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How Would You Feel About Advanced Mexes?

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Date Editor Before After
5/8/2026 8:30:59 PMNOrankClearing before revert after revert
5/8/2026 8:30:15 PMNOrankClearing before revert after revert
5/8/2026 8:28:45 PMNOrankClearing before revert after revert
5/8/2026 8:27:45 PMNOrankClearing before revert after revert
Before After
1 One could look at the problem of metal starvation in huge TAW games as stemming from inappropriate map choices for the player count. It comes at the same time as other "problems" that stem from this, such as highly constrained and spammy battlefronts (some see this as more fun though so I guess it's a matter of taste, however, it is often a divergence from the way the map is designed to be enjoyed). 1 One could look at the problem of metal starvation in huge TAW games as stemming from inappropriate map choices for the player count. It comes at the same time as other "problems" that stem from this, such as highly constrained and spammy battlefronts (some see this as more fun though so I guess it's a matter of taste, however, it is often a divergence from the way the map is designed to be enjoyed).
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4 An alternate solution to the metal starvation problems in big TAW games could be to push TAW into more suitable maps for player size, or, if it's already the case in some way like big maps showing up more in the vote, to be more restrictive in ranges. 4 An alternate solution to the metal starvation problems in big TAW games could be to push TAW into more suitable maps for player size, or, if it's already the case in some way like big maps showing up more in the vote, to be more restrictive in ranges.
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6 Each map could have a tag of "suitable for X to Y playercount" 6 Each map could have a tag of "suitable for X to Y playercount"
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8 The 4vote random map selection could stay within those ranges. 8 The 4vote random map selection could stay within those ranges.
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12 This would require the most upfront work, but ultra-ideally the range tagging could have multiple priority layers, which could lead to less "you have to fix this" work in the future: 12 This would require the most upfront work, but ultra-ideally the range tagging could have multiple priority layers, which could lead to less "you have to fix this" work in the future:
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14 Zero-K Admin Assigned > Map file itself (by map author) > Placeholder auto-tagging based on a formula that takes into account mex income and to a much smaller extent geo spots. 14 Zero-K Admin Assigned > Map file itself (by map author) > Placeholder auto-tagging based on a formula that takes into account mex income and to a much smaller extent geo spots.
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17 Admin Assigned Ranges being an option that could be turned on and off on a lobby basis. 17 Admin Assigned Ranges being an option that could be turned on and off on a lobby basis.
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20 Then again, right now, the lobby is ultimately responsible for re-voting until a suitable map is found, and it mostly works according the sensibility of the lobby, I think? So, ultimately perhaps something that would be strange to prioritize doing something about. Maybe we can verbally push players more to choose appropriate maps in TAW. And if maps just aren't suitable for 32v32. . . well. . . 20 Then again, right now, the lobby is ultimately responsible for re-voting until a suitable map is found, and it mostly works according the sensibility of the lobby, I think? So, ultimately perhaps something that would be strange to prioritize doing something about. Maybe we can verbally push players more to choose appropriate maps in TAW. And if maps just aren't suitable for 16v16. . . well. . .