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Title: [A] Small Teams All Welcome
Host: Nobody
Game version: Zero-K v1.9.3.1
Engine version: 104.0.1-1544-ge1f249f
Battle ID: 1080851
Started: 3 years ago
Duration: 23 minutes
Players: 6
Bots: False
Mission: False
Rating: Casual
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Team 1
Chance of victory: 50%

INrankTheWarning
ILranknir109
ZArankMaximus2489
Team 2
Chance of victory: 50%

PHrankBro123123
NLrankWinsalot
FRrankArjack

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look why should I be forced to give up if my ally thinks the situation is lost?
in small team games it should only be resigned IF all the players press yes. I lost a winning position just because members in my team resigned in the poll
+4 / -0
In the next infrastructure release, all resign votes require one more vote to resign (going from a minimum of majority + 1 to majority + 2, this means 3v3 and 4v4 require an unanimous agreement for resign). This was done after https://zero-k.info/Battles/Detail/1060977 (Mechadansonia is cursed?).

I do not know when this will go live unfortunately.
+0 / -0
3 years ago
Can we make starting a 2v1 require a unanimous vote?
+1 / -0
On the flip side: why should 2 people be forced to wait for a hunt down the fleaman type situation? No matter which way you look at it, you're kinda fucked.

In an ideal world, you'd just resign and queue another fight up.
+1 / -0
quote:
On the flip side: why should 2 people be forced to wait for a hunt down the fleaman type situation? No matter which way you look at it, you're kinda fucked.

We already show units when difference in value is very large, no? So don't think the flea example is very good.

Additionally, my guess is that winning people that spend 2 minutes finding fleas are still "happy" (they just won), versus good players that are resigned when winning whom probably are "angry" (because they were denied victory for no good reason).

I tend to resign late, so I side with have more people for a complete resign.
+1 / -0
quote:
So don't think the flea example is very good.


Huntdown the fleaman is any situation where an overwhelming force is forced to hunt down any remaining units despite an impossibility to lose. It doesn't have to be fleas. It could be underwater comm with 14,000 hp. (UW units are the worst to have to hunt down..)

I do not personally find situations like that anywhere remotely "fun" -- I as a player want to get to the next game, my time is being wasted on a won game. Having to kill razors or other annoying units because one person thinks "oh I can totally fight 60k metal in units with 3 solars and an underwater commander" is not my definition of fun. At that point, there's nothing engaging about clubbing a dead seal. There have been legit times when I've called resign votes in the past to avoid such situations. They are frustrating and unfun and a grind to play out.

My comment is that doing this opens up crappy experiences like 2 pros resigning and being stuck waiting 10-20 minutes for a noob to realize that 30k army that's coming to kill their little porc hill ain't gonna be stopped by their speedbump. Or being stuck by people like SGrankweiweiwtf who would totally stall small teams if given the chance. Or worse yet: what if someone goes afk? My point here is you're opening yourself to the possibility of worse outcomes by doing this.

I'd be happier if this change would accompany a "Win button on Overwhelming Advantage" that would need only a 50% team vote to pass, as that seems to avoid all the negative situations (besides your team going afk, but that would be a luaside change, so we can tell how many people are afk). If there's significant enough interest, I could probably start work on such a change.
+0 / -0
3 years ago
quote:
My point here is you're opening yourself to the possibility of worse outcomes by doing this.
While I understand your point, the current situation is exactly the opposite, due to low threshold for resign. Let's see how the last change plays out once it is deployed (the increase of required number to +2).

I think it's fine that some people want to keep playing for some time even if the game looks lost. If it becomes a problem, increasing the existing threshold for automatic reveal of all units would be an easy first fix and at least would be a rule applying to everybody in the same way.

+1 / -0


3 years ago
quote:
automatic reveal of all units would be an easy first fix and at least would be a rule applying to everybody in the same way.


That wouldn't solve the AFK problem. Changing the point in which units are automatically revealed won't solve anything. It just means now I get to play clean up earlier (by which point I already have cleaned up majority of the units).

Once the game hits OA, it should be a case of being pretty much unrecoverable and I'd expect as a player for the game to be over by this point. Changing OA to give an automatic win button to the winning team would be a resolution to the AFK problem and would not detract from people who like to play hunt down the flea man. We already have an automatic losing button in the form of !resign.

Most modern games have a "Win or Continue" prompt on completing objectives, so why can't we adapt this to MP and prevent the situation from occurring outright? If half of my team doesn't want to hunt down the remaining units, why is our fun compromised for the sake of some griefer or the 1-3 people who enjoy it?
+0 / -0

3 years ago
I have personally been far more often annoyed by teammates choosing not to resign in an obviously lost game than by teammates resigning a game that was winnable. So I'm not really very happy about this change.
+0 / -0
3 years ago
quote:
I have personally been far more often annoyed by teammates choosing not to resign in an obviously lost game than by teammates resigning a game that was winnable.
And that's because you could not start another game due to lack of players?

Do you like huge or small games? My impression is that a lot of people declare they would prefer a medium game (let's say from 3v3 up to 8v8 - source http://zero-k.info/Poll/UserVotes/5295 - only 25% are on the largest), but in reality that never gets organized due to multiple reasons both technical and social. These two issues (resign issues and game seeding issue) influence quite strongly each other - now people want "fast resign" to optimize for "wait for game", which in my opinion is not very productive.

+0 / -0
As far as I know, AUrankAdminAquanim is small teams in preference with the occasional strays into Medium/Large teams. At least according to replay history. Not sure if this is helping. Sorry.
+0 / -0


3 years ago
2v2-3v3: Inidividual resign that gives units to your team mates.
4v4 and above: Resign.
+0 / -0
On principle I dislike individually resigning from games. Sticking around for the benefit of teammates who do not appear to have any serious plans through which the game might be won is pretty annoying though.

In the timezone I play from, "just go start a new game with the spectators/other people who have already resigned" is really not a thing a lot of the time. Not enough players.
+0 / -0
quote:
On principle I dislike individually resigning from games. Sticking around for the benefit of teammates who do not appear to have any serious plans through which the game might be won is pretty annoying though.

My solution to these situations is:
Query team for whether they have an actual plan

If yes, attempt to implement it

If no, or query fails: "/say May those who see a path to victory tread it" and go do something else.
+1 / -0
quote:
In the next infrastructure release, all resign votes require one more vote to resign (going from a minimum of majority + 1 to majority + 2, this means 3v3 and 4v4 require an unanimous agreement for resign). This was done after https://zero-k.info/Battles/Detail/1060977 (Mechadansonia is cursed?).

This change is outright making team games miserable to play at this point. So many games dragged out for no purpose. Unless a fix to the requirement for resigned players to vote is forthcoming I would just revert it.

EDIT: I have been told the change to make games over 3v3 not require the extra vote is just waiting on the next server stable.
+1 / -0


2 years ago
I'm also curious how the heck INrankTheWarning thought he had a winning position here...
South has about 2.5x the eco and total size. North's army was 50% Likhos that didn't even have a place to land any more (with most of the rest consisting of a single injured Dante) and a paladin was coming from south in three minutes, which wasn't even needed as the 4 Grizzly army could have happily wiped out the entirety of north...
I'd expect most of north's remaining pitiful eco to vanish under turret creep shortly anyway.
+0 / -0