Loading...
  OR  Zero-K Name:    Password:   
Title: All Welcome
Host: ATrankATOSTIC
Game version: Zero-K v1.6.3.12
Engine version: 104.0.1-338-g911f59b
Battle ID: 493580
Started: 6 years ago
Duration: 84 minutes
Players: 9
Bots: False
Mission: False
Rating: Casual
Watch Replay Now
Manual download

Team 1
Chance of victory: 40.3%

CHrankAdminDeinFreund
Team 2
Chance of victory: 0.1%

ATrankInperpetuammemoriam
Team 3
Chance of victory: 9.8%

PTrankraaar
Team 4
Chance of victory: 0.1%

INrank0_k
Team 5
Chance of victory: 1.6%

DErankakademiker
Team 6
Chance of victory: 2.9%

ATrankATOSTIC
Team 7
Chance of victory: 25%

NOrankAdminKingstad
Team 8
Chance of victory: 2.6%

NLrankmalric
Team 9
Chance of victory: 17.7%

EErankAdminAnarchid

Show winners



Preview
Filter:    Player:  
sort
This game had performance issues. Besides that it was great!
+0 / -0


6 years ago
Performance was pretty good until about 23 minutes in. The zombies were spamming out a lot of paths.
+0 / -0

6 years ago
I'm glad Zombie FFAs are becomming a thing
+0 / -0

6 years ago
I should have terraformed that detriment with the caretakers.
+0 / -0
quote:
Performance was pretty good until about 23 minutes in. The zombies were spamming out a lot of paths.

For me, it was horribad.

I resigned because i was 3 minutes behind. On a live game. With no gamespeed changes. There weren't that many zombies then. That was at 36 minutes, when it became unmanageable and my djinn farm collapsed due to lack of management; the resign then took 3 minutes to process. It started lagging earlier, perhaps at 20 minutes, maybe even sooner.

I don't remember this happening before for me on this machine. I remember playing a zombie FFA on Trojan which didnt have this issue. Also by my observation catching up has become a lot slower very recently (months).

I tried disabling these on the fly, to no effect:
- Dynlights (both projectile lights and deferred rendering widgets)
- Endgame stats
- Every non default-on widget i have (attrition, deluxe player list)

This had no effect.

Also i think not every player was affected? Could it be OS sensitive?
+0 / -0

6 years ago
Both recent complaints I know of were on Kolmogorov. Is that just because clusters are not being played on other maps?
+0 / -0


6 years ago
My complaints about slow catch-up are map-agnostic. The mutual timeout game was on Catcher.
+0 / -0
Maybe the relatively large count of teams (FFA) also plays into the mix.

Also underwater post-terraform pathfinding is terrible, it would help if mouse clicks registered on the sea floor instead of the surface.
+0 / -0

6 years ago
My performance issues are also not related to one specific map.
Just tried to join a game that was running for 10 minutes. After 2 minutes of catching up I was still 6 minutes behind. It usually took less than a minute to catch up the initial 10 minutes.

According to my system monitor one core was running at 100%.
+0 / -0

6 years ago
I had performance issues here too, at points I was lagging like 10-30s behind, but then it recovered within a minute or so.
+0 / -0