Jump to content

We Don't Need New Maps!


36 replies to this topic

#21 Jettrik Ryflix

    Member

  • PipPipPipPipPip
  • The Star
  • The Star
  • 183 posts
  • LocationCanada, eh?

Posted 04 April 2017 - 02:52 PM

Before considering adding new maps, can we focus on getting our old maps back?

I'm not talking about old Frozen City, Terra Therma, or old Forest Colony... I mean the maps that are currently in-game that we never play.

Canyon, HPG, Mining Collective, Viridian Bog, Caustic Valley... each of these maps shows up once every 20-25 rounds. Even when they do, stinking Polar Highlands or Crimson Straight gets voted in anyway!

This is honestly the most frustrating part about the game currently.

#EvenOutTheMapSelectionOdds

#GetRidOfMapVoting

#22 Moonlight Grimoire

    Member

  • PipPipPipPipPipPipPip
  • The Moon
  • The Moon
  • 941 posts
  • LocationPortland, Oregon

Posted 04 April 2017 - 03:13 PM

View PostKanil, on 04 April 2017 - 02:32 PM, said:

HPG without the HPG? Sounds nice.


How about a bigger HPG with the HPG compound just being part of it, think like Vitric Forge with the HPG compound in the center and various smaller outposts around it. Not a replacement for HPG, just another map with the tile set.

#23 The6thMessenger

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Nova Captain
  • Nova Captain
  • 8,142 posts
  • LocationFrom a distance in an Urbie with a HAG, delivering righteous fury to heretics.

Posted 04 April 2017 - 03:19 PM

View PostKhobai, on 04 April 2017 - 10:13 AM, said:

We need bigger maps so scouting can actually be a thing.

When you find the enemy in the first 20 seconds of the game, thats not scouting.


We had that, but it's just a white graveyard of mechs that strayed too far, and got lurmed to death in the process.

#24 SilentWolff

    Member

  • PipPipPipPipPipPipPipPipPip
  • The God of Death
  • The God of Death
  • 2,174 posts
  • LocationNew Las Vegas

Posted 04 April 2017 - 03:35 PM

View Postcazidin, on 04 April 2017 - 09:43 AM, said:

WE DON'T NEED NEW MAPS!



Posted Image

#25 PlayerUnknown

    Member

  • PipPipPipPipPipPip
  • The Cyber Warrior
  • The Cyber Warrior
  • 241 posts
  • Facebook: Link
  • LocationUSA CALIFORNIA

Posted 04 April 2017 - 04:40 PM

no one has figured out the maps that are out right now.

there are so many ways to win maps right now if people just look around and find the secret spots left out there for us to use.

so why bother with new ones ?

#26 ShadowFire

    Member

  • PipPipPipPipPipPip
  • The Bold
  • The Bold
  • 211 posts

Posted 04 April 2017 - 05:30 PM

"We Don't Need New Maps!" Heresy!!!

Seriously, We need new and better maps more than ANYTHING else in this game.

#27 Moonlight Grimoire

    Member

  • PipPipPipPipPipPipPip
  • The Moon
  • The Moon
  • 941 posts
  • LocationPortland, Oregon

Posted 04 April 2017 - 05:40 PM

Speaking of new maps, anyone know how to load MWO assets into cryengine SDK, the map maker is pretty damn simple. Can't just flat send it to PGI and see it in game within a day, but, mock ups could be done in spare time.

#28 I R O N Patriot

    Member

  • PipPipPipPipPipPip
  • Mercenary Rank 2
  • Mercenary Rank 2
  • 419 posts
  • Facebook: Link
  • Twitch: Link
  • LocationArizona

Posted 04 April 2017 - 07:32 PM

View PostSilentWolff, on 04 April 2017 - 03:35 PM, said:



Posted Image


#29 MauttyKoray

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,831 posts

Posted 04 April 2017 - 08:24 PM

View Postcazidin, on 04 April 2017 - 09:43 AM, said:

Greetings MechWarriors. Today I have a simple question. Why do players want so many new maps? Yes, they are technically speaking, new content but they play the same. GO LEFT and GO LEFT FAST! or, run to the center and hide behind cover, occasionally ducking out to fire your lasers/autocannons/missiles*.

I'd like an Urban style map, and maybe a few other new maps which WOULD add variety but given their cost and PGI's limited finances, are they really a good investment? To anybody who claims that we aren't getting new content, the Skill Tree (mediocre™ as it may be), New Tech, etc ARE coming out in the new few months. Maybe with IK.

