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32-player TAW is not good for Zero-K

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13 days ago
Some people play Mario Kart on 50cc in reverse on time trial. I have no idea why they do it, but they do it.

There are a bunch of players in TAW that aren't there to learn. They aren't even there to play well. They aren't there to even execute a strategy of any kind. They are there because it's a place to be at a set time with a bunch of other players, and that's all they want. The game just so happens to be ZK, but it could be anything else.
+4 / -0
friendship is woth allot to allot of people. they are less interessted in getting to the top of a mountain.. and more interested in walking casual with friends. with having fun being a flexible and les competative notion.
+3 / -0

12 days ago
Competitive players make Zero-K matches work, that's why Niobium isn't an active lobby and low rank TAW lobbies tend to die. So the trolls, casual, not wanting to listen players need those that are competitive to play Zero-K but not the other way around. TAW is the place for all to join, so nobody can really complain about bad play, but TAW unfortunately incentives bad play at least by allowing it. It's A-Okay that some are competitive and some are not. Large TAW matches satisfy only a part of the playerbase (or rather potential playerbase).
+5 / -0
12 days ago
ahh yes i agree with you on that. you make a good point.

im definatly not talking about clownish or trolling players.. i mean the players that try but dont stress

they help to win games.. but its all about the bond they have with eachother and winning a game is just icing on a cake
+3 / -1

11 days ago
I can personally say that AUrankSmokeDragon has a point. I have introduced dozens of people to this game, and the only ones that kept playing play with their own friend group in private lobbies and mess around with ZK's fun mechanics. When I play with them I feel the need to coach them to be better players and to teach them strategy, only to quickly realize that they don't want to get better - that's not how they have fun - they just want to experiment and mess around. This is naturally aggravating to me since I have fun by being competitive, but it is important to recognize that a lot of people don't have that competitive drive, and naturally those players are towards the bottom of the ladder. I don't know why some of these people join TAW if this is the case, though - perhaps they like the atmosphere of the large-scale battles and being behind actually good players?
+2 / -0
11 days ago
I think small teams or 1v1 is the actually weird part of player base except high motivation makes them more involved. The appeal of RTS is big battles with a lot of stuff going around, while being stressed out completely managing the entire battle at brain breaking speed is not it for most players, and small games of zero-k is unforgivingly fast paced. Large games also generate far more novelty and more dimensions of depth (not that a small community could explore the full depth of an complex RTS).

Given the relative low demand for good play in "large rooms", I do wonder if filling extra slots with bots would work better. Probably want to spend some time developing the bots a bit to generate a stable gameflow dynamic that low elo players can play around without stuff collapsing or become too chaotic.

Also spectating can be fun too, and salty-bet is a good example of that. Perhaps one can run something like that when there isn't enough players for a game.
+1 / -0

11 days ago
quote:
some are competitive and some are not


There's this in various comments. IMO competitiveness isn't a binary trait as there's varying degrees and variation over time.

People may sometimes express themselves by doing specific things that are somewhat suboptimal (like morphing expensive com and trying to get the award), which mildly annoys teammates feeling more competitive at the time.

The TAW rooms (even palladium) all count for the "casual" ladder. It's supposed to be casual but since the ranking visibility and mechanics are similar to the competitive one, people near the top % end up feeling competitive about it.
+3 / -0
11 days ago
the thing about the world not being binay is that defining things as you find them is not always bad.. a towl might not be binary wet and dry but at some point its ok to call it wet when using words to pass information about extremes for the sake of clarity... and to that end i find some players are (while also being non binary entities) at an extreme.. there are some who are competative with an idea of how the game should be and how it should be played.. i would almost describe them as purists.. but there are players who are carefree and they are not always trolling or clowing players.. i know its hard to believe but not everyone wants to win as the goal.. they try to win but they didnt come here to win if that makes sense.. they dont feed on the win they feed on company and the social bonds.. these are the players who can loose 10 games in a row and still be happy.. that might seem strange but it exists non the less..

i know im not the only one who hates my own pride.. if i win too many games i can feel my demons grining.. i dont like to feed that part of myself. i feel that if i can loose and be happy then im winning in ways that are much more important. i dont want to forget we are all friends and equals.. and it will never be my idea of fun to stand tall over others.
+2 / -0

11 days ago
I suppose TAW is giving mixed messages. It says "casual," but the fact that it counts towards rating which puts you on a ladder makes it competitive. Other games typically separate competitive and casual completely, where there's a ladder and rating for competitive but not for casual. I'm not saying TAW shouldn't count towards elo - that would cause other problems - this is just an observation.
+0 / -0


11 days ago
  • TAW needs a rating to make balanced games.
  • If you hide the rating, people will complain.
I think I'd complain a bit too. Knowing the approximate abilities of your teammates is a great coordination tool.
+5 / -0
11 days ago
quote:
I suppose TAW is giving mixed messages.
I am not sure new people are thinking it through as much as we do.

