Nobody Wants To Play Forest Colony
#61
Posted 19 May 2016 - 04:13 PM
#62
Posted 20 May 2016 - 08:02 AM
FupDup, on 19 May 2016 - 01:07 PM, said:
People not liking the map for one reason or another is entirely different than it just being bad design. Your absurd complaint was that people were saying immersion instead of bad design. Your opinion and the opinion of others that happen to agree with you doesn't change the fact others have a different opinion. Just because you and others think it is bad design doesn't make it bad design. To put it another way. Why do so many people on this forum say "bad design" in place of "I don't like it"?
#63
Posted 20 May 2016 - 08:10 AM
AdrenaHawk, on 19 May 2016 - 01:12 PM, said:
Fighting in a forest should look like this:
Or this:
It shouldn't look like this:
For that to be the case given the size of mechs every planet with forests would have to have trees the size of redwoods. That seems rather unlikely don't you think? Dense plant cover is one reason to have other vision modes. It would be cool to have maps like those first two, but other maps should have different terrain and obstacles to diversify combat from one map to the next.
#64
Posted 20 May 2016 - 10:03 AM
Edited by Coolant, 20 May 2016 - 10:04 AM.
#65
Posted 20 May 2016 - 11:48 AM
Over dependence on vision modes = bad map design.
Overabundance of doodads and visual clutter = bad map design.
Huge map, but only 2-3 place where fighting happens = bad map design.
#66
Posted 20 May 2016 - 03:08 PM
#67
Posted 20 May 2016 - 03:14 PM
process, on 20 May 2016 - 11:48 AM, said:
Over dependence on vision modes = bad map design.
Overabundance of doodads and visual clutter = bad map design.
Huge map, but only 2-3 place where fighting happens = bad map design.
No, no, you have it all wrong. Those three traits are IMMERSION, bro! Anyone who thinks otherwise is an unskilled meta tryhard crutchwarrior!
#68
Posted 20 May 2016 - 05:00 PM
Plus, it makes mechs look tiny.
Hate it.
#69
Posted 20 May 2016 - 05:05 PM
As much as I dislike the map, Emerald Taiga is a forest done right.
#70
Posted 20 May 2016 - 05:16 PM
Adamski, on 20 May 2016 - 05:05 PM, said:
As much as I dislike the map, Emerald Taiga is a forest done right.
Though i agree the Map Could use some Love when it comes to the Forest,
the Large Tall Trees are Very much Possible,
#71
Posted 20 May 2016 - 05:34 PM
#72
Posted 20 May 2016 - 08:06 PM
Andi Nagasia, on 20 May 2016 - 05:16 PM, said:
the Large Tall Trees are Very much Possible,
Redwood in the US that you mentioned.... Kauri in New Zealand, and King of Tree in SE Asia. And those are just here on earth... other planets, with differing gravity, sun exposure, and atmospheres..... who knows what sizes trees would grow to.
#73
Posted 20 May 2016 - 08:20 PM
Coolant, on 20 May 2016 - 10:03 AM, said:
Gambler's falacy. I don't think that's it based on my own stats and those of others. If search was working I'd have a thread link here of stat compilations. Edit: http://mwomercs.com/...wheres-it-gone/ Numbers are telling exactly what OP suggests: some maps are featured in voting rotation more heavily than others. Edit 2: Allegedly it was confirmed in a town hall that it is not random.
Edited by SeaLabCaptn, 20 May 2016 - 08:36 PM.
#74
Posted 20 May 2016 - 08:38 PM
It used to be just right. A well thought out map that was small but straightforward, not unlike 2fort in Team Fortress.
But when we made the jump from 8 to 12 man teams, it became a bit too cramped... and that's OK. Scaling it up isn't such a huge problem.
The problem is that the devs went overboard, so now it takes ages just to get to the front. Especially in pug groups, that means the lights rush in too fast, get creamed, and then the slows end up getting flanked. Also, it's suffering from a lot of the same issues as Viridian Bog has, where there's so much in the ways of ground snags that it can be frustrating to navigate.
So while "Bigger maps" and "Better graphics" might be on every gamer's lips, the reality of the situation is that more compact, well thought out maps are often the most preferred, and especially when it comes to the new scouting mode, I honestly think that old Forest Colony should be available, as well.
Personally, I wouldn't be at all against maps being procedurally generated. With hundreds of worlds in the Battletech setting, simply plugging in some numbers like how rough the terrain is, how many buildings there are, flora/fauna - even palette swapped... would make things a lot more interesting.
Edited by ice trey, 20 May 2016 - 08:40 PM.
#75
Posted 20 May 2016 - 09:22 PM
oneda, on 19 May 2016 - 08:43 AM, said:
Canyon Network for instance is 10000000000 times more popular but is rarely in the voting option.
Is this intentional?
I see Forest Colony every single time. Litereally every single time.
I rarely see Canyon Network which everybody loves.
Since nobody ever wants to play the new (******) Forest Colony, why is it always there if nobody wants it? That just doesnt make any sense.
And why is Canyon Network - one of the best maps - so rarely a voting option????
Let's face facts
All we will need is matches to have the following options for quick play
Skirmish or Skirmish
HPG or Canyon or Frozen night
That is all players really seem to want.
Edited by Lykaon, 20 May 2016 - 09:22 PM.
#76
Posted 21 May 2016 - 07:19 AM
Hit the Deck, on 19 May 2016 - 09:34 AM, said:
it's kind ofthe point...to force you to use alternate vision modes, occasionally.
#78
Posted 21 May 2016 - 09:56 AM
I'd be more happy if you were able to vote with all the possible maps and modes up to ballot. To be honest though I'm a person who has my favorites and would enjoy just playing Frozen City Night, HPG Manifold, Mining Collective, Canyon Network and maybe Grim Plexus as my main few maps and I'd love to never be on River City, Forest Colony, and a few others ever.
#79
Posted 21 May 2016 - 12:36 PM
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users