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24/7 High Elo Team Lobbies

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4 years ago
quote:
Encouraging people who want to play a sweaty game to just ditch the lobsterpot whenever they feel like it does penalise the players who want to play a game that is both (a) not a total joke and (b) not super tryhard.


Why do the middle of the road players need the try-hards to stop a game from becoming a total joke?

Moreover, this is a social exercise which means a certain etiquette should organically build up. Consider:

You've got a full no-elo pot. Someone in that pot says
"Anyone want to join a competitive game?"
Let's say 5 other people agree, but 4 of them are from 1 team, meaning their departure will seriously skew the player count. Those 6 may ditch it there and then. However, someone, whether they are part of that group or not then posts an !exit vote advising the pot that the game is going to be skewed and a restart might be preferred.
The rest of the pot votes and so makes a collective decision on whether to continue despite the imbalance or to abort and start again. The 6 go off and play their competitive game, the remainder either carry on or restart. Everybody is doing what they want to do instead of some doing something they're not completely happy about.

That may even be an extreme example. Perhaps those 6 would actually be willing to wait until the conclusion of the current game to hive off after all. Perhaps it's an hour long marathon that everyone, even the tryhards has invested so much in they want to see it out.

The no-elo option might make it permissible to ditch a game in full swing, but that does not mean people will suddenly run to the extreme all the time.

The legalisation of cannabis in various jurisdictions hasn't resulted in everyone suddenly puffing joints all day long (yes, I know there are still other disincentives to toking up like taxation but I'd suggest the basic premise still holds). All it's done is shifted the boundaries of the permissible in society. For that to happen in any community, you need two things:
1) a portion of the community wanting to push in a certain direction.
2) a signal from the the "authority" that it's OK to go that way.

The no-elo default lobsterpot is a simple (and better yet, low cost) signal saying it's OK to "not lobsterpot" which we don't really have at the moment. Sure everything I've discussed here is theoretically possible today, but (possibly through inertia, I'll admit it's only having this debate that's made me think in these terms) in reality it falls outside the permissible in the Zero-K community, evidenced by the fact that it is not already happening.

I'd suggest the onus is on you to show why the way things are, with a portion of the community persistently dissatisfied is better than the way things could be if we loosened up just a little bit.

Many (most?) of us live in jurisdictions where it is the law that reasonable steps must be taken to accommodate the preferences of a minority. Now, I hesitate to make this argument, because I don't want to sound like I'm saying the stifling of my gaming preference is in any way comparable in magnitude to the suffering of oppressed minorities throughout history and in many parts of the world today (let's be clear, it absolutely 100% isn't) but the principle that it is desirable that a minority should be accommodated to a reasonable extent by the majority holds whether the competing interests are gaming preferences or deeply held religious or philosophical beliefs. I'm already accommodating the majority by participating in lobsterpots, why don't they return the favour?
+1 / -0
4 years ago
Well, that being unviable, another thing we could do is have one "lobsterpot room" allowing 32v32 games or whatever, and have the other team room be more reasonable and limited to 8v8. Then people who want large but not insane games would at least have a chance of pulling that off with a correctly sized room.
+0 / -0
I feel like the main problem here is the lobsterpot.
  • The problem is when people join, they either have the chance of waiting in a new room for a high quality small team game, or immediately joining a lobsterpot for a low quality sh*tfest where nothing really matters.
  • Most people choose the 2nd option and then go afk waiting for the lobsterfest to end. And this is logical, because a boring game is better than no game.

  • But why does it have to be this way?

Why can't we make small teams the default, and then only open up lobsterfest hosts on special occasions, like weekends or busy hours?
  • And it would be even better if there was juggling to pull spectators into lobbies that are missing players.
+1 / -2
The way I see it, having high elo small team lobbies and beginner elo small team lobbies will give all players a chance to play higher quality games where their actions matter more and are appreciated by their teammates.


High skill players can play with high skill players, and beginner skill players can play with beginner skill players, and those players will be drawn away from public lobbies, allowing mid level players to play with each other, free of toxicity and frustration at teammates who aren't contributing.
+0 / -0
quote:
Why do the middle of the road players need the try-hards to stop a game from becoming a total joke?

They need the try-hards not to actively sabotage the game by leaving. If the try-hards just weren't playing a particular game in the first place it would probably be fine.

quote:
The rest of the pot votes and so makes a collective decision on whether to continue despite the imbalance or to abort and start again. The 6 go off and play their competitive game, the remainder either carry on or restart. Everybody is doing what they want to do instead of some doing something they're not completely happy about.

Except for anybody who was enjoying the game they were playing and has had it taken away by the whims of the people who left.

quote:
I'd suggest the onus is on you to show why the way things are, with a portion of the community persistently dissatisfied is better than the way things could be if we loosened up just a little bit.

