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Because personally I try to join the game and get 'Server at capacity' and just leaves my PC on the retry screen, and go do some chores and get grocery, or get some lunch and do some work.
Sometimes I get in within 15mins, sometimes I don't get in even after 2 hours.
I can imagine a lot more people doing the same as I do.
This is 100% true but also creates a vicious cycle. Less space means longer queues means more people deciding to idle so they don't have to sit in queues means we've created a loop. So it's a symptom of a problem that only serves to exacerbate the problem, becoming a problem in and of itself.
its the login process that is having issues. they put out a patch that fixed matchmaking about... 12 hours? ago. anyone can easily join the game right now by clicking on someones steam profile that is playing
sooo its just an issue with the login
EDIT: why is the player count always higher than what is assigned to PC? weve been way beyond the cap devs set
The devs grossly undershot because, historically, OG Helldivers never hit more than about 2% of HD2 current capacity at peak popularity.
We gamers have been largely starved for a fun-first AAA-quality game for years and HD2 delivers exactly the kind of product we want, so we draw in friends and they draw in their friends, and on the chain goes.
Of course there are problems, you've got the perfect equation for it.
This is only true for people that are intentionally going afk to hold their spot. I bet most people think nothing of it to leave their game running while they go get dinner or run to the store when they are on the ship by themselves. And then their wife wants to watch a movie etc. It's probably just ignorance for most of them...but either way it's on the devs.
I estimate at least 25-50% afk, or at least solo on their ship checking loadouts at any given time. Better game design would not require server space for people playing solo or just on their ship between missions.
You can join instantly even when "Server is at capacity" if you know how.
I believe the steam player count shows everyone including those sitting on the loading screen waiting for the servers. Steam still thinks you are in the game.
I have idle and disconnected timers to terminate user sessions for any of our RDP users.
If they are idle or disconnected from their session for two hours group policy kills their server session.
Any service that has users actively connecting in to it should have some type of idle timeout.
Even if it only catches a very small percentage of users idling too long, there's no reason to not just garbage collect and regain the resources anyway.
The literal only downside is the labor time to set that up in the first place.
I don't know how great that would be in this case not knowing how this game is coded, but it does blow me away a bit this one doesn't have any type of idle timeout.