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32-player TAW is not good for Zero-K

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30 hours ago
Large matches bring new players to Zero-k, but only having large matches also makes it losing players.

I hope for Zero-K to get over exceedingly large matches.

But at this point this needs developer/moderator action.
+2 / -2
23 hours ago
Just checking the title I was wondering, will this be a complaint about "games should be larger!" or would it be "games should be smaller!".

My solution to the issue that I prefer a specific game size is to join the lobby when game sizes are around those sizes (sometimes after peak hour, before it gets to 2v2). Until we have only 32 players games all day long I think this strategy will work just fine, and anyhow I did not see any reasonable alternative proposal that would not upset one group or the other.
+0 / -0
What do you mean if i play smaller matches it makes my team lose when i do nothing but build magpies
+0 / -0
15 hours ago
It most frustrates me when there's a TAW match that just started and the lobby's at 36/32 or whatever (plus spectators) and TAW2 is at like... 3.

Second biggest gripe is that few maps are designed for 16 players per team and those that are don't regularly come up in the map vote, so you're sharing a front at a 15 metal/second or whatever income. Hitting 30 metal/second is a rare luxury.
+2 / -0


13 hours ago
We've tried smaller rooms before, but the backlash has been fierce. Are you willing to actively support the new sizes during the early days of an experiment? We'd need some community support, in terms of explaining the idea to people, and collecting data. Otherwise we just hear people loudly proclaim that everything is ruined. And we don't get any good feedback as to what was ruined, and how, which would be required to run adjusted tests. There is no point running an experiment without data collection.

Split was a potential step towards supporting smaller rooms, but then it broke. It broke in a social way. Initially it made a fair number of successful splits, in that new games were created, but eventually it rarely succeeded. Does anyone have information on why this may have happened? The split limit was subsequently raised to 48 players, as high numbers result in more success, at which point the threshold is rarely met.

A 10v10 size limit sounds like a reasonable test. The current split settings would split at 32 players. Are rooms going to grow to that point? Probably. Is split going to work though? I would want people to report on it. If the goal is to optimise players finding games, then 10v10 hits the threshold earlier where players miss out on a game. If split doesn't work, then smaller room sizes just caps peak players at 20 rather than 32. So split, or natural split, has to work. To give it the best chance of working, we need people to support and explain it.
+3 / -0
9 hours ago
quote:
Otherwise we just hear people loudly proclaim that everything is ruined. And we don't get any good feedback as to what was ruined,

My interpretation (could be wrong, or biased due to who comments more) is that there are people that are "slackers" for which the larger the game the better. They get more resources, to try stupid things and less feel of responsibility. At the other end of the scale, the people that "try hard", prefer games in which they know they matter (so some play a lot 1v1), and some/sometimes challenges (team games). But in a large team game where you have both "slackers" and "try hard-s" the last category will get annoyed.

Does ZK prioritize one type of player over the other? For now I feel there was an uneasy balance. The "try hard-s" will probably play 1v1/ smaller teams/palladium/occasional reasonable sized TAW and advocate for more ways to get games in which you can try hard. The "slackers" will play mostly large size TAW and advocate for more games where they can fool around (more metal/more players).

Is TAW the reason ZK is loosing players? I am not that sure. There was more time spent in single player than I thought (last time I checked statistics I did on the topic), which we (as multiplayer players) ignore completely, so it is not the game is not "popular" but people also prefer other game modes (also chicken/other mods). I personally would probably play more if there would be some kind of "social" aspect to it (like Planetwars, clans). Random teams is good for balance, but I do have a couple of players, for which rather than play a game with them I would just logout (and they don't do reportable stuff)
+2 / -0
I usually am not a try-hard player. I do not try "stupid stuff." I play to win, but TAW allows me to focus on 1 type of effort - 1 lane, eco, air, raiding, water, mobile support, expensive support, nuke/widow, super weapon construction, etc. I can also switch focus as the game evolves. I do not need to do all those tasks at once in a TAW that I would need to do in smaller teams or 1v1.

