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[quote]So to confirm, has it been decided that UnLuky and those that agree with his request for a permanent high ELO team game room is denied? [/quote]Yes. Experience has shown that this specific request is bad for the playerbase as a whole. The result essentially bans new players on days where the High Elo room happens to be the main seeded room. Players will join the biggest room then spectate because they are unable to play. Most people lack the initiative to leave the big room and seed the All Welcome game.
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[quote]So to confirm, has it been decided that UnLuky and those that agree with his request for a permanent high ELO team game room is denied? [/quote]Yes. Experience has shown that this specific request is bad for the playerbase as a whole. The result essentially bans new players on days where the High Elo room happens to be the main seeded room. Players will join the biggest room then spectate because they are unable to play. Most people lack the initiative to leave the big room and seed the All Welcome game.
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Refinements of the proposal could work. Perhaps a High Elo lobby could exist automatically at particular times, and based on the health of All Welcome. People have talked about this but there are a few unsolved subtleties (eg how do you deal with variable All Welcome health) and I don't see anyone doing the infrastructure work required. @PRO_rANDY a permanent high elo 3v3 host is possibly small enough to be fine. I would still stay that there is a bit of a risk of it causing a spec party and sitting at the top of the battle list as the largest room. The safest approach would be to create it after the All Welcome room is healthily running.
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Refinements of the proposal could work. Perhaps a High Elo lobby could exist automatically at particular times, and based on the health of All Welcome. People have talked about this but there are a few unsolved subtleties (eg how do you deal with variable All Welcome health) and I don't see anyone doing the infrastructure work required. @PRO_rANDY a permanent high elo 3v3 host is possibly small enough to be fine. I would still stay that there is a bit of a risk of it causing a spec party and sitting at the top of the battle list as the largest room. The safest approach would be to create it after the All Welcome room is healthily running.
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I have implemented a command aimed specifically at solving the coordination problems involved with suggesting that a few people split to play a smaller game at the end of a large one. It will be in the next lobby release (which should be the next update).
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I have implemented a command aimed specifically at solving the coordination problems involved with suggesting that a few people split to play a smaller game at the end of a large one. It will be in the next lobby release (which should be the next update).
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* Players can type '!proposebattle' in any chat window.
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* Players can type '!proposebattle' in any chat window.
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* Other players can click on the text to accept the proposal.
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* Other players can click on the text to accept the proposal.
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* When enough players click on the text, the proposer automatically hosts a game and the players that accepted automatically join it.
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* When enough players click on the text, the proposer automatically hosts a game and the players that accepted automatically join it.
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Some details:
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Some details:
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* The proposer can type the options (space-delimited) minsize=N, maxsize=N, minelo=N, maxelo=N after the !proposebattle' command.
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* The proposer can type the options (space-delimited) minsize=N, maxsize=N, minelo=N, maxelo=N after the !proposebattle' command.
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* The proposal is accepted when minsize players accept (including the host as a player that accepted).
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* The proposal is accepted when minsize players accept (including the host as a player that accepted).
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* The battle is hosted with !maxplayers=maxsize
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* The battle is hosted with !maxplayers=maxsize
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* Players outside the minelo to maxelo range cannot click on the text, and the text has a tooltip that tells them this.
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* Players outside the minelo to maxelo range cannot click on the text, and the text has a tooltip that tells them this.
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* The hosted battle is an ordinary Teams host with the proposer as the host. They can do !type or whatever they like.
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* The hosted battle is an ordinary Teams host with the proposer as the host. They can do !type or whatever they like.
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* The hosted battle has an automatically generated password that is sent to the accepting players. The password can be removed with '!password' (as usual) but then anyone can join.
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* The hosted battle has an automatically generated password that is sent to the accepting players. The password can be removed with '!password' (as usual) but then anyone can join.
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* Players can click the proposal text to join the game even after the game is hosted.
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* Players can click the proposal text to join the game even after the game is hosted.
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* '!endproposal' ends your ongoing proposal.
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* '!endproposal' ends your ongoing proposal.
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This isn't what some people want, but I think what some people want (a 24/7 big teams high elo room) would destroy the playerbase given a bit of time. This isn't even a command with a particularly high chance of success. I see it more as a safe experiment where the likely failure state is "the command is too cumbersome and nobody uses it", as opposed to many other experiments where the failure states are more often "new players are effectively banned from the game".
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This isn't what some people want, but I think what some people want (a 24/7 big teams high elo room) would destroy the playerbase given a bit of time. This isn't even a command with a particularly high chance of success. I see it more as a safe experiment where the likely failure state is "the command is too cumbersome and nobody uses it", as opposed to many other experiments where the failure states are more often "new players are effectively banned from the game".
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The command exists to probe the question of why the teams MM is barely used. In theory, if people wanted to play high elo team games then the teams MM can provide the solution. I think one of the big issues with teams MM is risk. Here are some of them:
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* If an odd number of people join teams MM then one of them will not play.
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* You cannot see who is involved or your teammates. There is a risk the game will be unbalanced.
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* The map is random, so there is a risk of playing on a map you don't like.
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* If you click play then the game may be rejected because someone was AFK.
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Teams MM also suffers from being antisocial. There is also a chicken-and-egg issue where most players lack a MM rating so they won't get a good small teams MM game for their first few games. The proposal system essentially tries to take the coordination aspect of matchmaker into a battleroom, as a battleroom is social and removes most of the risk.
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