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32-player TAW is not good for Zero-K

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I left the experiment running for a few weeks, and then did not want to post stats that could bias the poll. But now we've got a good amount of data so I'm ready to post some results and make some changes.

Almost everything of interest is inconclusive, and most of what might be true is confusing. Here is the solid ground:
  • !split was not used and the prevalence of multi-rooming was low beyond the first week.
  • Activity on weekdays seems to have increased while weekend activity seems to have decreased.
  • There were fewer large games.
As a result I will raise the room size to 32 player on Saturday and Sunday.

The least conclusive finding is the overall player count. Here is Steam average players:



Here are the site-generated unique daily multiplayer player charts:




It is all too noisy to say much, as activity is far too noisy. All I would say is from these stats is that the activity on weekends might be lower. We would need to run this experiment for months, maybe years, to see a change. So in lieu of clear player data, I have processed the battle size and duration data. The goal here is to find some changes that might feed into a mechanism that would say something about long term playerbase growth.



Here is the simplest stat: games per day. Overall there were more games. I only have the time at the moment to look at graphs and write, so I've done a count of the below- and above-median daily games.

Days with above-median count Days with below-median count
Games of at least 8 players 25 13
Games of at least 16 players 21 19

There were far more "good days" if we just want games with at least 8 players, and about as many good days as bad for games of at least 16 players. But games per day is probably not the most important stat for playerbase growth.



Here is the number of hours covered by games of various sizes. I think this stat is indicative of future growth since people are more likely to stick around if they can consistently find a game. It is especially important for growing into weak timezones. Here is the same breakdown of under- and over-performing days.

Days with above-median coverage Days with below-median coverage
Games of at least 8 players 26 13
Games of at least 16 players 16 22

Coverage is much better for medium games (8+) and worse for large (16+). But here is where it gets weird: the improvement is driven by weekday behaviour. There are 20 above- and 8 below-median days during the week, compared to 6 above and 5 below on the weekend. The weekend has better baseline coverage, but for some reason the change has brought the weekdays closer to the weekend baseline.



Finally, the playerminutes. See https://zero-k.info/Forum/Post/271928#271928 for an explanation of this plot. What we can see now, with more data, is that the weekends were probably hurt by the change, while the weekday results are inconclusive. Saturday is was below the median six weeks in a row, while Sunday had two low outliers. This supports the depressed weekend indication from the unique player charts.

The unsurprising part of these results is that the weekends were negatively affected, at least from the perspective of playerminutes and running 16+ player games. It makes sense that, if there was little multi-room behaviour, then you'd see fewer games. The main point was to test whether we would see more multi-room behaviour. The surprising result is that the timezone coverage of the weekdays improved. For most of the week the 22 player limit is not even relevant. My best just-so story is that long huge games (22+) put a strain on lobbies via player exhaustion, and on weekdays there are too few players coming in to keep the lobby alive.

This gets us to the result stated at the top: raising the room size limit to 32 on the weekend. The weekend saw no significant benefit in terms of timezone coverage, and paid for it with reduced large game coverage and playerminutes. In terms of player preferences, 30% of the poll said they wanted to play larger games, so all else being equal, it seems fair to raise the limit at least some of the time. If we were seeing significantly more 16+ player games, then I would probably keep the limit at 22, since 16+ is already quite large, but that is not what we saw. Friday could go either way in terms of defining the weekend, but it saw a significant increase in 16+ games and coverage, so I will leave it at 22 and see if the trend continues.

Switching the rooms around twice a week is an annoying manual task, so I don't know how long it can go for without automation. But I would like to see if the weird result during the week persists.
+24 / -0

12 days ago
Oh my, AUrankAdminGoogleFrog, what can I say? You are such a treat for us. Liking the new change, too.
+3 / -0
Seems to me like the experiment is running for the sake of running the experiment, and needs to be stopped. Here's why:

  • It didn't work. "The weekends were probably hurt by the change, while the weekday results are inconclusive." Split command was not used and "multi-rooming was low beyond the first week." Multi-rooming is the desired result of the experiment, and if full time limit doesn't work, part time has even lower chance of forcing player behavior. The best the experiment would do is to make both weekdays and weekends inconclusive.

