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32-player TAW is not good for Zero-K

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Date Editor Before After
7/12/2025 4:26:17 PMUSrankVorpalkitty before revert after revert
7/12/2025 4:26:01 PMUSrankVorpalkitty before revert after revert
Before After
1 I don't enjoy massive teams, but I hardly play so that's a bit of a moot point. However, as I've tried to get a lot of players into Zero-K over time, it is undeniable that large teams are reasonably welcoming for people who are willing and want to improve and learn the game, since they're fairly low on responsibility the lower one's WHR is, and even into higher ranks its still pretty freeform. My point though, is that massive teams, for all their arbitrary limits not really mattering, are important to the new player experience, and I don't really agree with the idea of reducing the player limit. 1 I don't enjoy massive teams, but I hardly play so that's a bit of a moot point. However, as I've tried to get a lot of players into Zero-K over time, it is undeniable that large teams are reasonably welcoming for people who are willing and want to improve and learn the game, since they're fairly low on responsibility the lower one's WHR is, and even into higher ranks its still pretty freeform. My point though, is that massive teams, for all their arbitrary limits not really mattering, are important to the new player experience, and I don't really agree with the idea of reducing the player limit.
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3 [quote]Something more subtle than "large rooms kill small rooms" seems to be true though. Experience says that a 32-player room "kills" the possibility of a second large room, when there are somewhere around 40-50 players looking to play. If those players were split in half and somehow completely unaware of each other (ie they exist in completely separate ZK communities), then they would each get to play a 25 player game. This is still a pretty large game, and there would be 50 people playing, rather than just 32.[/quote] 3 [quote]Something more subtle than "large rooms kill small rooms" seems to be true though. Experience says that a 32-player room "kills" the possibility of a second large room, when there are somewhere around 40-50 players looking to play. If those players were split in half and somehow completely unaware of each other (ie they exist in completely separate ZK communities), then they would each get to play a 25 player game. This is still a pretty large game, and there would be 50 people playing, rather than just 32.[/quote]
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5 Tribes 3: Rivals, a fairly recent game, has had an issue for quite a while where it supports plenty of custom games and players, but rarely has more than one significant public game going, even with matchmaking, simply because the playercount for that one big game never seeds a second and rather, either joins the first or leaves. This is with a maximum playercount, outside of bugs, set at 16v16. 5 Tribes 3: Rivals, a fairly recent game, has had an issue for quite a while where it supports plenty of custom games and players, but rarely has more than one significant public game going, even with matchmaking, simply because the playercount for that one big game never seeds a second and rather, either joins the first or leaves. This is with a maximum playercount, outside of bugs, set at 16v16.
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7 With that in mind my suggestion here is simply to increase the Teams All Welcome maximum size to 20v20, despite the obvious drawbacks regarding Zero-K's performance and risk of long games. As GoogleFrog stated, 16v16 is somewhat arbitrary, and I don't think 20v20 will be significantly worse when it comes to the matter of longer games, but it will have a negative impact on the gameplay. Fortunately, I also happen to believe that Zero-K could use with some form of map refresh, and with all the new BAR maps, many of which are supported and featured, and many not, that have significantly higher metal values, 20v20 is perfectly viable if there is also a concerted effort to test, find, and promote maps into the pool for large teams. For example, consider these currently Unsupported maps. 7 With that in mind my suggestion here is simply to increase the Teams All Welcome maximum size to 20v20, despite the obvious drawbacks regarding Zero-K's performance and risk of long games. As GoogleFrog stated, 16v16 is somewhat arbitrary, and I don't think 20v20 will be significantly worse when it comes to the matter of longer games, but it will have a negative impact on the gameplay. Fortunately, I also happen to believe that Zero-K could use with some form of map refresh, and with all the new BAR maps, many of which are supported and featured, and many not, that have significantly higher metal values, 20v20 is perfectly viable if there is also a concerted effort to test, find, and promote maps into the pool for large teams. For example, consider these currently Unsupported maps.
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9 [url=https://zero-k.info/Maps/Detail/64150]Swirly Rock v1.1[/url] 9 [url=https://zero-k.info/Maps/Detail/64150]Swirly Rock v1.1[/url]
10 [url=https://zero-k.info/Maps/Detail/64254]Pit of Azar 1.0[/url] 10 [url=https://zero-k.info/Maps/Detail/64254]Pit of Azar 1.0[/url]
11 [url=https://zero-k.info/Maps/Detail/64147]Krakatoa_V2.0[/url] 11 [url=https://zero-k.info/Maps/Detail/64147]Krakatoa_V2.0[/url]
12 [url=https://zero-k.info/Maps/Detail/64144]White Fire Remake 1.3[/url] 12 [url=https://zero-k.info/Maps/Detail/64144]White Fire Remake 1.3[/url]
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14 There are many supported maps large enough, and featured, and while I have not checked these maps, but I would be more than willing to, and other maps to see if they're maybe worth trying out as supported and maybe featured. With that in mind, supporting up to 20v20 would be a potentially significant loss on playability due to performance issues, but it might be able to keep more players engaging with the game, especially new players, whereas my understanding is that reducing maximum playercount in these teams will do more harm than good, even when the difference between 16v16 is fairly insignificant overall. 14 There are many supported maps large enough, and featured, and while I have not checked these maps, I would be more than willing to, and other maps to see if they're maybe worth trying out as supported and maybe featured. With that in mind, supporting up to 20v20 would be a potentially significant loss on playability due to performance issues, but it might be able to keep more players engaging with the game, especially new players, whereas my understanding is that reducing maximum playercount in these teams will do more harm than good, even when the difference between 16v16 is fairly insignificant overall.