Loading...
  OR  Zero-K Name:    Password:   
Title: All Welcome
Host: ATrankATOSTIC
Game version: Zero-K v1.6.3.12
Engine version: 104.0.1-338-g911f59b
Started: 21 days ago
Duration: 84 minutes
Players: 9
Bots: False
Mission: False
Watch Replay Now
Manual download

Team 1
Chance of victory: 20.5%

CHrankAdminDeinFreund
Team 2
Chance of victory: 0.3%

ATrankInperpetuammemoriam
Team 3
Chance of victory: 19.2%

PTrankraaar
Team 4
Chance of victory: 1.8%

INrank0_k
Team 5
Chance of victory: 4.6%

DErankakademiker
Team 6
Chance of victory: 9.1%

ATrankATOSTIC
Team 7
Chance of victory: 19.5%

NOrankKingstad
Team 8
Chance of victory: 9.1%

NLrankmalric
Team 9
Chance of victory: 20.3%

EErankAdminAnarchid

Show winners



Preview
Filter:    Player:  
sort


CHrankAdminDeinFreund
20 days ago
(edited 20 days ago)

This game had performance issues. Besides that it was great!
+0 / -0



AUrankAdminGoogleFrog
20 days ago
Performance was pretty good until about 23 minutes in. The zombies were spamming out a lot of paths.
+0 / -0

USrankSteel_Blue
20 days ago
I'm glad Zombie FFAs are becomming a thing
+0 / -0

PTrankraaar
20 days ago
I should have terraformed that detriment with the caretakers.
+0 / -0


EErankAdminAnarchid
20 days ago
(edited 20 days ago)

quote:
Performance was pretty good until about 23 minutes in. The zombies were spamming out a lot of paths.

For me, it was horribad.

I resigned because i was 3 minutes behind. On a live game. With no gamespeed changes. There weren't that many zombies then. That was at 36 minutes, when it became unmanageable and my djinn farm collapsed due to lack of management; the resign then took 3 minutes to process. It started lagging earlier, perhaps at 20 minutes, maybe even sooner.

I don't remember this happening before for me on this machine. I remember playing a zombie FFA on Trojan which didnt have this issue. Also by my observation catching up has become a lot slower very recently (months).

I tried disabling these on the fly, to no effect:
- Dynlights (both projectile lights and deferred rendering widgets)
- Endgame stats
- Every non default-on widget i have (attrition, deluxe player list)

This had no effect.

Also i think not every player was affected? Could it be OS sensitive?
+0 / -0


AUrankAdminAquanim
20 days ago
Both recent complaints I know of were on Kolmogorov. Is that just because clusters are not being played on other maps?
+0 / -0


EErankAdminAnarchid
20 days ago
My complaints about slow catch-up are map-agnostic. The mutual timeout game was on Catcher.
+0 / -0


CHrankAdminDeinFreund
20 days ago
(edited 20 days ago)

Maybe the relatively large count of teams (FFA) also plays into the mix.

Also underwater post-terraform pathfinding is terrible, it would help if mouse clicks registered on the sea floor instead of the surface.
+0 / -0


ATrankMeep
20 days ago
My performance issues are also not related to one specific map.
Just tried to join a game that was running for 10 minutes. After 2 minutes of catching up I was still 6 minutes behind. It usually took less than a minute to catch up the initial 10 minutes.

According to my system monitor one core was running at 100%.
+0 / -0

PTrankraaar
19 days ago
I had performance issues here too, at points I was lagging like 10-30s behind, but then it recovered within a minute or so.
+0 / -0