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@Bibby0110
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@Bibby0110 Bibby0110 commented Aug 14, 2021

Github documenting your Pull Request

Will allow rounds with the population to run them, but not the readied up people ready. We're expecting around 25-50% of the un-readied players to midround join. Does not count admins nor people readied up to observe.

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experimental: For gamemode population calculations an unreadied player now counts as 50% of a readied one.
/:cl:

@Bibby0110 Bibby0110 requested a review from a team as a code owner August 14, 2021 13:12
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Needs tweaking, probably would be better between somewhere between 25% and 50%

@Bibby0110 Bibby0110 changed the title People not readied up now count as half a readied up player. [EXPERIMENTAL] People not readied up now count as half a readied up player. Aug 14, 2021
@JamieD1 JamieD1 added the TESTMERGED This PR is currently live in a test merge. label Aug 14, 2021
@Bibby0110 Bibby0110 added Fetish Content Oh hell no Literally the best PR My god its beautiful labels Aug 14, 2021
@Hopekz
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Hopekz commented Aug 14, 2021

What happens if not ready players are actually not ready since, with this PR, you force a game mode that ready people can't play because of the population.

@Bibby0110
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What happens if not ready players are actually not ready since, with this PR, you force a game mode that ready people can't play because of the population.

Most of the gamemodes function fine with less people, they're just kind of empty. This aims to assume that some of the people not readied up will actually play the game.
It has a chance to go wrong of course, but in general it should mean mid-pop will avoid the "traitor-because-we-don't-have-enough-readied-people-for-anything-else" cycle

@Anvilman6
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Anvilman6 commented Aug 16, 2021

I have my qualms about this. It seems like having un-readied people pad out the server count and trigger potentially higher population round configurations might cause issues as Rob noted, such as them just not joining.

Perhaps we can just tweak mode cutoffs and weight factors to create more diversity instead of going at it from this approach?

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I have my qualms about this. It seems like having un-readied people pad out the server count and trigger potentially higher population round configurations might cause issues as Rob noted, such as them just not joining.

Perhaps we can just tweak mode cutoffs and weight factors to create more diversity instead of going at it from this approach?

None of these things are mutually exclusive with this PR.
This PR is made exclusively due to the fact that when a round starts the chat will usually get spammed with people joining in right after, skewing the actual player count. Obviously the best solution would be delaying the selection of a gamemode for a few minutes, but that isn't feasible.

@ynot01
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ynot01 commented Aug 18, 2021

Can you make it so people observing count as 0%? and only those in lobby count as 50%

@adamsong
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That is what this code does

@TheLinuxOS
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I asked for this for so long thank you bibby for finally doing something good

@Bibby0110
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Can you make it so people observing count as 0%? and only those in lobby count as 50%

Yee already takes this into account. Readying up to observe is 0%, only not being ready counts as 50%
Admins are assumed to be observing at all times, (Unless readied up to play)

@JamieD1 JamieD1 merged commit d5aab95 into master Aug 21, 2021
@JamieD1 JamieD1 deleted the TheGamerdk-patch-1 branch August 21, 2021 12:21
Yogbot-13 added a commit that referenced this pull request Aug 21, 2021
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8 participants