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.