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Nobody Wants To Play Forest Colony


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#21 YourSaviorLegion

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Posted 19 May 2016 - 10:00 AM

PGI is like Bob Ross they just like to paint pretty little trees everywhere.

#22 Quicksilver Aberration

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Posted 19 May 2016 - 10:03 AM

View PostoperatorZ, on 19 May 2016 - 09:04 AM, said:

The new one just pushes everybody to the same place, a good 1/2 the map is completely unsuited for combat that allows for both sides to have good positioning. I think they could have just made a rolling terrain with more large trees and done just as good.

Hell, just rotating the spawns to be on the north and south would be a bit more interesting than what we have now. It won't save the map though because it is bad.

#23 FrontGuard

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Posted 19 May 2016 - 10:04 AM

View PostTLBFestus, on 19 May 2016 - 09:57 AM, said:

I would like to agree with you but CAUSTIC VALLEY makes me want to cry and puke at the same time.


As long as I am not in as Assault Mech I really like Caustic Valley now.
I like all the spots you can go in and out of the center.
I have had lots of fun on that map... again, unless i'm in an assault, then not so much.

#24 RussianWolf

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Posted 19 May 2016 - 10:28 AM

View PostReverseBurgler, on 19 May 2016 - 09:57 AM, said:

i understand that forest colony was reworked because it was one of the original maps intended for 8v8 play, but i feel that there were better ways to adjust it to 12v12 play. forest colony now is huge with only a small portion of the map played WITH TREES EVERYWHERE TO BLOCK YOUR VIEW, SRM, AND AC SHOTS.

old forest was great, i dont understand why they cant just release the maps back out; it only adds more content to the game.

The easiest solution would be to go back to 8v8 which would also increase TTK since you wouldn't be gnaked by 12 mechs at once any longer. Win Win.

Keeping both versions would be a decent idea as well. Can you imagine if they had kept with their first intention of eliminating Peaks when they brought out Polar?

View PostYourSaviorLegion, on 19 May 2016 - 10:00 AM, said:

PGI is like Bob Ross they just like to paint pretty little trees everywhere.

HAPPY little trees.... they are HAPPY not pretty.

#25 Moldur

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Posted 19 May 2016 - 10:37 AM

The map I see the absolute least is Crimson Strait. I was back for a week without seeing it once in the vote menu, and was about to make a thread asking if they had taken it out of rotation. Then I saw it in the vote screen that day.

Forest Colony and Caustic seem to be very frequent in the vote screens, and are rarely played on. PGI once again forcing their sunk costs on us "WE MADE THIS MAP DAMMIT, YOU WILL PLAY IT." Nice try, but no.

I see mining a lot more than I used to which is nice, I just wish they would fix the damn rubberbanding in C3 on the corner.

#26 C E Dwyer

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Posted 19 May 2016 - 10:41 AM

It's not a bad map, but as usual anything that brings immersion to the game, gets called bad and discarded, because the sky's not clear, for those L££T sniping skillz.

People say they want a game that challenges, that takes skill, but the voting clearly demonstrates that they don't really, just like making noise about it.

#27 Death Proof

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Posted 19 May 2016 - 10:42 AM

I don't vote for it because the visibility on that map is sh*t and it's often up against maps that have better visibility.

Also, it has a lot of wasted terrain that is typically never used. Maps like Canyon Network, on the other hand, have lots of areas that see regular action.

Other than that, I like the map...it looks cool and everything...it's just not a very fun map to play on.

#28 Airwind

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Posted 19 May 2016 - 10:45 AM

they should put an increasing bonus reward as well for the lesser voted maps. or have it tracked by individual with x2 bonus mc for each map daily.

#29 Bud Crue

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Posted 19 May 2016 - 10:45 AM

I'd like forest a heck of a lot more if the trees caught fire. If we are going to have bad visibility let it be of our own creation.

Also would like it if applying enough damage would let you take the big trees down (even if lack of collisions meant no real consequence if one fell on you). I just think the whole "mechs hiding behind trees" idea of the map is silly...what exactly are these indestructible trees made out of? Please make my mech of the same material please.

edit: yes these sort of issues are true on all maps. On forest though, hiding behind trees is like the entire point of the map so the silliness just sticks out more here.

Edited by Bud Crue, 19 May 2016 - 10:47 AM.


