Denied Persistent Popular Keypads

This suggestion has been denied and will not receive development.
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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:
  1. Makes traversing the site much less frustrating, especially in tandem with rubber-banding and random disconnects.
  2. People blame "not lag" less for getting them cornered by an SCP.

Possible Negatives of the suggestion:
  1. 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.
 
May 20, 2023
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WALES >:)
+/- Support
Sadly, I can relate to this. Also, I made this little file:
SCP-▇ "Anomalous "
[CLASSIFIED DOCUMENT]
[YOU HAVE BEEN WARNED]

SCP-001 "Anomalous Keypads" or "Not Appearing Keypads" is a anomaly widely reported at Site-65 and found to be only present at that site. This anomaly is notorious for not appearing when somebody is in danger like when a dangerous SCP (like SCP-939) or hostile GOIs (like CI) is coming to their way and making the person unable to retreat. This results in their death. However, the keypad may disappear at random, meaning that it won't matter if the person is in danger. This will result in their time being lost. Once either of these has been achieved, the keypad will appear, instantly, no fade effect, nothing. Site-65 ISD, GSD, RsD, as well as onsite MTF E-11 operatives are currently researching, protecting, and ensuring this anomaly doesn't spread.
 
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+Soft Support
I mean, if this is a technical possibility, maybe instead of 'always', just drastically increase the load proximity of these specific high-trafficked area keypads. I get the reasoning behind all of this and generally agree, but there's no reason for say, D-Class keypads to be loaded when you're in Core Sector, FL3, LLCZ or even just, in EZ, HCZ or on Surface. Permanent feels too overkill for this issue.
 
A good amount of it is just that the loading zones for them are way too small, or are misaligned. There is or has been a fair few keypad placements where it straight up will not load unless you jam yourself in the doorway so it counts you as being in the next room or whatever. With it only loading when you get super close in the first place, it means that if it is lagging, it won't load quick enough. Making the loading zones bigger and fixing the existing alignment issues would massively improve the experience of using them.
 
A good amount of it is just that the loading zones for them are way too small, or are misaligned. There is or has been a fair few keypad placements where it straight up will not load unless you jam yourself in the doorway so it counts you as being in the next room or whatever. With it only loading when you get super close in the first place, it means that if it is lagging, it won't load quick enough. Making the loading zones bigger and fixing the existing alignment issues would massively improve the experience of using them.
Had no idea the loading zones had actual defined physical bounds, thought they simply checked for distance and line-of-sight. Thanks for the insight
 
Had no idea the loading zones had actual defined physical bounds, thought they simply checked for distance and line-of-sight. Thanks for the insight
I don't know how exactly they work, but it seems that way or similar. There's been a few keypads which will only load if you jam yourself into the doorway so you're slightly into the next room - if you stay standing even touching where the keypad should be, it will never appear until you do that. The keypad as you enter the old EZ lobby was a notable one that always did that.
 

Verlocity

Head Moderator
Head Moderator
SCP-RP Staff
Content Team
Feb 18, 2024
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Suggestion Denied

Hi @grunger

Thanks for taking the time to make a server suggestion.
The Content Team has chosen to deny your suggestion due to the following reasons.

Reason: It is not currently possible with the way that the server is configured at the moment.

Your suggestion will now be locked and marked as denied.​
 
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