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The big team room provides reliability. If you spectate an ongoing game of 30 players you can be fairly sure that there will be another game to play shortly after it ends. A smaller room is much more fragile. An eight player room might evaporate with only a few players deciding they don't like the map, the teams, or just calling it a night. If there are multiple rooms then people can scout around for the one they might want to play in, delaying or potentially killing rooms further.
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The big team room provides reliability. If you spectate an ongoing game of 30 players you can be fairly sure that there will be another game to play shortly after it ends. A smaller room is much more fragile. An eight player room might evaporate with only a few players deciding they don't like the map, the teams, or just calling it a night. If there are multiple rooms then people can scout around for the one they might want to play in, delaying or potentially killing rooms further.
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These aren't reasons to try to create more than one room. These are difficulties to overcome if any approach is to be successful. Various forms of splitting and asking players whether they want to play a smaller game have been tried. None have worked, although that may be due to implementation details in many cases. A vital metric for these systems is how likely it is that a player will end up in a game that they want to play.
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These aren't reasons to try to create more than one room. These are difficulties to overcome if any approach is to be successful. Various forms of splitting and asking players whether they want to play a smaller game have been tried. None have worked, although that may be due to implementation details in many cases. A vital metric for these systems is how likely it is that a player will end up in a game that they want to play.
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[q]Each waiting player is asked how many players would at least have to join so that they would join a new game, with the possibility to decline the option at all. As many waiting players as possible are then moved to a new teams room such that each one's minimum size requirement is met. Players are considered to be "waiting" if and only if they are in the players section of a room without playing. I can provide some details on an implementation algorithm if desired. [/q]
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[q]Each waiting player is asked how many players would at least have to join so that they would join a new game, with the possibility to decline the option at all. As many waiting players as possible are then moved to a new teams room such that each one's minimum size requirement is met. Players are considered to be "waiting" if and only if they are in the players section of a room without playing. I can provide some details on an implementation algorithm if desired. [/q]
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@DeubFreund
tried
something
similar
and
it
turns
out
that
it
doesn't
reliably
create
viable
games.
People
won't
know
what
it
does,
so
enough
people
will
click
it
then
leave
the
game
to
teach
everyone
to
never
click
it.
|
5 |
@DeinFreund
tried
something
similar
and
it
turns
out
that
it
doesn't
reliably
create
viable
games.
People
won't
know
what
it
does,
so
enough
people
will
click
it
then
leave
the
game
to
teach
everyone
to
never
click
it.
|
6 |
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6 |
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7 |
My current idea is to use the waiting list. If there are, say, 12 people in the waiting list then create a new room with them when the current game starts. This at least means that there is no game to leave and try to join, since it just started. The new game is still riskier though, as playing a subpar game then missing the next large team game is worse than just watching a large game and then playing the next.
|
7 |
My current idea is to use the waiting list. If there are, say, 12 people in the waiting list then create a new room with them when the current game starts. This at least means that there is no game to leave and try to join, since it just started. The new game is still riskier though, as playing a subpar game then missing the next large team game is worse than just watching a large game and then playing the next.
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