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32-player TAW is not good for Zero-K

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43 days ago
what are some of the cons to big teams in zero-k?

super weapon rushes?
krow/dante/pal rushes?

whats the thing that doenst scale well?
+0 / -0
It is probably objectively win-chance-increasing in many large teams games (maybe even 22p, but much more in 32p) for several players (and not just the inept) to reclaim their own factory and assist teammates' construction, and not really doing anything interesting unless they get gifted units from allies.

That feels pretty lame to me, and its lameness has kept it from being very popular outside of stuff like Paladin rush. But ideally games are constructed in such a way that the optimal strategies are not lame.
+2 / -0
From USrankHellaciouss:
quote:
For me, I am not great at micro, I prefer a more supporting role which is not feasible in small matches as in small matches you have to perform all roles at all times - not my cup of tea, never has been. Those games are for young kids who have something to prove.


This isn't at all about micro, support vs offensive roles or showing off.

In many lobpot matches I spent a lot of my attention and metal in ecoing, griding and remexing. Isn't this support? There are many useful things that can be done that don't require excellent micro.

This isn't about elitism either. I'd gladly explain how things works, why some things are better, or how to configure Zero-K, if I can help.

This is about some players not wanting to figure out what the team needs to win and then do that. People not wanting or not listening to advice but rather just doing their play in a big match where they don't immediately lose. I get it, it's fun to be able to try things and let others struggle with the necessary grunt work. The big lobpot basically forces everybody to cooperate. There are people that want their team to win and do what's necessary, and for them the lobpot can be frustrating work. That's unfair! Come on, you can't be serious to demand that that is all there is to Zero-K, day in day out, for years.

Every sport out there has leagues and tournaments. This provides a reasonable experience to everybody involved. How is it bad then for Zero-K to have multiple lobbies with different meta/skill?
+2 / -1
The cons?
+ Most of the units the game is designed around are obsolete damn near the moment they hit the field
+ Players are stuck with an income that is not sufficient for most strategies
+ The above two points interact - most units small enough to make are not good in big teams, so players are encouraged to passively wait while building something that might be useful
+ Individual player impact is small and this makes playing unsatisfying
+ It's hard to have impact, but it's easy to be impacted upon by multiple players, encouraging passivity at the back while others get wrecked to facilitate your passive teching/ecoing. Perverse incentives.
+ This also makes most strategic decisions kind of arbitrary. Your opponent is always doing rock, paper, and scissors. So is your team. How do you make strategic decisions in this environment?
+ The feedback for learning is terrible, resulting in players learning bad habits and remaining bad players.
+ The space isn't actually that safe for newbies, because your performance is lost in the noise but you have many more people looking for someone to blame.
+ Somehow the room cap coalesces into one room culture, which effectively caps the active multi playerbase to the size of one room.

Big teams is an RTS without strategy. It's competitive without personal success or failure. It's a sandbox that limits viable choices.

Despite all this, the only issue being addressed is the last one. At 32 player room cap, we seem to land at an unfortunate number of players defined by how many people are willing to wait outside the room to play, which isn't enough to seed a second room. If we lower the room cap, the number of people who show up and are waiting MAY hit a threshold that it currently doesn't, allowing for a second room to be seeded and increasing the total effective cap on players. Room player cap is therefore something that may be able to be tuned to socially engineer a more accessible play environment.

If this is the case, ZK may overcome one of its hurdles to playerbase growth. The reasoning above is my own, don't assume I speak for the mods.
+6 / -0
Also it's completely viable to play support in small teams, so long as your team is onboard with what you're doing.

Damn near pure eco opener in 3v3

Team mate makes no damaging units in 2v2 (and contributes meaningfully):
+2 / -0
OMG, AUrankSnuggleBass, can I give you an award or something? You basically said it all.
+0 / -0

43 days ago
What I would give to one day see TAW split in 2 and then each half forced to play their equivalent team in BrutalAI.

That day I suspect a lot of misconceptions about how unviable early units are would be shattered.
+0 / -0
quote:
That day I suspect a lot of misconceptions about how unviable early units are would be shattered.

I doubt it. Circuit, even on Brutal, is pretty hopeless against a porc fortress. I expect the average All Welcome team would beat its numerical equivalent in Brutals pretty easily.
+3 / -0
43 days ago
zeroK has a culture and history of biggest possible lobpot games.
You can not change culture by changing one number in a config file.

The interest is not strategy but the social dynamics of a giant clusterfuck RTS parody.
Having fun with your niche interest: like making fusion farms or terraforming or catapulting crawling bombs or commander hunting.

There are reasons why the game is in the state it currently is in and why it has retained a certain type of players while other have left.
It took a long time to get stuck in this corner.

Devs write dozen of "cold takes" articles on balance and game design.
Long pages explaining why they changed BA flash tank to have 2% more speed and an annoying sound, then front page news when speed changes another 2%
But for the fundamental question of team sizes the answer had been "lets cramp all online players into one room."
Why no frontpage news on this change?
After reading the threads it is still unclear to me what the goal is.