You are suggesting that we trash any form of meaning in large team games (and, in my opinion, make them substantially less fun) to make life slightly more convenient for the fairly small minority who want "competitive" games, but don't want to play 1v1. The fact that you can't see the problem with that does not put any "onus" on me to do anything.
+0 / -0
So to confirm, has it been decided that UnLuky and those that agree with his request for a permanent high ELO team game room is denied?
+0 / -0

4 years ago
I believe AUrankAdminGoogleFrog has been working on implementing an alternative which may address the issue. He'd have to say exactly what the details are and when it is expected to happen.
+0 / -0
quote:
So to confirm, has it been decided that UnLuky and those that agree with his request for a permanent high ELO team game room is denied?
Yes. Experience has shown that this specific request is bad for the playerbase as a whole. The result essentially bans new players on days where the High Elo room happens to be the main seeded room. Players will join the biggest room then spectate because they are unable to play. Most people lack the initiative to leave the big room and seed the All Welcome game.

Refinements of the proposal could work. Perhaps a High Elo lobby could exist automatically at particular times, and based on the health of All Welcome. People have talked about this but there are a few unsolved subtleties (eg how do you deal with variable All Welcome health) and I don't see anyone doing the infrastructure work required. GBrankPRO_rANDY a permanent high elo 3v3 host is possibly small enough to be fine. I would still stay that there is a bit of a risk of it causing a spec party and sitting at the top of the battle list as the largest room. The safest approach would be to create it after the All Welcome room is healthily running.

I have implemented a command aimed specifically at solving the coordination problems involved with suggesting that a few people split to play a smaller game at the end of a large one. It will be in the next lobby release (which should be the next update).
  • Players can type '!proposebattle' in any chat window.
  • Other players can click on the text to accept the proposal.
  • When enough players click on the text, the proposer automatically hosts a game and the players that accepted automatically join it.

Some details:
  • The proposer can type the options (space-delimited) minsize=N, maxsize=N, minelo=N, maxelo=N after the !proposebattle' command.
  • The proposal is accepted when minsize players accept (including the host as a player that accepted).
  • The battle is hosted with !maxplayers=maxsize
  • Players outside the minelo to maxelo range cannot click on the text, and the text has a tooltip that tells them this.
  • The hosted battle is an ordinary Teams host with the proposer as the host. They can do !type or whatever they like.
  • The hosted battle has an automatically generated password that is sent to the accepting players. The password can be removed with '!password' (as usual) but then anyone can join.
  • Players can click the proposal text to join the game even after the game is hosted.
  • '!endproposal' ends your ongoing proposal.

This isn't what some people want, but I think what some people want (a 24/7 big teams high elo room) would destroy the playerbase given a bit of time. This isn't even a command with a particularly high chance of success. I see it more as a safe experiment where the likely failure state is "the command is too cumbersome and nobody uses it", as opposed to many other experiments where the failure states are more often "new players are effectively banned from the game".

The command exists to probe the question of why the teams MM is barely used. In theory, if people wanted to play high elo team games then the teams MM can provide the solution. I think one of the big issues with teams MM is risk. Here are some of them:
  • If an odd number of people join teams MM then one of them will not play.
  • You cannot see who is involved or your teammates. There is a risk the game will be unbalanced.
  • The map is random, so there is a risk of playing on a map you don't like.
  • If you click play then the game may be rejected because someone was AFK.

Teams MM also suffers from being antisocial. There is also a chicken-and-egg issue where most players lack a MM rating so they won't get a good small teams MM game for their first few games. The proposal system essentially tries to take the coordination aspect of matchmaker into a battleroom, as a battleroom is social and removes most of the risk.
+8 / -1

4 years ago
for the MM, I assume my problem with it is singular to me, it doesn't offer my preferred game mode 3v3-5v5, it only goes up to 1v1-2v2

3v3 and above is virtually nonexistence
+0 / -0


4 years ago
Actually I also added a 4v4-6v6 matchmaker queue to infrastructure a week ago, but it still suffers from the other issues.
+2 / -0

4 years ago
ooohhhh gooodies, I don't know about other people but I promise to use it at least 3 times every day off I have for a month
+1 / -0

4 years ago
I like AUrankAdminGoogleFrog's proposal. When it came down to it, what I was trying to argue for was a solution to what he has elegantly described as the coordination problem. The new command sounds like it might offer that without the side-effects of my thoughts.

To get it straight in my head, would I be right in thinking that the functionality would be such that if I did !proposebattle in the pot, there would be a link visible to anyone in the pot? Any player who met the entry criteria could click it and once critical mass was reached, off we splinter.

Would that proposal persist in the lobby so that if I set it up and then played a pot or two because nothing better was on, it would persist throughout that time so once enough people got annoyed with storage spam, meteor rushes and snitch ramps, they'd have a convenient escape? Would it be visible to new arrivals automatically or would it be a case of reminding people from time to time? If there were several proposals with the same conditions, would they be separate or merge into one (guessing not on this)?
+0 / -0
quote:
I was an avid supporter of the split command and can corroborate GoogleFrog's observations.


