How long do players sit around dead while their friends keep playing?
Waiting to come back is the most boring part of a multiplayer match, and the average hides who suffers most. This entry shows how to measure dead time per player so that doubled log entries do not inflate it, and how to spot the long single waits.
Why this works
Waiting feels worse than the total says, so look at both how much of the match is lost and the longest single wait. Merging overlapping entries first matters because the same seconds must be counted once, however many times the game wrote them down.
When not to use it
It is irrelevant when players keep something to do while dead, such as watching with a role or helping from the sidelines. Then a long wait is no problem, and only boredom would show it. If rounds are so short that dying costs only seconds, there is little to measure.
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 "How long do players sit around dead while their friends keep playing?" (read_entry time-spent-dead-and-waiting-to-return) 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