After a decade of lobpot, I think it is way too late to change teamsizes without losing players.
zeroKs current playerbase is not interested in playing an RTS with the mindset of a Starcraft/Age of Empires/BA/.. player.
Managing your base and combat at the same time is a core gameplay element of RTS games.
In zerok, even that is too "try hard" for some players.
They came for 16v16, 16v16 is advertised on steam, they stayed for 16v16, why would they be happy with 11v11?

If players wanted smaller matches then they would play or host them.
But nobody ever put a limit on their self-hosted large teams room.
+3 / -0

43 days ago
quote:
I doubt it. Circuit, even on Brutal, is pretty hopeless against a porc fortress. I expect the average All Welcome team would beat its numerical equivalent in Brutals pretty easily.


That's true, but then you can point out that AI took 2/3 of the map (or more) and the players only survived by stacking aegis and managing to put a cerb up.

If only one player was with the AI, they could just go straight to impalers and take out whatever porc the players get before a cerb is finished.
+1 / -0

43 days ago
ZK kind of breaks down with large team sizes, especially on small maps when people start together (e.g. NW vs SE).

People can rush big things owned by one or few relatively high skill players.

A lot of the economy is tied to the commanders, which mitigates the disadvantage of falling behind in early expansion while rushing some combo.

Team that rushed to expand with raiders may find themselves with nothing significant to raid and then steadily beaten back.
+3 / -0

43 days ago
If there was a will, this could be fixed by reducing the starting metal storage.

Not as easily done but still possible would be to scale the starting metal storage with the number of players. The more players, the less you start with.

And then, if you must, apply a small metal multiplier. The start is slower, but the ramp up is faster.

Demistrider rush is only possible because enough players, each with 500, pool into one project. Cut the inital metal and it's not viable anymore.
+3 / -0
42 days ago
quote:
ZK kind of breaks down with large team sizes, especially on small maps when people start together (e.g. NW vs SE).
The players who like this type of gameplay are saying otherwise.
The things you list as "bad" are what the players enjoy.


quote:
Does ZK prioritize one type of player over the other?
I think: yes.
The best answer is to simply look at the current playerbase.
Competitive gameplay never got of the ground. There never was an 1v1 scene or clans like in other RTS.
Cluster reigns supreme.

Beside social dynamics it is also a result of game design:
-the teamsizes were not set by accident
-autohosts with small crowded maps and clumped, easily defendable startpositions
-shared income
-factory plop and easy eco
-no techtree
-many options that do not contribute to good RTS gameplay but are funny to mess around with: Commander upgrades, terraform, newton launchers,..
+1 / -0
42 days ago
Honestly, an alternate !split command could easily solve issues with seeding a second team game in a 26/22 TAW#1 situation. Currently the !split command rips the room in half without the consent of many of it's players. This leads to general unhappiness, as well as one of the matches usually dying soon after.

Another option is to create an alternate !split command, that when activated brings up a vote. Perhaps it could say something to the tune of "Would you like to start a second game?" Any prospective players interesting in starting a new teams room could vote yes, those who want to stay vote no. At conclusion of the vote, all players who voted yes are transported to TAW #2 or next open TAW lobby, and those who vote no remain in the original lobby. Now you have a way for players to easily coordinate a transfer to another lobby, while allowing players who vote no to avoid the split and keep playing games in the current large-ish lobby.

If this vote is effective enough at seeding new pots, then perhaps the TAW room can return to 32 players again. For that to work though, split should probably be a mandatory first vote after map finishes with 10-14+ players total in the lobby. Then after conclusion of the split vote, the map change poll would appear as usual.
+0 / -0
42 days ago
so it's been 2 weeks now of the experiment. Did it in fact achieve it's aim or not? do we revert back or continue (and for how long?)
+1 / -0
42 days ago
Not sure if you missed this, but just in case, you can see some analysis after one week at : https://zero-k.info/Forum/Post/271738#271738

I would hope that we would get some similar update in the near future.
+0 / -0

42 days ago
I feel that due to current community composition and diverging interest the experiment will have biased results for some time. I'm unsure how to solve that, but it would be unfortunate for Zero-K to stay stuck in a local optimum.
+0 / -0
We are now at 11 days of the 22 player limit experiment. It looks promising, however player data is too noisy to tell if there would be a long term effect. I am confident at this point in continuing the experiment because the data seems to indicate that the effect has not been negative. We may have had an anomalously good past week of games, or there could be something to some combination of the smaller room sizes and waiting list change. One surprise is that additional rooms are being seeded without the !split command.

In terms of player feedback, the positive feedback seems to outweigh the negative. Some people say they much prefer the 8v8 to 11v11 sized games, others say that they only way to play 16v16. I am going to side with whichever option seems the best for long term growth. I like how, so far, the teams hosts have been running for a larger proportion of each day. This seems important for attracting players. Although I would not rule out running 32 player games on particular days.

Here is some data.