  • It's strongly disliked. The data is noisy, what isn't noisy is player opinion. As of now polls say 27% strongly dislike, 12% dislike, while only 4% of people strongly prefer it. It's obvious people don't like the player limit, and I dare say nobody likes the fact that they can be randomly kicked to spec. Giving players the stick is not a way to make the game better.

I appreciate the experiment but perhaps it should end sooner than later.
+4 / -4

11 days ago
USrankjackyzhou554, I think the point is that the data is still fairly inconclusive, and running the experiment for longer will hopefully make the data more conclusive, hence the "to see if the weird result during the week persists."
+0 / -0
11 days ago
i think most days have a certian time that the lobby is full its like 3 hours were the TAW is 22+, we all got used to dose hours and know that if we want a full game we should come at does hours.
+4 / -0
7 days ago
We should bring back the 32 player TAW
+4 / -0

6 days ago
I think it is frustrating for me, when i cant join an already full 22player Match in Workdays. I want to play full games with lots of people, I like 32player very much in the last years.
+3 / -0
Your representation of the data is a bit skewed USrankjackyzhou554

Actually most people said they prefer whatever is good for growing the playerbase with regards to the room sizes, and when you look at what games are most popular from the poll before that then we a clear winner with about half of the playerbase prefering small teams of 2-4 people and another 10% prefering moderate team sizes of 5-7. So the lobsterpot enjoyers are actually a minority.
+3 / -2

6 days ago
Do keep in mind though that 16v16 not being your favorite game mode to play doesn't mean you don't like it at all or don't want it to be an option. I, for one, generally prefer to play smaller team games over very large team games, but I still like those 16v16 games, and sometimes prefer them, and the fact that they exist as an option at all is incredible.
+5 / -0
4 days ago
Holy data, GoogleFrog! Awesomeeee.

I can't provide anything smart to say except I think this will make me look forward greatly to weekend games. And we can still play smaller games any time that we want.

Woohoo!

Oh and this is sooo random but how about a game option mode where there is just one factory type allowed: mirror match.
+0 / -0
3 days ago
For the 32 player saturday change, can we do that starting from Saturday in the first timezone? or at least not the last. At least set it to Saturday for Asia or Europe. Now we have to wait for east coast US? Which is literally the last timezone?
+2 / -0
3 days ago
My personal feedback on the current player limit is not positive. I would appreciate it if it led to new or more games. The current setting does not seem to achieve that. Since I play quite regularly, the following stands out:

1) Fewer games are being played on Fridays and Saturdays. At the moment, Saturday prime time, there is not a single TAW game.

2) When there are games, they are at the max limit, but there are no parallel games. This only worked in the first week with 22P.

3) In 22P, the TAW lobby collapses when 4-5 players do not start a new game. Unfortunately, this is happening more and more often.

4) The spec room is often full, but no one is playing actively. This is probably due to the higher responsibility in smaller lobbies.

5) Due to the smaller lobby, no skill players weigh much more heavily, which leads to frustration for me, and I stop playing.

6) If a 22P+ lobby is formed, I often end up on the Waiting List. Even if I only have to skip one game, I quit Zero-K because I don’t want to wait 40 minutes.

That is my feedback to the decision-makers of the game. I am very grateful for the performance related to Zero-K that has been delivered and continues to be delivered. I would like to remain an active player here.

In my opinion, we should return to 32P on all days to at least reach the players who have left.

Unfortunately, I do not have a solution for how we can attract more active players. All attempts in recent years have been more or less unsuccessful, but that doesn’t mean it has to be that way forever.

