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Domination Alpine: The New Placement Is Dumb


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#21 Y E O N N E

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Posted 06 February 2017 - 05:59 PM

They should put it back near the radio tower, where it was when Domination first launched. That location was at least fair, just had to figure out alternative ways to avoid the LRMs other than ducking behind a rock. Other ways, such as getting aggressive.

#22 Wildstreak

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Posted 07 February 2017 - 07:02 AM

View PostNavid A1, on 06 February 2017 - 12:58 PM, said:

Here is the situation:

Players: " PGI, apline domination circle placement is so unbalanced, Team 1 is screwed on that map"
some months later...
PGI: "oh ok... here is a fix"
Players: " PGI, you didn't fix anything, now team 2 is screwed"
PGI: "you yourself said that you did not like team 1 being screwed... we listened... you know what, we won't listen to you anymore. You don't know what you want."

Just shows that when you send a complaint to a company, try to have a solution as well.

View PostGrimRiver, on 06 February 2017 - 01:22 PM, said:

It's the same on Crimson, the Dom side is too close to the tunnel side spawning team.
Put it on the island or underpass middle and give both spawns equal distance.

I also think they should put the Dom where theta cap is on Peaks and bring back OG spawns for it.

Crimson's problem is not location, it is Lance spawns. One side, Alpha Lance is close to the platforms with Bravo furthest away; other side, Bravo is closest with Alpha furthest away. That's why in Crimson Domination when one side's Lights get to the circle, the other's Mediums/Heavies are there.

Still thinking of how to fix Canyon Assault so people stop rushing to the same corner with 75%+ chance of the same side getting wiped.

Edited by Wildstreak, 07 February 2017 - 07:02 AM.


#23 Dimento Graven

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Posted 07 February 2017 - 07:05 AM

View PostWrathOfDeadguy, on 05 February 2017 - 07:44 AM, said:

How hard can it possibly be to playtest this kind of crap before pushing it to live? Seriously. It takes two people less than two minutes to find out if the "hill" location in a KotH mode like Dom is broken. Spawn one player on each team with identical builds, race to cap, compare timers. If not equal, move cap closer to the team that took longer to arrive or move spawn closer to cap. Done.

Sigh...
PGI does play test this, but the people in PGI play testing are apparently NOT anywhere near as skilled as your average potato, and that's just sad.

That's why Domination is so f'd up on Alpine Peaks and Crimson Strait.

#24 xTrident

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Posted 07 February 2017 - 07:11 AM

View PostWrathOfDeadguy, on 05 February 2017 - 07:44 AM, said:

How hard can it possibly be to playtest this kind of crap before pushing it to live? Seriously. It takes two people less than two minutes to find out if the "hill" location in a KotH mode like Dom is broken. Spawn one player on each team with identical builds, race to cap, compare timers. If not equal, move cap closer to the team that took longer to arrive or move spawn closer to cap. Done.

Sigh...


I absolutely don't disagree. But how can PGI not see the difference in spawn points? When they're programming this **** they have to know where the spawn points are. I'm assuming when they make this circle it's on a digital map of some sorts showing the terrain, buildings, spawn points etc. Maybe I'm assuming too much, but if it's anything like this just using the gift of vision to see where each team spawns should be enough to know it's not going to work. Because as it stands the spawns points are way off.

#25 Dimento Graven

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Posted 07 February 2017 - 07:14 AM

View PostYeonne Greene, on 06 February 2017 - 05:59 PM, said:

They should put it back near the radio tower, where it was when Domination first launched. That location was at least fair, just had to figure out alternative ways to avoid the LRMs other than ducking behind a rock. Other ways, such as getting aggressive.
I disagree, it's actually a HUGE map, they have so many fricking possibilities but their "centrist" fixation doesn't allow much of anything to happen too far from the very center of the map.

If it were ME designing the map, I'd put the center of the circle in the industrial/storage area in G11, and have one team spawn in K9 and the other team spawn E7. Both teams would be spawning opposite sides of the map, not in almost immediate visual range of each other, BOTH teams would have to run through a bottle-neck, and BOTH teams could take slightly alternate routes that would put them on peaks overlooking the circle, without actually being in the circle.

Another alternative is to place the circle in J5, and have one team spawn in J10 and the other team spawn in E5, but I think one team may have a movement advantage due to terrain, not sure though...

#26 xTrident

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Posted 07 February 2017 - 07:16 AM

View PostPhoenixFire55, on 06 February 2017 - 03:27 AM, said:

You guys were asking PGI to fix it, they fixed it. You reap what you saw.

In the end a better team still wins, regardless of where the circle is, because just like any other "objective" it is utterly irrelevant.


You call this fixed??? Okay.

I have been on the disadvantaged side and won and the way we won/they lost... I hadn't seen the match go down that we before. I'd also argue the team I was on was probably much better than the team we were against. And we still had to work awfully hard for it.

I'll tell you what, the positioning sucks in of itself. But what frustrates me the most is what some have mentioned - Spawn, walk directly towards the circle not wasting any time and still the enemy has it down to 11 seconds before they're there. Not only that but in my light I've gone to the circle on the crap side, gone up the mountain to look down on the enemy and see what's coming. I see all their heavies and assaults already at the outer ridge of the circle while my heavies/assaults still have quite a distance to go to get where the enemy is. That's ridiculous.

#27 PhoenixFire55

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Posted 07 February 2017 - 10:25 AM

View PostxTrident, on 07 February 2017 - 07:16 AM, said:

I'll tell you what, the positioning sucks in of itself. But what frustrates me the most is what some have mentioned - Spawn, walk directly towards the circle not wasting any time and still the enemy has it down to 11 seconds before they're there. Not only that but in my light I've gone to the circle on the crap side, gone up the mountain to look down on the enemy and see what's coming. I see all their heavies and assaults already at the outer ridge of the circle while my heavies/assaults still have quite a distance to go to get where the enemy is. That's ridiculous.


Look, IKR. Bottom line is same as always ...

Posted Image

You are preaching to a wrong man/people. They don't read their own forums. Not people who make "decisions" anyway.

Edited by PhoenixFire55, 07 February 2017 - 10:26 AM.


#28 JediPanther

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Posted 07 February 2017 - 11:39 AM

Too bad no one has that old thread where some one found a magazine article explaining pgis map design process of must-fight-within-30 seconds. Map design has never ever been good,mediocre, or average quality from pgi. They have and always will suck at it.

I'm pretty dam sure almost any one from the forums or mwo community could design better maps but we don't have the tools or distribution of steam's work shop or the nexus mod community.No steam workshop support; another great pgi failure.

#29 GrimRiver

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Posted 07 February 2017 - 12:22 PM

View PostWildstreak, on 07 February 2017 - 07:02 AM, said:

Just shows that when you send a complaint to a company, try to have a solution as well.


Crimson's problem is not location, it is Lance spawns. One side, Alpha Lance is close to the platforms with Bravo furthest away; other side, Bravo is closest with Alpha furthest away. That's why in Crimson Domination when one side's Lights get to the circle, the other's Mediums/Heavies are there.

Still thinking of how to fix Canyon Assault so people stop rushing to the same corner with 75%+ chance of the same side getting wiped.

They could replace tunnel side lights spawn with assaults and by time assaults are on point the rest of the team is already caught up with them.

Most of the time from what I've seen the island side light spawn is on point as the red team's assault lance is just reaching it.

Either way both spawns should be evenly space with no upper hand on one side.

Edited by GrimRiver, 07 February 2017 - 12:25 PM.






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