basic tools to make spears, stunprods, etc. They're not some united grey menace just lurking in the dark to ruin rounds. People just seem to form lynch mobs during certain situations. Cutting down on assistants isn't gonna do a thing. You could remove the job entirely and you'd still see lynch mobs forming up. Or people getting bored and committing crimes anyway.
And if it's an incentive to get people to play on the other server, it's not really working very well because I rarely see it pass 30. People have formed very different playstyles on the servers, so not everyone wants to go there. Personally, I think making a second server was unnecessary and would rather keep the entire community in one place rather than split up, but that's an issue for another time.
- Not-Dorsidarf
- Joined: Fri Apr 18, 2014 4:14 pm
- Byond Username: Dorsidwarf
- Location: We're all going on an, admin holiday
Re: Population Cap Discussion
Uh, banner numbers measures number of clients connected. All those braindeads you claim are actually on the pop list are making the problem worse, since they're a job slot which has no player attatched, removing that job slot for people to use.Incoming wrote:Provided the HoP doesn't do his job and open new slots as needed (which he often doesn't).Ikarrus wrote:"Some" is a bit of an understatement, since we have only ~55 positions at round start. At 85 that would mean about 30 assistants.
Fucking 30!
Then we'd have 5 assistants and 25 clowns
...
Except it's not quite that bad because you need to remember some things about how population numbers are counted:
1. The number includes dead people, observers, and people waiting on the start screen who aren't actually impacting game flow.
2. It also includes people who are in the round but not in game (vacants who may or may not come back, ever).
You can note these mechanics by watching the title page, the "online" number only ever goes up, because once you've "committed to the round" you're in that metric even if you close the window and go do something else (and people do that quite often). You'll almost never see that number fall, but when the server restarts you might see a big drop because anyone who abandoned midround (or idled out on the title screen, which causes a kick) won't reconnect for the next one.
Long story short: Don't believe the game banner numbers unless it's green (which means the round hasn't started yet)
95 players online = ~90 people playing (admins+lobby-afkers), and ~80 will be living logged-in humans at any one time, from what I've seen


kieth4 wrote: infrequently shitting yourself is fine imo
There is a lot of very bizarre nonsense being talked on this forum. I shall now remain silent and logoff until my points are vindicated.
Player who complainted over being killed for looting cap office wrote: ↑Sun Jul 30, 2023 1:33 am Hey there, I'm Virescent, the super evil person who made the stupid appeal and didn't think it through enough. Just came here to say: screech, retards. Screech and writhe like the worms you are. Your pathetic little cries will keep echoing around for a while before quietting down. There is one great outcome from this: I rised up the blood pressure of some of you shitheads and lowered your lifespan. I'm honestly tempted to do this more often just to see you screech and writhe more, but that wouldn't be cool of me. So come on haters, show me some more of your high blood pressure please.![]()
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- Joined: Sat Aug 30, 2014 2:21 pm
- Byond Username: QuartzCrystal
Re: Population Cap Discussion
50 player hard cap.
- peoplearestrange
- Joined: Tue Apr 22, 2014 12:02 pm
- Byond Username: Peoplearestrange
- Location: old
Re: Population Cap Discussion
What we could do (don't hate me for this) is do what Bay does, and have a "Long term" sleeper. Where people leaving or going afk for a long time can enter, removing their player from the game and opening up the job slot again. If they return they can always rejoin as a new character, within the same round (but only if they were alive and in non crit when they were plased in the sleeper storage).Not-Dorsidarf wrote: Uh, banner numbers measures number of clients connected. All those braindeads you claim are actually on the pop list are making the problem worse, since they're a job slot which has no player attatched, removing that job slot for people to use.
Whatever
Spoiler:
- Loonikus
- Joined: Mon Dec 15, 2014 2:20 am
- Byond Username: Loonicus
Re: Population Cap Discussion
65 player hardcap, any clients attempting to connect to a full server are redirected to the other server.
Problem solved.
Problem solved.
- Durkel
- Joined: Wed Apr 23, 2014 5:14 pm
- Byond Username: Durkel
Re: Population Cap Discussion
A hardcap is just going to push players to a different server, and most likely one other than basil.
- ABearInTheWoods
- Joined: Mon Apr 14, 2014 10:56 pm
- Byond Username: MrStonedOne
- Github Username: MrStonedOne
- Contact:
Re: Population Cap Discussion
the "hard" Pop cap (the one being discussed) only counts alive players in the game.
When people die, their slot opens up. When people go braindead, their slot opens up.
Their job slot stays closed, but pop cap wise, it only counts players attached to a mob that is alive.
For reference, there are 3 pop cap types.
Soft pop cap (this just shows the user a message asking them to play on another server). Currently set to 50.
Hard pop cap (this prevents people from playing in the round, forcing them to ghost or wait) Currently set to 65.
Extreme pop cap. (this prevents people from connecting if more than so and so people are connected) Currently disabled. (I might set this to some insane number just as a failsafe, like 200)
When people die, their slot opens up. When people go braindead, their slot opens up.
Their job slot stays closed, but pop cap wise, it only counts players attached to a mob that is alive.
For reference, there are 3 pop cap types.
Soft pop cap (this just shows the user a message asking them to play on another server). Currently set to 50.
Hard pop cap (this prevents people from playing in the round, forcing them to ghost or wait) Currently set to 65.
Extreme pop cap. (this prevents people from connecting if more than so and so people are connected) Currently disabled. (I might set this to some insane number just as a failsafe, like 200)
Forum/Wiki Administrator, Server host, Database King, Master Coder
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NSFW:
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- Joined: Fri May 23, 2014 2:44 am
- Byond Username: Erisian
Re: Population Cap Discussion
What good does the second hard cap do besides drive people away? Don't we WANT people playing?MrStonedOne wrote:the "hard" Pop cap (the one being discussed) only counts alive players in the game.
