Mister Blastman, on 06 August 2015 - 06:39 AM, said:
More upsetting than when you take a SRM+Small Laser 'mech and draw Alpine in the random map selector?
If anything random maps will make less meta mechs potentially more useful since nobody will know where the sniper nest is or the most advantageous positions are to utilize their longer range weapons. Brawlers will more easily be able to sneak up behind players because nobody will know the map.
The thing is that people know how many Alpine maps there are at the moment (one.... possibly one to many...) so they are able to make a judgement call in their head as to how likely it is to turn up in their rotation and then respond accordingly. They have a relatively constant value of Alpine (or any other map) to gamble their loadout with.
Yes, this does mean that people will tend towards more "meta" type builds, because they want to win the round. See my comments about Killers and Achievers, a lot of people like meta/min-max/most-viable loadouts, its part of their enjoyment of the game.
Mister Blastman, on 06 August 2015 - 06:39 AM, said:
I know folks like comfort, but soldiers on a modern battlefield or true Battletech warriors had to/have to accept that every time they go to battle, it will probably be in unfamiliar surroundings.
The thing is that Soldiers and Mechwarriors alike, whilst they won't know the exact layout, will have enough of an idea of what they are up against to adjust accordingly. If you want to bring in "real world" realism to the game then you would need to include a 'see the map and then pick your mech/loadout' approach.
Which might not actually be a bad thing in many ways, but it would mean a new type of "meta" as people learned how to min-max their post reveal choices accordingly.
Mister Blastman, on 06 August 2015 - 06:39 AM, said:
Relying on familiar maps is a crutch. There's a reason there are map compilations for older shooters like Duke Nukem 3D or Doom that number in the hundreds or even thousands. Players did and still do enjoy testing their abilities in unfamiliar environments.
Okay, I'm going to have to disagree on the use of the word "crutch" on two fronts:
1 - Making a solid, playable, visually appealing map that is enjoyed by a large portion of the player base (ie what the developer has to do) is actually very hard. Making a procedural system that keeps that same player base happy is even harder.
2 - Predictability in playing field is something that has been around in gaming/game playing for a very long time. People/players really like it, beyond any technical limitations. This is one of (though obviously not the only) reasons Settlers of Catan is outsold by Monopoly and that major gaming tournaments tend to be fought on known maps.
With regards to mappacks - yes, there are games with thousands of maps out there. However most games are doing amazingly if they have more than 20 which are considered "classic" and that a majority of people want to play. Even with map-packs most people will end up cycling through a small selection of the overall amount available, often because it takes so long to exhaust all the play-ability from a good map.
And I do agree that some players "did and still do enjoy testing their abilities in unfamiliar environments". However it is not a majority, and that's not just because they haven't had the experience of playing in them.