For this reason, I want to say:

32-player TAW is not good for Zero-K.
+5 / -0
2 days ago
"
Unfortunately, this is happening more and more often.
"

yes a room colapses when it looses too many players.. with huge rooms they had a natural defence.. now its like they have lower hitpoints
+2 / -0
I find this whole esoteric discussion rather odd insofar as it is being framed as a way to increase the playerbase. Did anyone really think that changing the player limit would address this longstanding question of the dwindling ZK playerbase? Personally, I am not a "gamer". ZK is the only thing I've ever played (does Tetris count?). My impressions have been that not only is the technical learning curve for ZK quite daunting, but that it is largely administered by, for, and about the high skill players.
I believe the data show that a constant stream of new players are arriving at ZK, yet the playerbase does not grow. The conclusion is that the problem is not to attract new players, but to retain those that show up. So what are we doing to achieve that? Has ZK done anything to address itself to retention of new players? Has anyone asked new players what might influence their decision to abandon the game? Could we make provision for new players in tournaments by creating a new player/low skill tier or equivalent arrangment? Could we have a "fight club" type of event for new/low skill players? Personally I tried to join FC once and I was kicked out because of my lowly rank. I understand that the high skill players want competitive games, but that kind of thing does not make for a welcoming environment.
+4 / -0
Zini & Smokedragon nailed it: With a smaller TAW room size, it collapses faster.
+0 / -0
2 days ago
quote:
So what are we doing to achieve that? Has ZK done anything to address itself to retention of new players? Has anyone asked new players what might influence their decision to abandon the game? Could we make provision for new players in tournaments by creating a new player/low skill tier or equivalent arrangment?

ZK is not one game. Chickens is ZK, single player with bots is ZK. From what statistics I made it seems that most player do not start with team games but rather with bots. Then at some point they seem to switch to teams.

The discussion here is about team games. The way I see it, is more about what type of players remain. If for example there are more non-competitive ones, the competitive players one will not "stick around". If there are more competitive ones, the non-competitive ones will not enjoy it.

The more players in a team game, the easier is for non-competitive players to build their detri/bertha in the back. So, given all the players that we have, at what room size neither of the two groups annoyed enough and will "stick around more"? No clue. Definitely there is no game size that will make everybody happy.

I (part of the more competitive group, even if not of the successful ones) get sometimes annoyed and will stop playing for couple of months because I see people doing every damn game the same "backline" strategy. I do not think there is an easy way to reach people that really stop playing.
+1 / -0
A thing that might improve the experience for both new/casual and the more competitive players is a kind of culture shift where they play in different rooms.

With the current setup, high ranks could join palladium, low ranks could join niobium.

I've seen and participated in populated palladium evenings.

Niobium may not see much play because the people that'd join it probably just prefer going to the most populated room they can join.

I generally avoid the TAW room when it has a high % below yellow rank. Blue or even yellow is ok (maybe palladium's min rank is too high atm).
+3 / -0

2 days ago
I think reaching the point where casuals and tryhards aren't constantly in each others rooms could have enormous pay-offs for the quality of games and long term player retention. Trying to appease both groups in the same game is hard and causes friction.

In terms of a roadmap however, I think this comes after achieving a minimum of one public team game running consistently (because 1<2). I don't think it's culture holding us back, as there seems to be a strong preference for tryhards to play together when they have the numbers. I think it's just another numbers issue.
+1 / -0
Regarding minimum palladium entry, I view silver stars as try hard journeymen. They don't tend to have huge gaps in their play and will fill most roles competently. I can't say the same for mature gold ranks, who I see as sometimes having pronounced strengths in particular niches, but either being too inflexible or too unaware to meet the needs of their team.

Ofc, seeing this in terms of colours is very low resolution, but if I were to draw a line in the sand to filter for players capable of adapting to cutthroat palladium environment it would be around there.
+1 / -0
2 days ago
quote:
as there seems to be a strong preference for tryhards to play together when they have the numbers.

Still, there are tryh-ards that lack rating - I have seen brown players which learned and adapted faster than silver players. If those end up in a niobium like host they might get frustrated and leave.

I am agreeing with the ideas, I just want to emphasize that color alone is a posterior effect of "try-hard" (people that try-hard AND stay). What we "miss" are the people that try-hard and left and people that don't try-hard and left.

Also, I know couple of people that go to silver and above and felt like there were 50% of time trolling (decently enough not to get banned). Which is fine for me, but still makes kind of a shitty experience for the others.

While I like the "casuality" of TAW, probably some kind of PlanetWars system where it matters "for something" and you are part of "a clan" might solve some of the issues: some people will feel more motivated; some people will avoid trolling not to be pushed out of the clan; you could even force different game sizes (for variety). But I get that is complex, risky and hard to develop.
+3 / -0
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