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32-player TAW is not good for Zero-K

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35 days ago
quote:
Use and support !split. I doubt games are going to naturally split on their own.
I feel this conflicts with acknowledging some players have preferences for larger games. A split will annoy people that prefer a larger game. I would prefer something like RUranklxa4000 solution, because if a host would start "while waiting" that means most people agree to start (maybe we need higher voting threshold for the alternate), and even people that prefer larger games will not feel that you just "stole their large game".
+0 / -0
I don't think that !split will work. On the other hand, I really like what RUranklxa4000 showed.
+3 / -0
35 days ago
As someone who likes both small teams and big pot (for fairly obvious reasons.... One cant be a "try hard" or "slacker" all the time, some variety is both fun and necessary to enjoy the game), I do not think lob pot is "bad" for zk. The very ironic situation here is that many people claim they want small teams games.... but if you cant gather up 5-12 people to seed your own lobby do all of you REALLY care about small teams only?

Anyways, a solution should respect both sides as it is ultimately a preference thing. How about setting team sizes based on time? Like say large lob pots On Monday, Wed, Friday, Sat and Sunday and Small team lobby on Tuesday and Thursday. Weekends are an exception where we often get 50+ players, so you should be able to start multiple rooms.
+4 / -1
the problem with that nice solution lxa4000 may become the small screens some players use.. perhaps they could be shown via tabs or with a dividing bar like the one above spectators. combined chat. and other methods to condense the ui
+0 / -0
I see the screenshot of RUranklxa4000 as a sketch of what could be, not necessarily how it should be done in detail. But based on the positive feedback, I see that a vast majority welcomes UI changes to make multiple matches easier.
+5 / -0
35 days ago
I much prefer RUranklxa4000 's proposal.
Being able to essentially queue for multiple games at the same time, maybe you like lobpot but also wouldn't mind playing a game of chickens / ffa / small teams / bots / tech-k.
Those other modes suffer the problem of being impossible to get interest because nobody will sit waiting in a lobby for 3 hours when nobody joins.
If you can instead passively sit in different lobby types I think you will naturally get more games and more people playing at once.

The reason split didn't work was people got thrown into a lobby they didn't want to be in without a choice in the matter.
So they just immediately go back to where they wanted to be.
+4 / -0
34 days ago
maybe might need a sanity limit so that it doesnt look like 40 rooms are full of players =P
+0 / -0
quote:
maybe might need a sanity limit so that it doesnt look like 40 rooms are full of players =P


Is that a bad thing :D
+0 / -0

34 days ago
I have three basic problems with the current incarnation of TAW

The first is the one that's gotten the most talk in this thread: A full TAW lobby makes it very difficult to find smaller team games to play.

The second is a worse problem with TAW specifically: An overfull TAW lobby makes it difficult to find 16v16 games to play, too, because of how long it takes to get off the waitlist.

The third merely compounds the second: The lobby often selects maps I'm not willing to play on, so even if I do get off the waitlist the reward is often passing on the game and going back onto it.
+3 / -0
yesterday, there was a moderately full lobpot going. map changeed to fields of isis. multiple high elo players went speccing. i moved to the paladium room and chatted back to call them to play small game. 2 people moved. no game. sad.
+7 / -0
34 days ago
ill play fields of isis with you
+0 / -0
34 days ago
Combination of being more often then not the only lobby with players (social issue) and being very simple and easy to enter (it wont lock you out of playing for having low MMR, doesn't make you jump through hoops to play unlike other games, doesn't even require the players to do the split themselves.

With the added bonus of less responsibility and more freedom to muck around with more then just cloaks shield rovers, the staples of low player numbers / 1v1s.

And then there's personal preferences, like dunno, I myself avoid 1v1s and very low team sizes like wildfire because they're just not fun nor enjoyable to me, especially when you factor in how wildly more experienced the players will be. I would have stopped playing this game hundreds of hours ago if not for TAW, and at the time, large coop vs AI games.

