ZeroK-RTS / Zero-K-Infrastructure

Website, lobby launcher and server, steam deployment, .NET based tools and other vital parts of Zero-K infrastructure
GNU General Public License v3.0
53 stars 52 forks source link

Improve scaling of ZKLS for high player counts #1284

Closed Licho1 closed 8 years ago

Licho1 commented 8 years ago

Target = 1000+

Also

db81 commented 8 years ago

I still think it's better not to split channels and instead show the number of people in the channel and only show friends and clanmates in the list.

Think of the logistics of how it will be used. You go to #zk to talk to the ZK community at large, if you have to hop potentially 10 (!) channels to find the right people and keep your hand on the pulse, no one will use it.

knorker commented 8 years ago

Think of the logistics of how it will be used. You go to #zk to talk to the ZK community at large, if you have to hop potentially 10 (!) channels to find the right people and keep your hand on the pulse, no one will use it.

aka the problem that happend with spring chat: There was a #main chat that all players joined. Was very good to organize matches and general blabla. Then all the lobbies begun to use different default channels and the chat was dead. (Plus annoyed players leaving the channel because there was too much spam http://zero-k.info/Forum/Thread/20386)

Licho1 commented 8 years ago

@db81 The issues with non splitting is, that with too many people, it might be impossible to simply hold a conversation - too many people talking. Hiding players instead makes it feel empty (even if there is some counter I think). Counter itself means updates have to be sent whenever player joins/leaves.

What others think? Split or hide players?

db81 commented 8 years ago

If you worry about #zk devolving into an endless stream of shitposting, that will be a problem, but it's already a problem occasionally, all it takes is Skasi and someone else posting ASCII Soviet flags. It still provides social cohesion and a way to ask for help, especially if we moderate it a bit. Splitting it into disconnected shards defeats the whole purpose.

https://sketch.io/render/sk-cae1041b7cb45ebedabbba52bc8053f3.jpeg looks sufficiently non-empty, it's actually preferable because you don't care about all people, so the full list makes it hard to see who's online.

Counter itself means updates have to be sent whenever player joins/leaves.

They don't have to. You send updates every 3 minutes. Every 5 minutes. Doesn't impact usability.