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QuickMatch and springie improvements


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30 posts, 1504 views
CZrankAdminLicho
24 months ago


We have rolled out a new version of autohost and lobby which change the way stuff works:

Starting the game
* starting the game now needs a vote if more than 1 players are present (!start causes a poll to start)
* auto starting was removed
* attempting to start very big game now results in automated "vote split players" - you can override this by forcestarting as always


Moving to other game
* !move [host] and !votemove [host] were implemented - they now move all people from the autohost to a new one (For example use !move PlanetWars to start a vote to move all people there)
* !splitplayers and !votesplitplayers were implemented properly and fixed. Splitting creates low and high elo hosts but keeps people from the same clan together.

Spectator state
* bugs regarding people unspeccing after move or split were fixed
* also if you are spectator and join other game manually you will be a spectator again


QuickMatch
* quickmatch no longer self-activates, it must be manualyl clicked for it to start
* quickmatch instead self-deactivates if you join any room manually
* rules were tweaked and improved so that huge games are no longer preferred and it should suit well people at times of low activity or people who seek to play 1v1, ffa and other rarely played modes as well as people who just want to wait for any of their prefered games to end to play asap.
* qcuikmatch dactivates if user is idle, starts a game or spectates
* big games are no longer massively preferred over small games
* currently joined game no longer has a preference
* several bugs in quickmatch were fixed, including the one where you join 1v1 host without a partner or where players were sometimes moved while quickmatch was disabled
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NLrankNapoleon[GBC]Tandstickor
24 months ago
Nice to see things keep getting better. I'll give qm another try with small teams and 1v1s.
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EErankAdminAnarchid
24 months ago
(edited 24 months ago)


Donator star
quote:
* starting the game now needs a vote if more than 1 players are present (!start causes a poll to start)

At first i was liek OMG and then i was liek WOW.

Noticed it this morning - it's a very welcome change. Woot.

I wonder if ZKL have some widget for those votes (like ingame)?

quote:
* quickmatch instead self-deactivates if you join any room manually

Will it deactivate if i use non-zkl lobby, and set prefs from site? (i fully expect that, but just checking in case i *don't* need to f5 each time :P )
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CZrankAdminLicho
24 months ago


ZKL has a special panel for votes and also "notifies" people that the vote is going on if they are not tabbed to ZKL.

Due to problems detecting various states in other lobbies, quickmatch support for other lobbies was removed - no longer possible to activate on site.
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EErankAdminAnarchid
24 months ago
(edited 24 months ago)


Donator star
quote:
Due to problems detecting various states in other lobbies, quickmatch support for other lobbies was removed - no longer possible to activate on site.

That's sad.

(but at least there's the "я креведко" option instead)
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ESrankNapoleonElTorero
24 months ago


Yay, finally no more trollninjastarts!
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CArankAdminPxtl
24 months ago
Looks perfect. Almost exactly what I wanted... although I worry that the vote start could make starting a game really slow if it takes a long-assed time for the start vote to complete.

I'm wagering those split votes will almost never pass, but I'm happy they're there.
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EErankAdminAnarchid
24 months ago
(edited 24 months ago)


Donator star
quote:
I'm wagering those split votes will almost never pass, but I'm happy they're there.

They still are a vast improvement over the old way to split, where the algorithm would have been:
1) threaten to leave the room
2) rally supporters
3) leave room
4) supporters consider leaving against staying comfortable warm hive
5) while they consider and some actually defect into your new room juglar decides that it's not allowable and puts all you back.

I had a thought about QM in non-ZKL lobbies. Maybe allow it to be activated until first successful match with timeout via springie command? Something like
!getmeanoob 5min
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FIrankSoldierAlcur
24 months ago
Brilliant. Well done.
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CArankAdminPxtl
24 months ago
Yeah, I was hoping for a move-with-minimum or an opt-in-split or something - that is, everybody that votes "yes" and those votes are above a pre-defined minimum? They go.

Something like "!invitegame 6" where only the "yes" voters are moved and they only leave if at least 6 people vote yes.

But either way, Licho's new system is good enough for me.
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DErankDudeAhira
24 months ago

Donator star
Sound great!
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USrankSoldierFaelthas
24 months ago


"qcuikmatch" - lol
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PLrankDudeniktu
24 months ago
omg, i waited for those changes soooo looong! THANKS!
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EErankAdminAnarchid
24 months ago
(edited 24 months ago)


Donator star
Hmm. I'm getting this thing when people join, then leave, then join again, then leave again in short sequence.

