Petition To Save Alpine! = Verdict: It Stays
#81
Posted 01 January 2016 - 02:49 PM
#82
Posted 01 January 2016 - 02:58 PM
The ground obstacles are a bit much and would rather an audit on all newer maps for ground obstructions. It's one of the most prevailing issues of this game and is so EASILY solved.
Maybe make the hill climb module useful, ignoring the little pebbles.
Edited by xMADCATTERx, 01 January 2016 - 03:00 PM.
#83
Posted 01 January 2016 - 03:22 PM
patataman, on 01 January 2016 - 02:30 PM, said:
I can't remember Alpine not having the big mountain, i guess the mountain was added very quickly after the map release and i missed that. But i remember roaming the plains with my old ppc spider, caping the mining platforms in each corner of the map. It was an awesome map for conquest back then, a lot better than it is now. The big distance between the caps required the use of light mechs, and forced both teams to play for the map objectives. If a team ignored caps at the start of the match, a couple of lights were able to win the match without much trouble.
I might be wrong about the mountain. My memory from that far back is a bit sketchy. I recall some other folks talking about the mountain being an add-in, and I seem to remember something to that effect. I could be wrong though.
I do remember, as you attested to, for certainty, that the Conquest Cap Points used to be much more spread out. The map was more fully utilized back then and a lot more fun. To this day, I still can't fathom what prompted PGI to cluster the cap points like they did when the old way was so much better.
#84
Posted 01 January 2016 - 04:29 PM
Amazing how it looks in that video...my computer has never run this game that smoothly lol. Can't wait to finally "get gud" when I upgrade my system.
#85
Posted 01 January 2016 - 06:22 PM
Forming still pools of clear water
I weep for bad maps
#86
Posted 01 January 2016 - 06:22 PM
#87
Posted 01 January 2016 - 06:25 PM
Mechwarrior Buddah, on 01 January 2016 - 06:22 PM, said:
Great question. Solo / Group Queue players want new maps, and CW players want fewer awful maps. Easy solution: rework Emerald Taiga and Vitric Forge for solo / group queue play. Everybody wins! Except for solo / group queue players, ha ha ha.
#88
Posted 01 January 2016 - 06:30 PM
Helsbane, on 01 January 2016 - 02:05 AM, said:
or trees that even block heat vision
Tasker, on 01 January 2016 - 06:25 PM, said:
Great question. Solo / Group Queue players want new maps,
When/what was the last one we got?
#89
Posted 01 January 2016 - 06:33 PM
That said, the "reworks" are so in-depth that they look like they took just as much effort to create as brand-new maps.
#90
Posted 01 January 2016 - 06:37 PM
Yeonne Greene, on 01 January 2016 - 06:33 PM, said:
That said, the "reworks" are so in-depth that they look like they took just as much effort to create as brand-new maps.
Id rather brand new maps than recycling old ones but thats me
But the feedback page from Viridian is from november of last year. So does it take them a year to create one new pubbie map?!
#91
Posted 01 January 2016 - 06:39 PM
IMO, MWO is in short supply of maps in general. To remove any one of them is a bit short sighted.
PGI... PLEASE KEEP ALPINE IN QUICK DROP ROTATION!!! If anything, just tweak a few of the obvious spots and let it be... just let it be.
#92
Posted 01 January 2016 - 06:40 PM
#93
Posted 01 January 2016 - 07:05 PM
Step 2: Pat yourself on the back for improving existing content and keeping your players happy.
Step 3: Finish and release the new map and add it to the existing pool of maps. Keyword is ADD, not REPLACE.
How does a developer/publisher think removing content that players like could be a good thing?
This is beta, but it is a PAID beta. Some players may have possibly purchased Champ/Hero mechs with MC specifically for Alpine Peaks - You can't know exactly what makes players buy MC, so just FIX the thing we like instead of scrapping it.
After all, nobody likes all maps. I absolutely HATE Mining Collective, and although I like the geography of HPG Manifold, the artistic style could use a total re-work (GREY BUMPY PANELS EVERYWHERE WHY??). Viridian Bog and Forest Colony have WAAYYY too much clutter (trees and bushes) to the point that it's hard to navigate in a short mech without memorizing the layout, and the rocky steps in both maps are too bumpy to be practical.
PGI... If you're going to start scrapping maps just because they have minor gameplay deficiencies in stead of just fixing them, then you're opening a can of worms that could reasonably call for most of the maps being replaced.
If fixing maps is a job that needs to be done... Are you hiring? PM me. Serious.
#94
Posted 01 January 2016 - 07:09 PM
Glad to see it go!
#95
Posted 01 January 2016 - 07:31 PM
MonkeyCheese, on 01 January 2016 - 12:04 PM, said:
If any map needs to have a section made impassable its the center of terra therma. That map to me is fantastic if the middle is ignored.
I've been saying this for ages... one fix for Terra Therma would be to just double the heat penalties in the caldera. Make it passable, but hot to the point that you can't fight in it, period.
#96
Posted 01 January 2016 - 07:33 PM
#97
Posted 01 January 2016 - 07:36 PM
#98
Posted 01 January 2016 - 07:52 PM
However, I think just changing the spawn locations would really help the map.
#99
Posted 01 January 2016 - 08:00 PM
Team Chevy86, on 01 January 2016 - 01:57 AM, said:
It may not be the greatest map, but it does have merit.
Our selection of maps is limited as it is, so why remove it entirely?! Sure, rebuild it. I won't argue there
*cough*Frozencity*cough*
Alpine's only real flaw is the massively OP goat-**** mountain that controls the map. If we're going to rebuild this map from the 'ground up' why waste it's potential? Seriously, nuke the mountain and revise the spawn points and -BAM- another map alongside the new one. Conquest is actually a lot of fun when you can actually utilize more than %20 of it!
Making a poll in Suggestions asap.
http://mwomercs.com/...to-save-alpine/
SAVE ALPINE!!!
From the January roadmap:
http://mwomercs.com/...nuary-road-map/
I understand when they rebuilt Forest Colony and River City the old versions were removed entirely because they were dysfunctional. Alpine however, is a perfectly functional map. It doesn't make sense to remove that content from the game when all it requires are some changes to make it more fair.
The new map is a semi-replacement for Alpine I believe. The problem with Alpine is that its a great map...but not for MWO in its current state. While I think it should be 'kept' it does not work for the PVP arena combat we have right now. I'm hoping in the future it gets retooled or reworked, but Russ'/PGI's stance was that it would be quicker/a better idea to create a new map using the Alpine assets.
Even more, it would be great if they used the map for a future PVE setting, as it has a lot of great locations for objective based missions.
The major thing about Alpine is the hill is a horrible central fighting location that leaves a large portion of the rest of the map unused, and it needs a facelift being one of the older maps. Possibly in the future they will in fact create an updated version of Alpine, hence why the new map isn't named Alpine. Its far too open with the ridiculous ranges we have so I hope once they get around to it, it will be a far better map for the wait. Plus 1/3 game modes being any good on it (and the least played mode) means that its rarely ever a good map to play.
Edited by MauttyKoray, 01 January 2016 - 08:03 PM.
#100
Posted 01 January 2016 - 08:01 PM
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