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tune up the maximum concurrent lobbies algorhythm



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#1 ninjaMooCow

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Posted 17 July 2016 - 09:10 PM

a player contacted me today with a suggestion:

 

player: moocow this lobby restriction
player: no HL all dat except ramjam
player: it should be 2 all the time, so that 1 cancer lobby doesn't shut down all HL contiinent-wide

 

So the suggestion, as I word it, is:

1. When there are low number of players, only allow the "popular" maps.

    or

2. As the player mentioned, minimum number per gametype should be 2

 

 



#2 happs

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Posted 17 July 2016 - 10:09 PM

With low player counts, atleast for 6s, #1 is usually handled by the auto expire feature.  Typically 6s will self-police the open lobby count when not many players on, so I don't see #2 being a problem.

 

I would also like to be considered to always allow a 6s mumble req, non off-classing lobby if one does not exist.  I have a real disdain for fulltime off-classing / non-mumble lobbies, and I do not mind waiting longer for a proper one to start.



#3 MasterNoob

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Posted 18 July 2016 - 03:58 PM

Auto-expire Lobby will close any half filled Lobby within 30 mins; HL Lobbies have a min threshold of 1, 6v6 have 2. Donators always have +1.

 

I think that should be enough, since we like to see Lobbies filled and launched rather than more Lobbies open. 



#4 naknak

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Posted 18 July 2016 - 09:41 PM

we like to see Lobbies filled and launched


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#5 Highvlass Heavy

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Posted 19 July 2016 - 12:05 AM

There's clearly some sort of bug going on when people cant open up HL lobbies when none are open



#6 naknak

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Posted 19 July 2016 - 12:54 AM

Irrespective of any bug, the point is that lobby limits do not achieve their stated purpose.

 

It's obvious subjectively -- single lobbies definitely don't fill 2-3 times faster, as they must if they're to outperform multiple lobbies.

 

And it's obvious from the graph -- limits were introduced 22 January 2016, according to changelog, made more restrictive since, and (excluding a single-digit-percent uptick at end of February) have failed to increase daily played lobbies at any point since.



#7 ninjaMooCow

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Posted 20 July 2016 - 12:43 PM

It's hard to normalize the March MM release and the May Overwatch release into this equation.  Intuitively, I assume that puts the lobby counts on a downward slope to begin with.

 

But I like the graph and the idea, don't get me wrong.  Just I do feel there is more in play here than lobbies per day with the limits as the only variable.



#8 AliG

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Posted 20 July 2016 - 02:50 PM

its all fine with lobby restriction. we dont need 3 HL lobbies when there are only 90 online. there were just more lobbies because at that time were more players here. i remember we almost had 1000 at weekend. now there are 300-400.



#9 naknak

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Posted 20 July 2016 - 03:23 PM

March MM release and the May Overwatch release

Historical tf2c online-player counts would be helpful here.

Played lobbies are down 80% since limits were introduced. If limits are supposed to be helping, player counts should be down more than 80%.

Is that the case? I don't think so but I don't have the data.
 

its all fine

Two is one and one is none. That's what you're arguing in favor of: long periods of no HL lobbies, with no upside whatsoever.





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