#30 Moldur

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Posted 19 May 2016 - 10:48 AM

View PostDeath Proof, on 19 May 2016 - 10:42 AM, said:

Other than that, I like the map...it looks cool and everything...it's just not a very fun map to play on.


That seems to be the problem with PGI's mapmaking in general. It's almost like the playability of certain areas is just some secondary consequence of the map makers achieving their true artistic desires. There are a lot of cool props and large features on some maps that are tucked in some corner that nobody ever sees, like the crashed dropship on Tourmaline Desert.

#31 Fut

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Posted 19 May 2016 - 11:00 AM

After (sort of) coming back from a fairly long (18 months, give or take) break from playing MWO, I have yet to see the reworked Forest Colony. I keep voting for it just so I can see what the new version is like, but it's rare for it to hit double digits in voting percentage - even when I have a x8 multiplier.

C'mon guys - just let me see the damn map!!

Suppose I could always Testing Grounds it, but that's not as much fun.

View PostMoldur, on 19 May 2016 - 10:48 AM, said:

That seems to be the problem with PGI's mapmaking in general. It's almost like the playability of certain areas is just some secondary consequence of the map makers achieving their true artistic desires. There are a lot of cool props and large features on some maps that are tucked in some corner that nobody ever sees, like the crashed dropship on Tourmaline Desert.


Actually I kind of like that about their maps... I wish they were all more random.
There's nothing worse for immersion, for me, than going into a game where it feels like I'm in a level designed for a specific thing. Much prefer a random hunk of landscape, and have to deal with/overcome/embrace the limitations and advantages of the terrain.

Edited by Fut, 19 May 2016 - 11:03 AM.


#32 meteorol

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Posted 19 May 2016 - 11:35 AM

It's bad.

#33 Perfecto Oviedo

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Posted 19 May 2016 - 11:39 AM

Smallest map in the game...

#34 FrigginEH

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Posted 19 May 2016 - 11:46 AM

personally, forest colony is growing on me. i do find it a bit difficult to figure out where i want to go for a good angle though. in smaller mechs the trees block pretty much everything, but that is what i appreciate about it. i don't want every map to have clear visibility cuz then it's all the same. it would be fun if you could see the trees poof into a small cloud when you shoot through them without altering your fire, but that would also reduce visibility. i'm sure somebody would complain about that though.

i say keep the trees, but maybe adjusting the spawn points and cap zones is a good idea to get full use of the map. or maybe players could also consciously try to use more of it as well, especially if you drop in a group. that may not work as well if you're just pugging around though.

you can't entirely blame the map for how players choose to play on it, that's a bit of a leap. it is easy to see the pattern of both teams meeting so regularly in the same spots to duke it out though. i never played the old map but i saw it in an older post. both versions would be fun to have.

#35 Adamski

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Posted 19 May 2016 - 11:51 AM

I HATE Forest Colony for 12v12 Quick Play

I LOVE Forest Colony for 4v4 Scouting

Its crazy.

#36 Cyborne Elemental

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Posted 19 May 2016 - 12:04 PM

Forest colony is a FPS sink.

On top of that, for its size.. its pretty sad that combat only happens on 6 grids...

#37 The Zohan

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Posted 19 May 2016 - 12:07 PM

I like it. And I want to play it. As a matter of fact, its in my personal top 3, right after Crimson Street and prior to Canyon Network.
Also, its probably the prettiest map in MWO.

I wouldnt shed a tear if PGI decided to remove all of the Frozen City maps. They´re way to small for 12v12 imo

Edited by The Zohan, 19 May 2016 - 12:09 PM.


#38 GRiPSViGiL

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Posted 19 May 2016 - 12:17 PM

Goes back to horrid map design, just another map that may as well be 25% of its size since the other 75% doesn't get used.

#39 FupDup

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Posted 19 May 2016 - 12:18 PM

View PostCathy, on 19 May 2016 - 10:41 AM, said:

It's not a bad map, but as usual anything that brings immersion to the game, gets called bad and discarded, because the sky's not clear, for those L££T sniping skillz.

People say they want a game that challenges, that takes skill, but the voting clearly demonstrates that they don't really, just like making noise about it.

Why do so many people on this forum use the word "immersion" in the place of "bad design?"

#40 jper4

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Posted 19 May 2016 - 12:21 PM

I wish they kept the tunnel on the new forest colony, was one of the things that could have two different fights taking place at the same time with no way for the fighters to support the other fight at all.





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