The server is "only slow sometimes", so how much of the game time does that cost?
Saying that a small share of server steps ran late sounds harmless, but late steps are long, so they cost far more time than their count suggests. This entry shows the figure that matches what players feel.
Why this works
Players feel lost time, not lost counts. A late step does not only cost its own delay, it pushes everything after it back, so a few long ones can cost more than many slightly late ones. Dividing by the time that really passed keeps fast steps from hiding slow ones.
When not to use it
It does not help if the server has no regular rhythm, for example a game that only reacts when someone acts: there is no budget to overrun, so measure how long answers take instead. It also tells you how much time was lost, not why, so look for the cause separately.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 27 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "The server is "only slow sometimes", so how much of the game time does that cost?" (read_entry server-time-lost-to-slow-update-steps) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP