Quick answer: Profile the per-tick cost, cut per-player work with spatial partitioning and interest management, and cap players per instance to what holds your target tick rate.
A tick rate that sags as the match fills makes the game feel worse for everyone. Cutting per-player cost holds it. Here is how.
How to fix it
1. Profile per-tick work
Measure what the server does each tick and find the work that scales with player count.
2. Partition and cull
Use spatial partitioning and interest management so each player only processes nearby relevant entities.
3. Cap to a safe count
Set the player cap to the number that sustains your target tick rate under worst-case load.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every backend error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.