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[EXPERIMENTAL] People not readied up now count as half a readied up player. #12022
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Needs tweaking, probably would be better between somewhere between 25% and 50% |
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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. |
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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. |
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Can you make it so people observing count as 0%? and only those in lobby count as 50% |
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That is what this code does |
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I asked for this for so long thank you bibby for finally doing something good |
Yee already takes this into account. Readying up to observe is 0%, only not being ready counts as 50% |
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.
Wiki Documentation
Changelog
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experimental: For gamemode population calculations an unreadied player now counts as 50% of a readied one.
/:cl: