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Cop cap


Cop cap  

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  1. 1. Cop cap



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Just now, Patato said:

We also had 4 servers for years, 

If you look at the data theirs a direct correlation with cop cap and the rise in our population.

 

What was happening was 25 civs would be on and 15 cops would choke them out making them rage quit. Cant have cops without civs.

yeah well then make it that after 50civ.. you should be able to have 20 cops on so ppl can do a real prison bank or fed...

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On 12/13/2019 at 9:25 PM, Patato said:

We also had 4 servers for years, 

If you look at the data theirs a direct correlation with cop cap and the rise in our population.

 

What was happening was 25 civs would be on and 15 cops would choke them out making them rage quit. Cant have cops without civs.

How is there a direct correlation?  There were multiple servers, now there is one. Forcing everyone onto one server is why there are more people on one server, the server actually being stable is why people are on the server, new shit, working features, are the reasons people are on the servers, OGs coming back in the hopes that shit is going to be fun again are why the servers are full again. Correlating it to a cop cap is ridiculous.

Edited by HotWings
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4 hours ago, HotWings said:

How is there a direct correlation?  There were multiple servers, now there is one. Forcing everyone onto one server is why there are more people on one server, the server actually being stable is why people are on the server, new shit, working features, are the reasons people are on the servers, OGs coming back in the hopes that shit is going to be fun again are why the servers are full again. Correlating it to a cop cap is ridiculous.

1.) Why are you always a week late to quoting me.

2.) I cant be asked to pull up the chart again, But basically Server 3 had been shut down and 2 was locked for about a month. You would see 20+ cops on steam rolling small groups of players making it impossible for them to make money. So mid day we would have 30-50 civs but 20-25 cops and it was a constant team roll as no one wanted to do anything. That would persist until a large enough group of players logged on to draw the cops attention to a bank/prison/fed then the civs would go and make money/enjoy the server. Then our population would shoot up and max out the server, Im not saying the current group cap is a perfect soloution but it helps stop the steam roll that was making new players quit.

 

You can pull up the average play time on battle metrics and players on first connect are staying longer and longer - So not only are we getting new players (which we were before group cap) we are now retaining them.

 

Yes a number of other things helped, but don't try and sit here and tell me medic releasing influenced players on their first connect to stay longer - additionally lag wasn't even fixed yet as Azeh didn't solve the major lag issue until November 9th (Group cap was released about September 15th and we saw a steady rise in player retention even though the servers were buggy as all fuck and medic was rife with bugs)

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