Nobody Wants To Play Forest Colony
#21
Posted 19 May 2016 - 10:00 AM
#22
Posted 19 May 2016 - 10:03 AM
operatorZ, on 19 May 2016 - 09:04 AM, said:
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
Posted 19 May 2016 - 10:04 AM
TLBFestus, on 19 May 2016 - 09:57 AM, said:
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
Posted 19 May 2016 - 10:28 AM
ReverseBurgler, on 19 May 2016 - 09:57 AM, said:
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?
YourSaviorLegion, on 19 May 2016 - 10:00 AM, said:
HAPPY little trees.... they are HAPPY not pretty.
#25
Posted 19 May 2016 - 10:37 AM
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
Posted 19 May 2016 - 10:41 AM
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
Posted 19 May 2016 - 10:42 AM
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
Posted 19 May 2016 - 10:45 AM
#29
Posted 19 May 2016 - 10:45 AM
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
Posted 19 May 2016 - 10:48 AM
Death Proof, on 19 May 2016 - 10:42 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.
#31
Posted 19 May 2016 - 11:00 AM
C'mon guys - just let me see the damn map!!
Suppose I could always Testing Grounds it, but that's not as much fun.
Moldur, on 19 May 2016 - 10:48 AM, said:
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
Posted 19 May 2016 - 11:35 AM
#33
Posted 19 May 2016 - 11:39 AM
#34
Posted 19 May 2016 - 11:46 AM
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
Posted 19 May 2016 - 11:51 AM
I LOVE Forest Colony for 4v4 Scouting
Its crazy.
#36
Posted 19 May 2016 - 12:04 PM
On top of that, for its size.. its pretty sad that combat only happens on 6 grids...
#37
Posted 19 May 2016 - 12:07 PM
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
Posted 19 May 2016 - 12:17 PM
#39
Posted 19 May 2016 - 12:18 PM
Cathy, on 19 May 2016 - 10:41 AM, said:
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
Posted 19 May 2016 - 12:21 PM
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