vgstation-coders / vgstation13

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Ideas to Decrease Latejoining #22091

Open Kurfursten opened 5 years ago

Kurfursten commented 5 years ago

Unfortunately a lot of people still latejoin instantly at shift start. Some ideas I've had in order of how good I think the idea is:

Remove Disincentives to Ready

Incentives for people who are ready at roundstart

Meta incentives for ready up

Disincentivize early latejoins I'd prefer not to do this because I think it could crate odd distortions in player behavior, but we could do something like

SonixApache commented 5 years ago

I still don't see why latejoining is even remotely an issue, aside from 'muh jecties'.

Kurfursten commented 5 years ago

Affects roundstart rulesets

DrSnips commented 5 years ago

While the roundstart manifest prediction has solved a lot of issues related to people wanting to latejoin it also has created a few new ones for example. -You see a single engineer ready. -"Oh ok. I guess engineering is set I will pick [role here] instead." -Round starts -Turns out that the only engineer ready is a mouth breathing retard and is just doing it for a free hardsuit. or -The player that was ready had the hopes that someone else would ready up to help teach them.

boy2mantwicethefam commented 5 years ago

Go for the high road, go for higher antag chances :dancer:

SonixApache commented 5 years ago

First two are a good idea. "Free HRP item of choice" is also a nice idea. Something I've wanted to implement for years, actually. The rest, not so much. People will sometimes latejoin 1-10 minutes in regardless.

SGuivenne commented 5 years ago
  • Improve readyup tools so that you can "get next job if coworkers present". Good for people who want to ONLY botany solo or who like to "fill in" a department that is missing crucial staff (e.g.: will set up power if there is no engineer but already a doctor)

I will say that this is the primary reason I latejoin at roundstart. As much as I love playing meme or chill jobs like chef, botanist, or mining/QM, if there arent' people in head roles or medbay or engineering or security or whatever its far more vital to round progression that I join as those, and as a result joining round start is actually a detriment to station game quality.

If you fix this I'd happily ready up at round start.

DrSnips commented 5 years ago

I'm not sure how this would work in practice but I'd imagine some kind of "experience" info for each department(sci, engi, med, etc excluding non-department roles like clown) might help supplement the manifest prediction. It could be done by player input or by stat tracking how many rounds you join as a department.

SonixApache commented 5 years ago

skills

😟

Caboozles commented 5 years ago

I like the ability to skip a role if occupied. I find solomed fun, and I have at times missed ready up to join because I tried to hastily back up to change roles.

Disabling latejoin for X time would be pretty bad, because sometimes when you start the game it’s already 2-3 minutes in, and if it’s between waiting 7 minutes and obsing or doing something else, I’ll always choose the latter.

If you’re so concerned about threat, why not add a second variable to threat calculation that can add anywhere between 0-25% of the starting pop as a phantom count to predict possible latejoining. Lowpop would still be low, but 14 players could fire as 16 to account for the maybe three people joining. I don’t think latejoining is as big of a problem anymore, but it’s not like threat doesn’t already have a chance of totally shitting the station. Pushing to the next threshold could just be another aspect.

ShiftyRail commented 5 years ago

I really wouldn't be against non-crucial heads - ie, anything but HoP & Captain - being forbidden for latejoiners. A slot can always be opened at the HoP's meme machine if needs be.

but why

A latejoin head always destroy the fragile equilibrium in their department, notably if a lesser role already assumed direction of said dept. Captains and HoPs are different because they have all-access and they are sometimes needed and impossible to replace.

spoonylove commented 5 years ago

I like the latejoiners taking a shuttle to get to the station bit. Rather than having people instantly pop up in the arrival shuttle having it come in when a player joins or maybe at set intervals like the beginning of an animal crossing game, we do already have the voices for it.

Kitfox88 commented 5 years ago

It'd be nice to have new folks arrive in an actual shuttle that comes and goes in regular periods, as well as maybe having a way for folks to leave the round that isn't just 'hide in locker suicide succumb'

SonixApache commented 5 years ago

Othercode servers (Polaris, I think?) have a 'tram station' that people spawn on, that has an actual arrivals shuttle to get on that leads to the main station. Could work.

theboy6545 commented 3 years ago

It'd be nice to have new folks arrive in an actual shuttle that comes and goes in regular periods, as well as maybe having a way for folks to leave the round that isn't just 'hide in locker suicide succumb'

Cryo pods?

SECBATON-GRIFFON commented 5 months ago

i tried coding in a "spillover" roundstart antag assignment thing for this but it was pretty disliked and probably wouldn'tve worked right anyways