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32-player TAW is not good for Zero-K

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Date Editor Before After
7/17/2025 2:56:35 PMAUrankAdminGoogleFrog before revert after revert
7/17/2025 2:54:57 PMAUrankAdminGoogleFrog before revert after revert
7/17/2025 2:53:24 PMAUrankAdminGoogleFrog before revert after revert
7/17/2025 2:52:19 PMAUrankAdminGoogleFrog before revert after revert
7/17/2025 2:26:43 PMAUrankAdminGoogleFrog before revert after revert
Before After
1 Here is some early data collection. 1 Here is some early data collection.
2 \n 2 \n
3 https://i.imgur.com/wPis6hq.png 3 https://i.imgur.com/wPis6hq.png
4 \n 4 \n
5 This is a stacked plot of the players in teams games over the past 13 days. The stacks reveal the room type breakdown as well as peak players across all rooms. The values are ingame players, not people waiting in the lobby. The bars are the maximum for each lobby over a 10 minute period, to bridge the gap between games. This makes the plot more readable. The dotted black line is the average spectators across all games, heavily smoothed for readability. 5 This is a stacked plot of the players in teams games over the past 13 days. The stacks reveal the room type breakdown as well as peak players across all rooms. The values are ingame players, not people waiting in the lobby. The bars are the maximum for each lobby over a 10 minute period, to bridge the gap between games. This makes the plot more readable. The dotted black line is the average spectators across all games, heavily smoothed for readability.
6 \n 6 \n
7 The top contains information about each day. You'll probably have to open the full size image to read it. The main metric is playerminutes per day, which is the sum of the time ingame spent by all players. This uses game durations, so is unaffected by the 10-minute bucketing of the stacked plot. The top also shows how many games of at least four players were at least five minutes long. I also listed the average duration of these games, and a breakdown of game size. 7 The top contains information about each day. You'll probably have to open the full size image to read it. The main metric is playerminutes per day, which is the sum of the time ingame spent by all players. This uses game durations, so is unaffected by the 10-minute bucketing of the stacked plot. The top also shows how many games of at least four players were at least five minutes long. I also listed the average duration of these games, and a breakdown of game size.
8 \n 8 \n
9 The room size and waiting list changes happened at the start of Friday the 11th. The waiting list only took on its final form late Saturday. Prior to that, the information was not sent to clients properly, which made it a bit confusing. No split has been used so far, but multiple rooms were still able to run. This is early data so we should be careful not to read too much into it. The strong Wednesday is particularly suspicious, since the new game size cap barely comes into play. 9 The room size and waiting list changes happened at the start of Friday the 11th. The waiting list only took on its final form late Saturday. Prior to that, the information was not sent to clients properly, which made it a bit confusing. No split has been used so far, but multiple rooms were still able to run. This is early data so we should be careful not to read too much into it. The strong Wednesday is particularly suspicious, since the new game size cap barely comes into play.
10 \n 10 \n
11 https://i.imgur.com/YAuBoRc.png 11 https://i.imgur.com/YAuBoRc.png
12 \n 12 \n
13 Here is every day of 2025, grouped by day of the week. The green dots are baseline, the red dots are the days since the new room size limit. The Wednesday stands out as the 3rd best Wednesday of the year, while the other days are fine. This is enough to say that the experiment is worth continuing, and it has at least not reduced the available games. It is very promising if the results so far hold up, but my gut says that some of the effect size has to be due to external factors. The weekend will say how reliable multi-rooming is, and may even see a test of !split this time. 13 Here is every day of 2025, grouped by day of the week. The green dots are baseline, the red dots are the days since the new room size limit. The Wednesday stands out as the 3rd best Wednesday of the year, while the other days are fine. This is enough to say that the experiment is worth continuing, and it has at least not reduced the available games. It is very promising if the results so far hold up, but my gut says that some of the effect size has to be due to external factors. The weekend will say how reliable multi-rooming is, and may even see a test of !split this time.
14 \n 14 \n
15 Here are some fairly speculative thoughts that draw a bit too much from limited data: 15 Here are some fairly speculative thoughts that draw a bit too much from limited data:
16 * It is unclear whether the the 22 player limit will promote "small" (<= 10 players) games. The breakdown of small games does not show a trend. This is fine, because promoting these games is not one of the main goals. 16 * It is unclear whether the the 22 player limit will promote "small" (<= 10 players) games. The breakdown of small games does not show a trend. This is fine, because promoting these games is not one of the main goals.
17 * It is also unclear whether the number of large games (>= 16 players) is affected. The 22 player limit seems to be producing more games overall, many of which are large. 17 * It is also unclear whether the number of large games (>= 16 players) is affected. The 22 player limit seems to be producing more games overall, many of which are large.
18 * The games with the 22 player limit are shorter by 2-3 minutes on average. This is probably due to a lack of huge games. 18 * The games with the 22 player limit are shorter by 2-3 minutes on average. This is probably due to a lack of huge games.
19 \n 19 \n
20 https://i.imgur.com/MwOZxpe.png 20 https://i.imgur.com/MwOZxpe.png
21 \n 21 \n
22 I can also scroll around the data from earlier in the year. A lot of it looks like this, with the above being an extreme example. People would pile into one host, play about 8 hours of games, then fall off a cliff. Is this due to a long match that finally tired everyone out? A map was picked that people would rather not play? This is probably where some anecdotes could augment the data. Sometimes the peak bounces back and there are another few hours of games, sometimes it doesn't. Spreading this peak out a bit, to more reliably shift into another six hours of games, seems important for building a the America timezone playerbase. 22 I can also scroll around the data from earlier in the year. A lot of it looks like this, with the above being an extreme example. People would pile into one host, play about 8 hours of games, then fall off a cliff. Is this due to a long match that finally tired everyone out? A map was picked that people would rather not play? This is probably where some anecdotes could augment the data. Sometimes the peak bounces back and there are another few hours of games, sometimes it doesn't. This seems to have improved a bit over the past few months. Spreading this peak out a bit, to more reliably shift into another six hours of games, seems important for building a the America timezone playerbase.