The above is a timeline of the last month. You'll have to click on it to view a a larger version. It shows the player counts in teams battles that ran in the past month. The battles are stacked so that the total players ingame can be read off the graph. The dotted line is the total spectators across all battles. For example, the peak on Monday the 14th corresponds to Multiplayer B2219014 18 on Fields_Of_Isis, Multiplayer B2219005 14 on Tabula-v6.1 and Multiplayer B2219004 6 on Altair_Crossing_V4.



The numbers do not correspond perfectly because the screenshot shows the players in the room while the graph shows players in game. There is another technicality in that the graph is grouped by 10-minute period, which is necessary to avoid spikes from the ~5 minutes downtime between games. The peak is capturing Multiplayer B2219013 20 on Tau12, which started after the Tabula game.



The top of the timeline graph has a summary for each day. The main number is player minutes i.e. the total time spent in team games by players each day. This is calculated directly from game durations, so the 10-minute period of the graph has no impact. The things I noted last time are holding steady.
  • There seem to be more player minutes, on average, since the start of the experiment.
  • There are more games overall.
  • There are about as many games with at least 16 players.

Eyeballing the last month is a decent sanity check, but it is tricky to draw anything concrete from it. Really, it is difficult to say anything definitive only 11 days into the experiment. But that hasn't stopped me from making more graphs.



The graph above compares the last 11 days (in red) to every other day this year (in green). The box plots are the median and 25th and 75th percentiles. All it really says is that the two weeks prior to the experiment were not abnormally bad. The results so far are an improvement, on average, on the first six months of the year.



Here is an increasingly complicated way to validate the eyeballing of the timeline. This graph shows how much of each day was spent above a set of player count thresholds (8, 16, 22 and 32). This uses the 10-minute batching, so is prone to a bit of weirdness, but it should average out. It doesn't say a whole lot, and mostly just supports the idea that the player distribution spread out across the day, and possibly flattened a little. Although at this level of disaggregation, many of the data points are well within the old distribution.



Finally, this graph is a companion to the one above. It shows the uptime of games of particular sizes during the day, rather than the total playerbase. To see what is going on, note that the red dots in the "size ≥ 32" categories are all sitting at zero. The graph supports conclusions such as "it wasn't harder to find 8v8s during the past 11 days". The baseline data is also quite interesting, as it quantifies what we would be giving up with a smaller room size limit. The uptime of games with at least 22 players ("huge" games) is only around 3-4 hours per day, over the week. It also says that 32 player games were only particularly common on Friday, Saturday and Sunday.



In terms of player numbers, the experiment is the last dot on the weekly players graph. This graph shows the daily number of players that played any online game, averaged over the week. It is too bumpy to say much, especially short term, which is why I am resorting to collecting team game frequency and size data. The hope is that having more games for more of the day is good, and will lead to more players.
+13 / -0
Thank you, AUrankAdminGoogleFrog, for creating those updates. When this discussion started you made clear that you expect support in many aspects if changes are done. Yet you are who provides thoughtful and data-based analysis. I don't think I could do this due to not having access to the data, but even if I could, I'm very thankful that you still do that for the good of the community.
+0 / -0
quote:
The only number to answer the test is whether more people play when the 22 room or 32 room is full. Should look at same days the year before and month before. When the 22 room isn't full, then the test really is not running. Find the times when the 22 room is full and compare to that same time the year or month before. If when the 22 room is full there are more people playing (PvP or PvE) than that same time the year and month before, then the room limit probably helped. The difficulty is isolating for only times when the 22 room is full.

USrankQuietMute this is the right kind of idea, but as you can see above it is a lot more complicated. Player numbers bounce around in a way that isn't consistent year to year. I am also not sure about limiting ourselves to models in which the room limit only matters when there are more players than the limit. Eyeballing the timeline graph above, you'll probably find that there are more player minutes above the 22 player threshold per-experiment than post-experiment. But is that all that matters? The "at least N players" graph says that, so far, more time is spent at or above 22 players post-experiment.

That said, I'm inclined to agree that Monday the 21st isn't that relevant to the experiment. This day failed to have a game larger than 8v8. It probably would have gone like this either way. But I keep in mind that people may or may not have shown up to play because of the changed room limit.

quote:
If there is less than 16 players in a TAW match I exit and go play BAR, so I feel like you are not correct in assuming large matches are "bad for Zero-K".

USrankHellaciouss then perhaps you'll support a 22 player room limit, if the early results hold up. Because there are consistently more games of 16 players or larger.

quote:
Thank you, AUrankAdminGoogleFrog, for creating those updates. When this discussion started you made clear that you expect support in many aspects of changes are done. Yet you are who provides thoughtful and data-based analysis. I don't think I could do this due to not having access to the data, but even if I could, I'm very thankful that you still do that for the good of the community.

Thanks DErankmadez. I should point out though that everyone has access to the data. I'm not even doing the sophisticated scraping that allows for the 1v1 stats tool or the team game analyser. I just went to the replays page, held Page Down until I hit the start of the year, and copied the page into a text file.
+6 / -0
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