To put it another way: where is it written for which ladder does a game count? The only reference I know is on the ladder page where the "Competitive" ladder says "Matchmaker" (which I assume means any game started via Matchmaker will be included in this ladder). The casual says "custom" - whatever that means.

And regarding expectations, Zero-K is a strategy game where the purpose is to destroy the opposite team. It is not Simcity, so I think any reasonable person would consider a team game a game in which you try to win the game. My general impression in TAW is that people don't mind various mistakes/explorations (and the assholes that complain about everything get banned at some point), but people that seem not to care at all or repeat the same stupid ideas endlessly.

What would be ideal (and was already discussed) is more "separation" between ranks that play. Putting a top 10 player with someone in the last 10 can't turn out good. I do enjoy more games in which there are players around my ladder position (let's say +/-100). Sure, you will do stupid mistakes (which you might even realize), but you are not punished as bad as if you have the best player to counter you. Same for the other spectrum, I might steamroll someone but if it is too easy there is no joy either.
+2 / -0
what I did on MF was make casualRating = competitiveRating + casualOffset

win/loss on casual battles just adds +/- 1 (or some small flat amount) to the casualOffset.

Something like this might push grindy "how high can I reach?" people from TAW to the 1v1/teams matchmaker then back to TAW and other casual rooms to unwind on low stakes games (still not zero).


Atm stakes are low only if the number of players is relatively high. Casual status of the room itself could also be factored in.
+0 / -0

11 days ago
32-player TAW is good for Zero-K.

Just kick those who rush Berthas or Detri right away, without paying attention to their teammates, especially if it concerns no names who have no idea how to manage it
+0 / -5

11 days ago
If we start kicking stupid pointless strategies, then add to the list land shogun/reef, com upgrade spam, monospam of any unit with a move command straight into the enemy line, krow/pala rush... and then we end up banning over half the population of TAW.

TAW is stupid. It makes no sense, and some of the participant's goal is to make sure it continues to not make sense.
+2 / -0
We should absolutely not kick people for playing badly. Suggesting that is insane (without intention of personal insult). Not even for going for detri early on. We need to tell them nicely it's bad and explain why it's bad, but elo should speak for itself. Having said that, TAW gives bad impressions of what is good play. But even then, kicking people for bad but not malicious play will just drive off so many people and feel unnecessarily hostile.
+5 / -0
Do people actually care about their casual rating, or do the high rated players (who have above-average dedication to playing ZK well) just 'happen' to care about playing interesting, high-quality games where their teammates are making an effort to win?

I for one don't care about my casual rating all that much, but if I join a team game of any kind I will enjoy myself a lot more if my teammates act like a team.
+0 / -0

10 days ago
Blowouts are not fun, and taking turns at blowouts is not fun.
+0 / -0
maybe its time to recognise that being nooby will affect most roles you give them..

eg.

4 red players in base rushing 4 seperate detriments vs 4 reds spamming glaves into a riot in a stream..

here we see red players helping the enemy...

allot of people forget that players making detriments or berthas may actualy be playing above there skill because they dont feed and can make more impact with units that carry there own power.

i think the ideal role for a low skill player is skirmisher / arty.. detriment and bertha are skirmisher units kinda but if those same players made cheaper arty / skirms they would help out allot more when it most counts.. in the early game

for this reason i reccomend moderator / recluse / buoy ect for new players on attack move.. then micro a riot squad to protect them.. when you feel confident move up to more expencive units like lance / firewaker / Emissary ect

assault is a risk for new players and often gets them killed
+1 / -0
I'm really surprised the TAW habituals are still around. I take 3-6 months breaks and when I come back, the list of players is mostly the same.

And then I get into a game and it's each side taking turns at losing to krow rush, so I scout then make gnats. Or I make a ton of gremlins and then as soon as the krow shows up I shoot it down.

And then I spectate the next game, and it's another krow rush and one side losing to it, then the other...

I'm really, really puzzled as to how the same players can do the exact same thing for so long and win/lose the same way, and still be around to do it some more. It's not even about winning or losing... just doing the exact same thing over and over.
+0 / -0
quote:
Do people actually care about their casual rating, or do the high rated players (who have above-average dedication to playing ZK well) just 'happen' to care about playing interesting, high-quality games where their teammates are making an effort to win?

I for one don't care about my casual rating all that much, but if I join a team game of any kind I will enjoy myself a lot more if my teammates act like a team.


AUrankAdminAquanim
Well this is an interesting one because back in the day I didn't care about casual at all, I went there to chill out and didn't care about winning:



But on returning I figured I wanted to try for purple.

But now with the way rating works, casual literally is ranked. Your rank (insignia colour) is determined by your casual rank, not your matchmaking rank. Currently every single purple (top 1%) save PLrankizirayd and GBrankDasFapitale are only blue (top 5%) in matchmaking, receiving purple through casual instead.

Seeing this, and wanting to work toward purple, I became try-hard in casual. There's no realistic progression for me in MM (I don't have the potential to be top 2), but there is in casual, where I think top 20 or so is achievable. You can see the difference in orientation pretty clearly on the graph.
+3 / -0
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