When people die, their slot opens up. When people go braindead, their slot opens up.
Their job slot stays closed, but pop cap wise, it only counts players attached to a mob that is alive.
For reference, there are 3 pop cap types.
Soft pop cap (this just shows the user a message asking them to play on another server). Currently set to 50.
Hard pop cap (this prevents people from playing in the round, forcing them to ghost or wait) Currently set to 65.
Extreme pop cap. (this prevents people from connecting if more than so and so people are connected) Currently disabled. (I might set this to some insane number just as a failsafe, like 200)
- DemonFiren
- Joined: Sat Dec 13, 2014 9:15 pm
- Byond Username: DemonFiren
Re: Population Cap Discussion
What we do not want is massive clusterfucks.
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- Github User
- Joined: Tue Apr 15, 2014 11:41 pm
- Byond Username: Incoming
- Github Username: Incoming5643
Re: Population Cap Discussion
That's kind of the reason it's call the extreme cap, it's not a practical solution except as a stop gap if the servers suddenly got insanely popular.
Also you can give a message for it just like the other caps, so it'd tell people to go to Basil.
Also you can give a message for it just like the other caps, so it'd tell people to go to Basil.
Developer - Datum Antags: Feburary 2016
Poly the Parrot - All Seeing Bird Transcends Universe, Joins Twitter.
Kofi - Make A Poor Life Choice
Good ideas backed by cruddy code since 2012!™
Poly the Parrot - All Seeing Bird Transcends Universe, Joins Twitter.
Kofi - Make A Poor Life Choice
Good ideas backed by cruddy code since 2012!™
- Not-Dorsidarf
- Joined: Fri Apr 18, 2014 4:14 pm
- Byond Username: Dorsidwarf
- Location: We're all going on an, admin holiday
Re: Population Cap Discussion
Extreme popcap should be able to autolink to another server, like vg links you to bay or something silly.
It's not used by default, but an annoyed downstream host who cant support highpop might want it, I guess.
It's not used by default, but an annoyed downstream host who cant support highpop might want it, I guess.


kieth4 wrote: infrequently shitting yourself is fine imo
There is a lot of very bizarre nonsense being talked on this forum. I shall now remain silent and logoff until my points are vindicated.
Player who complainted over being killed for looting cap office wrote: ↑Sun Jul 30, 2023 1:33 am Hey there, I'm Virescent, the super evil person who made the stupid appeal and didn't think it through enough. Just came here to say: screech, retards. Screech and writhe like the worms you are. Your pathetic little cries will keep echoing around for a while before quietting down. There is one great outcome from this: I rised up the blood pressure of some of you shitheads and lowered your lifespan. I'm honestly tempted to do this more often just to see you screech and writhe more, but that wouldn't be cool of me. So come on haters, show me some more of your high blood pressure please.![]()
- Tunder
- Joined: Mon May 18, 2015 2:08 am
- Byond Username: Tunderchief
- Location: Killadelphia, Pistolvania
Re: Population Cap Discussion
>Change map to Asteroid
>Station and all departments are now larger, increase base job slots
>??????
>Profit!
Face it, Box is limited in size and scope, and isn't comfortable or enjoyable for >50 players. Capping the max pop is a poor choice of action, as it limits the expansion of our community, and we've been getting more new players than ever lately. So pick a larger map.
>Station and all departments are now larger, increase base job slots
>??????
>Profit!
Face it, Box is limited in size and scope, and isn't comfortable or enjoyable for >50 players. Capping the max pop is a poor choice of action, as it limits the expansion of our community, and we've been getting more new players than ever lately. So pick a larger map.
wól dir, spér, kriuze únde dorn,
wê dir, heiden, dáz ist dir zorn.
wê dir, heiden, dáz ist dir zorn.
- DemonFiren
- Joined: Sat Dec 13, 2014 9:15 pm
- Byond Username: DemonFiren
Re: Population Cap Discussion
Yeah, but as awesome as ass is, practically that suggestion is gonna be BTFO.
- Blonkz
- Joined: Sun Apr 20, 2014 3:24 pm
- Byond Username: Blonkz
Re: Population Cap Discussion
Enforce strict population-cap to force people to play on the almost empty 2nd server.
Better performance for everyone!
Or as Thunderchief suggested: New bigger map!
Better performance for everyone!
Or as Thunderchief suggested: New bigger map!
- DemonFiren
- Joined: Sat Dec 13, 2014 9:15 pm
- Byond Username: DemonFiren
Re: Population Cap Discussion
>sybil shitters on my basil
>better performance for everyone
Excuse me, but we've had this before.
>better performance for everyone
Excuse me, but we've had this before.
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- Github User
- Joined: Fri Apr 18, 2014 1:50 pm
- Byond Username: Xxnoob
- Github Username: xxalpha
Re: Population Cap Discussion
We do need a bigger map, but asteroid isn't big enough.
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- Joined: Fri Mar 13, 2015 10:26 pm
- Byond Username: KorPhaeron
Re: Population Cap Discussion
Basil and Sybil have different maps, different admins, different playerbases, and different playstyles I don't know why everyone keeps advocating that we send people from Sybil to Basil. Nobody would be happy with that.
EDIT: If my migrant things get finished/merged there will be plenty of extra space for excess players to run around.
EDIT: If my migrant things get finished/merged there will be plenty of extra space for excess players to run around.
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