Greetings, Lobsters
I appreciate the developers experimenting to improve the game, but I feel the recent lobby changes have had a severe negative impact and wanted to offer some constructive feedback.
The core issue is that large-scale battles, the main draw for many players, are now essentially dead. The 22-player cap forces more people to spectate, and the queue system creates a frustrating "dice roll" for anyone wanting to play consecutive games. The automatic 32-player split into 8v8s doesn't help, as the lobby rarely reaches 32, and players have consistently shown they would rather wait for a big match than be forced into a smaller one they don't want.
This new system is incredibly frustrating. When I lose the "dice roll" to stay in the game, my impulse is to just quit for the night. Why would we expect a new player to do anything else? Imagine their first experience at peak time is playing one game, then being moved to the waiting list. It just happens, and they have no idea why. A great experience.
While things like the map pool add to the frustration, if the goal is to retain players, I believe the focus is misplaced. The single biggest barrier to player retention is not our lobby system; it's community culture. I recently witnessed a veteran player dismiss a newcomer, saying "I don't care if new players learn or leave, I want more Palla players." That toxic mindset does infinitely more damage to player growth than any lobby mechanic.
Honestly, it feels like we're trying to fix a problem that doesn't exist. What exactly was the goal here? It feels like we're compromising on player satisfaction, retention, and the large-scale battles that make Zero-K unique, and I'm not sure why.