let's set d o w n some (
groundrules) wrote in
lostcompass2022-08-23 04:48 pm
to cap or not to cap...!
Hey guys! Since we’re about a week away from the September calendar drop — and since apps should probably open around the end of next month or the start of October — it feels like a good time to check in about how crammed we’re feeling.
Juicy stats time: eastbound currently homes 52 characters and 41 players, spread over 26 canons and one shiny original characters section. In a nod to inflation, that’s a roughly 478% increase on the game’s start in March last year.
The day’s question is whether we feel it’s time to introduce a player cap.
It’s all up to you, so fill in this fine form and drop your $0.02 by 23:59 GMT on 31 August, to incorporate it in the September calendar. All feedback is screened for your privacy.
Some PRO/CON cap notes & arguments:
- ■ Caps typically preserve mod bandwidth and define the cosiness of the game and how easily you can have 1-1 interactions.
■ For a better picture of available characters at a given time, remove some 15-20% of the numbers to account for hiatuses, people about to drop, etc.
■ Players with multiple characters typically rotate which they favour for plot involvement and tend to consume the same mod bandwidth at a given time. So player caps are usually more effective than character caps.
■ Fewer players mean more individual access to plot. But if multiple hiatuses coincide, that can stall the plot without traction.
■ More characters and players lead to a higher diversity of play styles and ideas. But too many could make it harder to track developments.
■ Caps probably shouldn’t apply to returning players. This is both to thank folks who’ve helped the game get where it is, and to avoid situations where someone is not having fun but fears they won't be able to return if they drop.
