- Feb 26, 2023
- 285
- 70
- 61
What this suggestion changes:
Keycard scanners and buttons that connect high-traffic areas (zone checkpoints, departmental spawn rooms, D-Block airlocks, etc.) should remain apparent and functional no matter if there is a player nearby. I cannot count how many numerous times, from personal experience, that the server fails to register a player near the keycard scanner, and I ultimately die to an SCP or enemy raiding party as a direct result of being unable to retreat. Interestingly, I find that "not lag" exacerbates this anomaly, compounding anger towards the "not lag" during peak player count hours.
As for the supposed performance hit, I'm confident the server and its players will be capable of keeping an additional few keypad entities loaded into memory. It can handle GOC PACs.
Has something similar been suggested before? If so, why is your suggestion different?:
No.
Possible Positives of the suggestion:
Possible Negatives of the suggestion:
Based on the Positives & Negatives, why should this suggestion be accepted?:
The current system of keypad culling is just not it. With the assumed aim of reducing resources, it negatively influences gameplay to a much greater degree due to the increased perception of "not lag" on the server. Overall, it just isn't an acceptable tradeoff. Keep the system in place, just make it so that group of players won't be stuck behind a door for 10 seconds.
Keycard scanners and buttons that connect high-traffic areas (zone checkpoints, departmental spawn rooms, D-Block airlocks, etc.) should remain apparent and functional no matter if there is a player nearby. I cannot count how many numerous times, from personal experience, that the server fails to register a player near the keycard scanner, and I ultimately die to an SCP or enemy raiding party as a direct result of being unable to retreat. Interestingly, I find that "not lag" exacerbates this anomaly, compounding anger towards the "not lag" during peak player count hours.
As for the supposed performance hit, I'm confident the server and its players will be capable of keeping an additional few keypad entities loaded into memory. It can handle GOC PACs.
Has something similar been suggested before? If so, why is your suggestion different?:
No.
Possible Positives of the suggestion:
- Makes traversing the site much less frustrating, especially in tandem with rubber-banding and random disconnects.
- People blame "not lag" less for getting them cornered by an SCP.
Possible Negatives of the suggestion:
- Additional entities being persistently loaded will take (a small amount of) resources.
Based on the Positives & Negatives, why should this suggestion be accepted?:
The current system of keypad culling is just not it. With the assumed aim of reducing resources, it negatively influences gameplay to a much greater degree due to the increased perception of "not lag" on the server. Overall, it just isn't an acceptable tradeoff. Keep the system in place, just make it so that group of players won't be stuck behind a door for 10 seconds.