Honestly the only problems with TAW I have are either personal issues of not living in appropiate timezone (I miss out on peak player count hours a lot) or the less personal issue of queue requiring players that were in beforehand to leave for you to be able to get in during those peak hours, which can take hours worst case scenario.
+2 / -0
34 days ago
quote:
Like say large lob pots On Monday, Wed, Friday, Sat and Sunday and Small team lobby on Tuesday and Thursday.


Please no, it's already bad enough when you're not in the peak hours timezone to get into a game, I don't need it to be a scheduling mess as well.
+1 / -0
I'd agree with the OP's message up to a few years ago but now i'm not sure.

16v16 is way beyond the limits of many RTS so it's a way ZK stands out.

People have been making videos about BAR highlighting matches with even higher player counts, but it's an occasional event: their battle rooms are limited to 8v8, often with some kind of minimum rank and/or play time restriction.


There's some periods of the day where it's hard to get players even with most joining the all-welcome room and the game becomes active as they join that one populated room and it builds momentum. Not sure what would happen if it were removed and people had to build "play" momentum on two or three rooms (niobium and palladium or the matchmaker).

Palladium seems to be somewhat popular. Maybe there could be a rank-restricted room between palladium and niobium.
+4 / -0


33 days ago
quote:
As an idea, double view room, you can be in a waiting list in 2 room simultaneously.

I had a think about this, and I don't see it working. At least, I'm not looking to put the work into generalising the current concept of being in a battle room, only to discover it doesn't work. If someone else wants to implement it, then we could test it, but just don't be surprised when it fails.

My thinking is that corralling a room to pass a start vote can already be tricky. Trying to do it when everyone has their attention split between two rooms sounds like a nightmare. Many players will have a preference about which potential battle gets played, so will try to stall the start of (or just leave) the battle they don't want. And when one battle starts, a bunch of players are removed from the other one. Big game enjoyers are going to want to be in both rooms at once, because whichever starts first is most likely to be the largest battle, especially if they are there stalling out the smaller one. So the incentives flow towards being in both rooms, but when everyone is in both rooms, the duplication does barely anything!

Think about it, if there are 40 players looking to play, and a 32-player game starts, what are the chances that the remaining 4v4 of players will be a viable battle?

So much for the case where both rooms are between games. What if one room is ingame, while the other is looking for players. In this case, where is the big difference between the current system? It is currently possible to watch a game while in a different room. The lobby chat is sent ingame, in case any activity occurs. Double-battling would be a UI improvement, in the sense that you could sit in a spectator slot of the large game while being in the player slot for the smaller one. But if this is the problem with the current system, then that seems solvable with a much simpler bit of UI. Some sort of "spectate other teams room" button on the UI, or something.

Double-room does not seem worth the cost. Even ignoring the upfront technical cost, which someone else can pay if they want, it seems like a costly piece of UI. It is going to confuse new players. Does each room have to be left deliberately, or does it operate on a FIFO basis? I would not fault any player for losing track of a room they are unaware that they were in, and accidentally stalling the game, or causing a restart when they realise that they have to leave.

I think I see the source of the support in this thread. It sounds like a neat poweruser tool for seeding games. Maybe it works if only 3% of the playerbase know about it, and use it for good. But if you put it in the hands of the average player, I fear that the incentives it generates leads to confusion, then essentially nullification of the system. As for poweruser tools, I think people use them less than they expect, because we already have plenty of tools. Right click on games to spectate them without leaving your current room. Try and make !proposebattle a thing, I know the UI is lackluster, but if people want to actually use it, then they will bite. Use !notify to see when the larger battle ends.

I see one clear benefit of double-rooming: it would let people seed games without losing their place in the main room. Perhaps the waiting list has created an incentive against seeding, which double-rooming addresses. But if so, then there would seem to be simpler solutions. So I did a bit of server development and (should have) made the waiting list deprioritise players who just played the previous game. So it should be possible to seed a game, then give up and find a spot in the large teams room when the game ends.
+1 / -0


33 days ago
quote:
I feel this conflicts with acknowledging some players have preferences for larger games. A split will annoy people that prefer a larger game.

