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Push for Removal of Player Limit

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2 days ago
The problem with Zero-K is not that the players choose to play in the same room (since it's fun for them). The problem with Zero-K is that lobbies die from frustration with being forced to spec, player limit forcing people to wait, and (although irrelevant to this post) map picker choosing a map no one wants to play.

GIVE THE FREEDOM TO THE PLAYER BASE! Remove the player limit, and let people who want to play big games play big games, and the people who like to play small games can play small games. It is simply frustrating to FORCE players to play smaller games.

If people get to play the game they want, they'll stick around for longer, and the game wouldn't be dead half the time.
+4 / -0

2 days ago
As a superfan of big games (I always hoped we would get bigger than 32 player games) and somebody who agrees with your comments overall, it would be bad to pull the experiment at this point. Stop now, and it's been a complete waste. Give it a month and you have some usable data to make better decisions.

I still think there are better ways to get people to spark new lobbies and achieve the same result.
Using a carrot and not a stick.
+3 / -0
2 days ago
quote:
If people get to play the game they want, they'll stick around for longer, and the game wouldn't be dead half the time.
I play this game for many years. For many of those years there was a 32 player limit, and we ended up with the situation before the limit enforcement, where the number of players still felt constant over long periods of time.

I have no clue what will happen next, and what (else) should be tried, but I can't ignore the fact that the previous situation did not seem to lead to an increased number of players.

I do fear that in fact the experiment will have no noticeable impact to the total number of players active - there might be different players playing, but it might be that money in advertisement would have a larger impact than any technical changes.
+2 / -0

2 days ago
Instead of going back to one 32p room:

How about having the 32p room as a kind of event?
+4 / -1
2 days ago
quote:
but it might be that money in advertisement would have a larger impact than any technical changes.
Do the stats graphs not show there are 20-50 new players per day?
But they do not stay. Even after steam release the new players did not stay.

Regarding spending money:
I read in older threads about donations that it is considered too complicated to use it for development directly.
So how about this, and it might sound like a strange idea, but consider it:
Why not pay people to play the game? Like amazon mechanical turk or something.
There are several thousands euros just sitting unused. In Germany the minimum wage is 12€ per hour.
In some countries it is less. You could likely pay like 10 people to play for 2h each day for a few weeks.
You could basically double the online activity during some times or boost it just enough to make a 2nd room possible.
Advertisement has questionable outcome but with paid players you know that you get what you pay for.

Maybe it is a stupid idea. But this is the 62323-th thread on playerlimits and post number 760943250 on advertisement.
So I wanted to post something that had not yet been posted a million times before.
+0 / -0
43 hours ago
The forum seems to be full of ideas. The difficulty (in life and in zk) is someone making the effort to implement one idea or another given that you have no guarantee of the result. I was just trying to say "we don't know what will work for sure, maybe X is better than Y, but is hard to know before hand" (where X was advertisement and Y was technical change).

I do not think we can hope for players "to stay forever" (in the end life changes in time for everybody), but we could hope that ZK acquires a bit more players than it looses.

If you want to go the route of "not here for the game", we might as well have bots. Not sure the current AI-s can be as innovatively detrimental to the team as some players, but people might not even notice if there are just a couple of bots that play around "average". Personally, I would prefer to have only humans.
+0 / -0

42 hours ago
in my opinion, adding a some more content to the game and asking players to play a bit more and spread through word of mouth or on specific forums in a kind of concerted effort may be more effective than spending on ads.

that said, i have no idea how effective ads are, really. I'm very skeptical about them.
+2 / -0
37 hours ago
what kind of content?
there are hundreds of units. thousands of maps.
posting on forums was already tried so often that the threads were being removed in some subreddits.
+0 / -0
In the same vein as "marketing" (which includes advertisement), I am not sure that the ZK website design attracts new players. In my view BAR does a much better job at that. But adjusting all of that (website, consistent communication on specific channels, etc.) is a big effort that requires resources (time and/or money).
+0 / -0

29 hours ago
why hasn't there been a poll for this?
+0 / -0

29 hours ago
It's also important to learn how to compete with the enemy team. What's the point of hiding behind 25 vs. 25 matches? In my opinion, it leaves you feeling dissatisfied: what contribution did you make to your team's victory? Is it more fun? I don't think so. Too much lag, the same old back-and-forth mid-map, waiting for someone to play Paladin or Detri or Rave Party. It's like watching the same movie over and over again.
The beauty of this game is speed, in my opinion, outflanking the enemy and catching them by surprise. With 50 players on the same map, you can't.
+1 / -0

29 hours ago
quote:

what kind of content?
there are hundreds of units. thousands of maps.


there could be more variety of units for each factory and/or commander chassis/mods.
(1v1 early game hinges on the same few units for each factory that it had 10 years ago, with very few exceptions)

maybe a set of exotic maps with some theme and gimmick.

other games seem to be doing some kind of seasonal content.

could be tied to some competitive event, or just the event itself.

basically some excuse to spike the player base, even if slightly, then hopefully retain some for a while.
+1 / -0


28 hours ago
Content spikes, word of mouth, ads etc... is all good. The trick is that some players have to volunteer to run it.
+2 / -0
quote:
maybe a set of exotic maps with some theme and gimmick.
I have read older threads on map design and it seems developers do not want that. There were some suggestion for map design that went beyond just textures and heightmaps, someone said basically "Yeah, we have a system to categorize such maps, we will tag them as silly." (quote from memory)

quote:
(1v1 early game hinges on the same few units for each factory that it had 10 years ago, with very few exceptions)
If that is true then is it bad gamedesign? Or a result or being based on BA where the idea was to have some spammable "baseline units" like Flash and PeeWees or sometimes missile units. Other units being used in smaller numbers as support. It worked there?
Most RTS begin with a small unit selections (scouts, raiders) and as the game progresses more unit types become necessary.
What units would you like to see more in early game? Artillery? How would that work?
Either way, I doubt developers will completely rebalance the game for 1v1. Especially since very few people play 1v1.

quote:
Content spikes, word of mouth, ads etc... is all good. The trick is that some players have to volunteer to run it.
Strange trick. Developers develop. Players play.
Players also donated money, so developers can use it for ads. Do it.
+0 / -1