I (honestly) wonder if it's their brains or juggler causing this :D

Does it log its actions anywhere?
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USrankSoldierTheDarkStar
24 months ago
The only thing that really bugs me with the quickmatch options is that it says "sily maps" instead of "silly maps".
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EErankAdminAnarchid
24 months ago

Donator star
quote:
"sily maps" instead of "silly maps".

It's a feature. Since when does silliness associate with good grammar?
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CHrankAdmin[V]sheep
24 months ago

Donator star
Default to "votesplit" when > 20 players fails badly when players do not want to split: if majority of players vote no... then it just need 1 player to press start button to cause the vote to be issued again. And people vote no, and again and again.

!forcestart has its own problems... described countless times. I requested a long time ago to have a !startoversize (and !vote...) that would balance properly.

Proposal:
when votesplit is induced by size > 20 AND majority vote no... when someone try to !start again, don't issue !votesplit again... issue a vote on forcestart, if you don't want to implement a !startoversize, which would be the proper way to handle it...

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DErankSoldier[2up]knorke
24 months ago
quote:
quickmatch support for other lobbies was removed
when i idle in 1v1 waiting for players, (with non-zk lobby) will other players still be moved to there if they have selected 1v1?
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DErankSoldier[2up]knorke
24 months ago
quote:
* attempting to start very big game now results in automated "vote split players" - you can override this by forcestarting as always
what is size is "very big"?
i am in 8v8 room atm..did not see such thing? neither in a 9v9.

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CZrankAdminLicho
24 months ago


quote:
when i idle in 1v1 waiting for players, (with non-zk lobby) will other players still be moved to there if they have selected 1v1?


Yes

Regarding size- i changed it from 16 back to 20 due to people complainign they have to force every game.

Experienced host splits at 12 i think.
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GBrankSoldierPrincey
24 months ago

Donator star
good change! I hope when it splits :D we get some good high elo games :)
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CArankAdminPxtl
24 months ago
Perhaps different splitting logic would be better? Call a splitvote when the game goes over 12 players, again when it goes over 16, again when it goes over 20... but if the splitvote fails? Don't call it again until after the game is *played*. But that means saving the state of "last splitvote called" and resetting it when !start passes, and I don't know how stateful springies are.
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CZrankAdminLicho
24 months ago


Thats a sound solution and not hard to implement. Less hack than special handling of "failed" result of split.

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DErankSoldier[2up]knorke
24 months ago
quote:
Regarding size- i changed it from 16 back to 20 due to people complainign they have to force every game.
and then change it to 24 if people complain they have to force every game again? :/
If splitsize is adjusted to be just under the number of players online, it will never do anything.
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DErankNapoleonKlon
24 months ago


what does the impulse capacitor do?
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EErankAdminAnarchid
24 months ago
(edited 24 months ago)


Donator star
quote:
what does the impulse capacitor do?

It sends machines into the sky above us all.

And builds (from space) fleas near mexes of those who do not know.

Or inside the walls of their mohogeo. :P

Ah, too bad they nurf't it.
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DErankNapoleonKlon
24 months ago


what is the part of it where it worked like a capacitor? and how does it work now?
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EErankAdminAnarchid
24 months ago
(edited 24 months ago)


Donator star
If you're asking "what was making athena a capacitor", idk :X

How it works now: it doesn't. You can't launch units into space and abuse cylindric buildrange to insert deep-strike terraforming into enemy territory.

Oh, wait! Why are you asking this in quickmatch thread? :0
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DErankNapoleonKlon
24 months ago


actually i was wondering about the wording capacitor. it described how the gunsghip would be shot in space and then slowly falling back? and how is this changed now? also im asking because this is the patch notes thread. i didnt wanna molest people by making a new thread for this :)


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CArankAdminPxtl
24 months ago
An impulse-capacitor is a unit that doesn't apply its impulse at the exact moment that its received, but instead has some ability to "store" the impulse. It's a physics bug. By storing up the impulse it can stay close to the Newtons while they can push a tremendous amount of force into the unit, and then that massive amount of force is released all at once, allowing the unit to go *really* high on only a few Newtons.

This is far more than would've normally been applied if the impulse had been actualized immediately, since the unit would've been pushed out of the Newton's range.
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