| 1 | 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. | 1 | 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. | 
                
                    | 2 | \n | 2 | \n | 
                
                    | 3 | 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. | 3 | 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. | 
                
                    | 4 | [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] | 4 | [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] | 
                
                    | 5 | @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 | \n | 6 | \n | 
                
                    | 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. |