I play to relax, but I like the competition of large TAW games. Often, I just like to watch TAW games because the victor usually is not decided in the first 5 minutes like most 1v1 games and recovery from a losing position is more likely in a TAW than a smaller game due to super weapons. If I cannot play a TAW because there is no room, then I often am quite content to watch.

It feels great to use Nukes, Odin, Scylla, Tac Nuke, DRP, Zenith, or Sneaky Air Strike, to turn a game around - or solidify a winning position.

My profession is mentally very taxing so that is not what I want from a game.
+0 / -0

5 hours ago
disable spectating. on game start, all non players get thrown out! or dont.
+0 / -1
3 hours ago
will disabling spectating get more games? if i'm spectating i'm not there to play. kicking me out is likely to just get me to close the game altogether. from past experience i know at least a chunk of other players feel the same. i feel like people complaining about spec-k see spectators as just a bunch of potential players, but not everyone is interested in playing all the time, and i suspect kicking out spectators might have the same effect as forcing a split does - frustrating people into closing the game or creating a second room that's dead in the water
+4 / -0
How can we get multiple largish team matches going in parallel? This is a challenge for Zero-K that all parties can agree on.

What makes TAW special compared to matchmaking?

1. You see who the other players are
2. You see which map is going to be played on
3. The matches are large
4. The skill level is mixed
5. It is a social lobby for everybody, the right place to be if you want to play.

Can we find and agree on a compromise to help Zero-K grow?

So let me make a wild and rough proposal.

* Zero-k gets a mechanism mixing matchmaking and TAW.
Try to appease as many as possible while allowing for more players.

* The team sizes are large.
Minimum like 10v10 or something.
Dynamically adjust size with active player count at the time.
Prefer multiple matches over fewer large matches.

* Skills could be mixed, but fair teams.
Balance not just numerically, but also by even numbers of try-hards and slackers.

* Once a match is found, people get to see who they are playing with and on what map.
Players can refuse, others fill in, until map/player pool is deemed a failure.
Water map? Just refuse. That dork is there? Just refuse.

* People join through an option in the matchmaker or by going to a special lobby.
We need to make it easy.
A big lobby that spawns matches sounds fun.

* All matches can be spectated freely.
Spec-K is fun.

If this was tried and didn't work or is an unsalvageably bad idea, please let me know. I'm just trying to find a way forward.

I'm willing to provide support, be active during tests, explain stuff, hype up people, write up experiences.

I think this needs UI work.
+1 / -0

103 minutes ago
I've been back in the lobpot recently, even though I strongly agree with the sentiment that it's degenerate. My updated take is as follows:

ZK is awesome. It needs to have this broad range of options. Free, open source, choose your own design. Chickens/Tower Defense or work on a new gamemode, propose a new unit. It's freedom and independence. We're lucky the lobpot isn't paywalled behind a fucking season pass.

So the lobpot exists, it should continue to be sequestered and studied.

While it was full over the weekend, we got the waiting list to agree and execute a 4v4 simultaneously. I think logically we wait until there are two full lobpots and then re-assess the situation.
+0 / -0
78 minutes ago
DErankmadez: additional things that can be seen as pluses for TAW:
  • you know approximately when you will get a game (when current game finishes)
  • if you "stick around" there is a chance you get a larger game at least at some point

+0 / -0
FRrankmalric, I think both points can be addressed in TAW 2.0, to give the proposal a name.

Allow me to think big and be ambitious. Because at this point I think we don't have a clear view of how we want to get where.

You see which TAW 2.0 are currently running, with both a small minimap with taken mexes, attrition counter, approximate frontline, running time, economy overview, current vote, etc.. This information overview of a match is not available to players currently in that match. This prevents unintentional spoiling of information but gives a good overview of when a match will end. And it would be fun to look at without having to load each match and catching up.

When more people stick around in TAW 2.0, bigger matches will start sooner, just like in OG TAW.

I think the classical lobby system is not enough.
+0 / -0