Since all of you seem to agree that that was indeed the result as AUrankAdminGoogleFrog claims I'll take your word for it.

Upon rereading the conversation I noticed that this split you talked about was not enforced, as in anyone could simply rejoin the higher/lower elo room. That is a simple problem to correct, by disallowing the lower elo players from joining the higher elo room and the higher elo players from joining the lower elo room. Elo limit would apply to spectators too to discourage idling in favour of playing.

You could have:
1 server for any elo
1 server for high elo
1 server for non-high elo

Mixing shit players with not shit players is making the game worse for both parties.
+0 / -0


4 years ago
GBrankthe_green_squig the proposal is exactly as visible as chat. If you send an identical proposal then the link acts as another link for your ongoing proposal.

unknownrankTinySpider the split games started immediately so there was enforcement at the level of the default action being to just play the game. I think the rooms were also locked for a few minutes to combat the exit and room death problem. Enforcing the split permanently sounds like a recipe for people having a bad time. The movements of the players at the time expressed a clear preference to play a larger game.

quote:
You could have:
1 server for any elo
1 server for high elo
1 server for non-high elo
Is this basically a reiteration of the suggestion in the OP? It has been discussed for three pages.
+2 / -0
4 years ago
I have heard of this idea for years.

Basically the problem was *before years ago* that there isn't enough players online at any one time to fill two 16x16 game. New players like the big games because less stress and less work and more fun. Elite players do not want to play ***ON THE SAME SIDE*** as new players.


When I blamed downvotes for creating a toxic groupthink echochamber and driving players away. People reply that there are far more players now than before.


Yet, I read this thread that suggests that splitting the main room into two rooms will cause issues, I am confused because years ago the reason auto room splits were problematic is because not enough players to fill both rooms.



Again I ask remove downvotes.

+2 / -2

4 years ago
Played some team games today, went well but it was a rocky start.

First UltraGodzilla hosted a "2v2 High ELO" game for us to play in, and after the first game ended, one of the specs was doing commands to change the room name to "3v3+" and trying to make it a bigger game. So we let them keep the room and I went and rehosted our 2v2 game and set max players 4, the original culprit followed us and tried to change our game to a bigger one again but was unsuccessful... (from browsing other threads, am I correct to understand that kicking this person would have got me banned?) After this we managed to play a further 5 games without incident.

Is it possible to set a max ELO for game rooms with a command?
+0 / -0


4 years ago
I'm sorry to hear that GBrankPRO_rANDY. The problems with kicking were unlikely to apply to a 2v2 room. Kicking a disruptive spectator will not get you banned, and even kicking players can be fine. A good way to think of kicking is that you are borrowing moderator powers so should apply similar standards. Also, most of the forum is talking about larger battles where kicking prevents the player from playing at all. If someone is stopping a game from happening then by kicking them they lose nothing, while other people gain.

Kicking and elo limits are issues in rooms which are big enough to be the default big room. Players will flock to it not knowing or caring that some portion of players are unable to play. The excluded players have to choose between seeding their own competing room from scratch (an unlikely prospect) or just spectating and getting a bit of fun that way.

In the case of an elo limit is is obvious how some players are blocked. With hosted games it can be subtle and they tend to be fine provided that the host does not kick spuriously. You might think that a host should be free to police the battle however they wish, but this does not apply to a host that has displaced the autohosted large game. We tried fully self-policing non-autohosts for a bit and the result was trolls seeding alternate teams rooms so that they could kick whoever they had a grudge against.

Perhaps minelo could be applicable to non-autohosts up to a certain size (say 6) and there could be better ways to kick people or block voting, but we don't have the developers to pursue this at the moment. For now I have fixed !proposebattle.

Send '!proposebattle minsize=4 maxsize=4 minelo=2500' to any chat to create a link that anyone with 2500 casual or MM elo can click. Once three people click, the four of you will be put into a passworded game with you as the host. The link can be sent multiple times and even works to invite people into the room once it is hosted. The room won't attract unwanted spectators or disrupt seeding unless you remove the password.
+1 / -0
4 years ago
Allow me to present my side of the story and explain my actions. I was getting frustrated after losing many games because the newbies on my team were sucking metal to porc in base, make trollcoms, not expand, etc.

So after I saw the room, I figured the difference from 2v2 to 3v3 wouldn't be that big, and Randy let me change the settings so I thought he agreed with me. When he left, he took most of the players with him, and me just wanting a game, I followed him. My past experience with a room full of spectators is that they don't simultaneously become players. Maybe it was on me, and I should have waited longer, but in the moment I just wanted a good game. When it became clear I was not welcome, I left.

GBrankPRO_rANDY I'm sorry you interpreted my actions this way, and I didn't mean to disrupt your plans, I was just hoping for a good game. I just really wish there could be more high level only games, as they are orders of magnitude more fun and fulfilling to play.
+0 / -0
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