Release: Quickmatching System - Page 4

Release: Quickmatching System

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Release: Quickmatching System

Post by Pxtl »

@Gota - I'm inclined to agree. Starcraft-style porc maps with only 2 means of entry into the home base, a "natural" expansion, barriers between allies (so that an attack force can't push into player A's base and then use that as a back-door to player B's base) and so on would probably help the popularity of smaller games. I used to be able to reliably get 2v2 games started on Castles and Hell's Pass, and SpeedMetal is still popular for smaller team games. I think the popularity of SM has as much to do with it's economy as it has to do with it's simplicity.
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Gota
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Joined: 11 Jan 2008, 16:55

Re: Release: Quickmatching System

Post by Gota »

Pxtl wrote:@Gota - I'm inclined to agree. Starcraft-style porc maps with only 2 means of entry into the home base, a "natural" expansion, barriers between allies (so that an attack force can't push into player A's base and then use that as a back-door to player B's base) and so on would probably help the popularity of smaller games. I used to be able to reliably get 2v2 games started on Castles and Hell's Pass, and SpeedMetal is still popular for smaller team games. I think the popularity of SM has as much to do with it's economy as it has to do with it's simplicity.
Simple and easy to porc.
zerver
Spring Developer
Posts: 1358
Joined: 16 Dec 2006, 20:59

Re: Release: Quickmatching System

Post by zerver »

I agree that you should send all quickmatchers to an empty server. Mixing "bot" guys with real folks will only cause annoyance. If any non quickmatcher joins the game, all quickmatchers should immediately be transferred to another host. If you fix this, I'm absolutely willing to give it a try...
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Licho
Zero-K Developer
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Joined: 19 May 2006, 19:13

Re: Release: Quickmatching System

Post by Licho »

Why would you try it after we "fix" it by making it completely useless? Makes no sense zerver.. there are at best 2 quickmatchers at any given moment.

They MUST join normal games or they will never play.
zerver
Spring Developer
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Joined: 16 Dec 2006, 20:59

Re: Release: Quickmatching System

Post by zerver »

Well, all quickmatchers I have encountered so far have been immediately votespecced, so my point stands.
cleanrock
Former Engine Dev
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Joined: 21 Feb 2009, 07:42

Re: Release: Quickmatching System

Post by cleanrock »

I think it is enough to have the lobby inform the player that a game is getting filled up so the player can consider to join the game. I think auto-join like this will just mess things up.
And i still hope most server owners will lower the max player limit to 8 :) .. 4v4 should be good for game count and game quality.
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Licho
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Re: Release: Quickmatching System

Post by Licho »

There is also alerter which ONLY alerts you for this..

But im using quickmatching directly, it works for me fine .. if you set limit sensibly low there is no reason why would anyone votespec you..
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JohannesH
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Joined: 07 Apr 2009, 12:43

Re: Release: Quickmatching System

Post by JohannesH »

Licho wrote:But im using quickmatching directly, it works for me fine .. if you set limit sensibly low there is no reason why would anyone votespec you..
lol theres a ton of reasons to spec/kick quickmatchers
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Release: Quickmatching System

Post by Jazcash »

I "!specafk" kick Quickmatchers just cause it makes me feel powerful.
cleanrock
Former Engine Dev
Posts: 115
Joined: 21 Feb 2009, 07:42

Re: Release: Quickmatching System

Post by cleanrock »

Licho wrote:There is also alerter which ONLY alerts you for this..

But im using quickmatching directly, it works for me fine .. if you set limit sensibly low there is no reason why would anyone votespec you..
What is this alerter ? I cant find any such function in springlobby.
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quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: Release: Quickmatching System

Post by quantum »

It's a function of SpringDownloader, enable the "Alerter" tab.
cleanrock
Former Engine Dev
Posts: 115
Joined: 21 Feb 2009, 07:42

Re: Release: Quickmatching System

Post by cleanrock »

quantum wrote:It's a function of SpringDownloader, enable the "Alerter" tab.
aha .. i didnt read the first post very well
looks useful but i think i will skip messing up my linux install
i wish all energy would be put into one lobby :)
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Licho
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Re: Release: Quickmatching System

Post by Licho »

JohannesH wrote:
Licho wrote:But im using quickmatching directly, it works for me fine .. if you set limit sensibly low there is no reason why would anyone votespec you..
lol theres a ton of reasons to spec/kick quickmatchers
Not more than normal players. Unlike normal players quickmatcher ALWAYS ready up instantly when their condition (min players) is met.
They also autodownload map/mod instantly and if your ring them even say how much % they have.
They never switch teams, complain to play with player XY, randomly spec/unspec etc.
zerver
Spring Developer
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Joined: 16 Dec 2006, 20:59

Re: Release: Quickmatching System

Post by zerver »

Ok ima try the quickspeccing system :)
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Hobo Joe
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Joined: 02 Jan 2008, 21:55

Re: Release: Quickmatching System

Post by Hobo Joe »

I've never seen a quickmatcher ready up.



Just sayin'.
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Licho
Zero-K Developer
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Re: Release: Quickmatching System

Post by Licho »

They say how many players they wait for if you say their name or ring them.
When this number of players is met they ready up.
Max is 10.
zerver
Spring Developer
Posts: 1358
Joined: 16 Dec 2006, 20:59

Re: Release: Quickmatching System

Post by zerver »

I possibly have a better suggestion than that bot response:

1. If teams are uneven or the number of players meet the limit, always ready up.
2: Otherwise unready and:
- If you are a player and someone rings, wait for a random number of seconds and if the condition (2) still holds, switch to spectator.
- If you are a spectator, immediately switch to player.

There is a risk the server gets full, if it starts and you are spec, just leave and join another host.

This random seconds thing is to prevent all quickmatchers from deadlooping with their spec-unspec procedure.
ZellSF
Posts: 1187
Joined: 08 Jul 2006, 19:07

Re: Release: Quickmatching System

Post by ZellSF »

cleanrock wrote:I think it is enough to have the lobby inform the player that a game is getting filled up so the player can consider to join the game. .
Eh for a game to get filled up players must join the game, they can't wait with joining the game until it gets filled up... That just makes no sense.

I think this would be better if we had hosts that actually USED player limits to indicate the target game size rather than just set player limit to 16 (or 200) and used autolock.

Player limit of 2? 1vs1 game, always
Player limit of 4? 2vs2 game, always
Player limit of 10? 5vs5

You get the idea, set up more autohosts as needed by clans and such, but with relay hosts we should imo get rid of the unnecessary autohosts.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: Release: Quickmatching System

Post by Pxtl »

Request: have the QM system send an email when you've got a game you can play, using an address configured in the SD. I want to use my cellphone provider's SMS bridge to notify my cellphone. That way I can join QM, leave my PC and go do some work around the house, and have my cellphone notify me when there's a game I can play.
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