The crux of the issue is that the large game is making it hard to make smaller ones. So a tradeoff exists.

quote:
Anyways, a solution should respect both sides as it is ultimately a preference thing. How about setting team sizes based on time?

Size based on time sounds good. Who is going to do it, or is there going to be an automated system watching the lobbies? Something automated sounds like it could work.

quote:
Like say large lob pots On Monday, Wed, Friday, Sat and Sunday and Small team lobby on Tuesday and Thursday. Weekends are an exception where we often get 50+ players, so you should be able to start multiple rooms.

This part seems questionable though. Do you have unshared data to back up "so you should be able to start multiple rooms"? The crux of the issue is that the large game is making it hard to make smaller ones.

quote:
There's some periods of the day where it's hard to get players even with most joining the all-welcome room and the game becomes active as they join that one populated room and it builds momentum. Not sure what would happen if it were removed and people had to build "play" momentum on two or three rooms (niobium and palladium or the matchmaker).

This is another good point that has probably been discussed before, but I haven't yet reposted here. The 32-player room is safe in that it can fluctuate a bit without dying. If 8 players leave, then everyone who was playing 16v16 is still pretty happy to play 12v12. The players might reappear an hour later, and the room continues. If 8 players leave a 12v12, then a mere 8v8 might not be enough, and the room might evaporate. Particularly bad or polarising maps can cause temporary dips too.
+0 / -0
All that said, I've decided it is worth giving smaller rooms a try.
  • Rooms cap out at 22 players.
  • Split is available at 32, creating two 8v8s
  • The queue de-prioritises people who played the last game, so seeding is not so penalised. Maybe people who played the last game and end up in the queue will be motivated to make split work.

Unfortunately, it is not a painless change. When 23-31 people pack into the main room, looking to play, some of them will be on the waiting list. But this is going to happen at some point as people pile into the room. The fundamental problem is how to get 40 people to split nicely into two 10v10s. Making the rooms smaller makes this more likely, provided people have the patience to reach the threshold. The logic behind 22 players is as follows.
  • A limit of 16 or below replaces the problem of creating a second room, with that of creating a third room. Walk before you run.
  • Splitting on multiples of 4 seems best, and 32 creates 8v8s, which seem to count as the smallest "huge game".
  • If we get two 22 player games, then that is 44 players playing, which is a significant improvement over 32, so it might be worth the pain.
  • Only needing 10 waiting players to split feels fairly safe. If the requirement is too high, people won't hang around to reach it. The current requirement for 32 players is 48, which I don't recall ever being reached.

I don't know how long the experiment lasts. If it works it works. If people complain and try to ruin it, I'll probably just have to dig my heels in until it is sufficiently tested, in spite of complaints. But if it seem to have perfect conditions, yet fails dramatically, something might need to be done early. So give it a fair go.
+7 / -4
33 days ago
I'll be taking a break from at least TAW, perhaps Zero-k, until this is reverted.

I know I wont be the only one as the main appeal for many is the huge games.

In the games I played this evening, the waiting list simply left.

Awful change to a problem that doesn't really exist in my opinion, that will cause less people to play.
+3 / -0
Bring back the 32 player limit! Personally I only like to play big battles and not small. Waiting list just means I wait until someone quits, which usually doesn't take that long when there are 32 people who can take a tea break! I prefer waiting over playing small battles. PLEASE GIVE THE CHOICE BACK TO THE PLAYER BASE!

Plus the usual annoyance is the lobby dying instead it overflowing... and that's an issue of the map picker and not the room size. Please return the room size back to 32.
+4 / -0

33 days ago
Removing people from the playlist because they played last round is a bit unnecessary. Personally I don't mind waiting 20 min and then playing for a couple hours. Getting kicked out while people are trying to play means people stop playing and the lobby is more likely to die.

Also today a couple of players went for a bathroom break, came back, and found the game started and them moved into the spec list. It's annoying.
+2 / -0
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