Zone cooldown after activation
How long an encounter zone pauses before it can trigger again. Shared by all players.
scum.EncounterGlobalZoneCooldownMultiplier=1.000000
What does this setting do?
After a zone has triggered, it pauses before it can become active again. This multiplier changes that pause. It ships as 1.0.
The crucial detail is in the developer description: the cooldown applies to all players, not per player. Once one player has triggered a zone, it is quiet for everybody else too. That has a consequence worth knowing: walking through the same area shortly after somebody else, you find it noticeably calmer – not through luck but because your predecessor used the zone up.
High values strengthen that effect and make the island quieter for everyone once several players are out. On performance-tight servers that is expressly welcome: the more players, the fewer zones active at once.
Low values reverse it. At 0.25 the same zone can trigger repeatedly in quick succession, and a busy area produces enemies continuously. This is the setting that reliably brings a fully loaded server to its knees.
Which value suits my server?
1.0 to 2.0. Quiet areas after someone passes through are no loss.
1.0 (default).
0.5 to 0.75, if the tick rate allows.
What to watch out for
One player uses the zone up for everyone else too. That explains why the same area is full for one and empty for the next.
Below 0.5 the same zone triggers again at short intervals. On full servers that is a sure route to a tick rate collapse.