*LRM carriers don't need to duck out of cover to fire at the enemy, but they will demand locks from those who do.

Strictly speaking on maps, I'm of the opinion that we don't need an absolutely huge mess of maps...however I do think we need some more variety. Urban settings, outer terrestrial maps (stuff like the moon, pluto, etc planets that are ice, rocks, various crazy things like the crystals/obsidian stuff we already got) and possibly even ridiculous things like interiors such as massive interconnecting cave systems, an indoor complex such as a huge facility, massive ship interior, or simply even similar to mining facility but more of a military base.

My personal preference is a map that actually gave a mix of UNDERWATER and other combat areas. Having water that causes certain weapon restrictions and obscures visibility both into and out of the water (murky probably) would make it fun for both in and out of water combat while not giving an advantage towards either.

Summary: Its not specifically that we need MORE maps, but in my opinion its that we need more VARIETY of maps.

Edited by MauttyKoray, 04 April 2017 - 08:27 PM.


#30 Erronius

    Member

  • PipPipPipPipPipPip
  • 348 posts

Posted 04 April 2017 - 08:55 PM

View PostDakota1000, on 04 April 2017 - 10:33 AM, said:

People play this game to shoot stompy robots

These things aren't mutually exclusive

View PostDakota1000, on 04 April 2017 - 10:33 AM, said:

not to walk around playing hide and seek for 2 minutes before they can actually do what they signed up to do.

Doesn't this already happen to a lot of people playing 54kph assaults anyways? And people don't seem particularly put out by it.

#31 Khobai

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 23,969 posts

Posted 05 April 2017 - 05:34 AM

Quote

People play this game to shoot stompy robots, not to walk around playing hide and seek for 2 minutes before they can actually do what they signed up to do.


except I didnt say it should take 2 minutes to find the enemy

I just said it should take more than 20 seconds

there is a middleground. where scouting can still be a legit phase of the game. instead of not being a phase at all.

Quote

We had that, but it's just a white graveyard of mechs that strayed too far, and got lurmed to death in the process.


no weve never had that.

polar highlands fails because its an empty map that PGI didnt fill in with proper cover elements. Like crashed ships and things to hide behind for LRMs.

And the large invasion maps fail because the attackers have to walk a ridiculously long way to reach the defenders who camp their base the entire game. And theres never any need to scout because you always know where the defenders are: camping their base. because they gain every advantage by doing so and have no reason not to.

do large maps properly and they will work.

Edited by Khobai, 05 April 2017 - 05:43 AM.


#32 Hindenhoot

    Member

  • PipPipPipPipPip
  • Bad Company
  • 107 posts

Posted 05 April 2017 - 06:30 AM

A big thing that's missing from MWO that you see in other games is player created content. There's zero modding. Come to think of it, it's the only game I play now where this is the case.

While far from my favourite game these days, a great example of this Team Fortress 2. A big reason the game still has such a huge community 10 years after release is the success of its community content program, keeping the game fresh - 90% of the popular maps were created by the community.

Maps don't make money for PGI? Fine, why not let players to create content in the SDK and then curate it instead?

Edited by Dahoota, 05 April 2017 - 06:35 AM.


#33 cazidin

    Member

  • PipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 2
  • FP Veteran - Beta 2
  • 4,259 posts

Posted 05 April 2017 - 07:17 AM

View PostSuko, on 04 April 2017 - 12:19 PM, said:

Do you wear the same set of clothes for years on end? I hope the answer is "no". You don't NEED multiple pairs of pants, but it's nice to have some variety to life. Maps are the same thing. We haven't had a NEW map (not a rehash) in ages. It's almost been a year since we got Polar Highlands and that started out as a refresh to Alpine.

Regardless, new maps ARE a necessity. I personally don't care if they "play" different from existing maps. I just want to have something new to stare at. Others have recommended doing something like take Polar Highlands, but make it a temperate climate and add some small groves of trees and water features. It might be neat if PGI looked at some of the old Board Game maps and used them as "inspiration" for new maps.

Posted Image
(I want a map that feels like this. That would be nice.)


So, I shouldn't wear my favorite shirt year-round?

I see.

OK. Seriously, yeah variety is nice and I'm not saying that new maps wouldn't be good or fun for about a week or two, but I'm trying to point out that PGI's map designers will either have a map where you TURN LEFT or RUSH TO THE CENTER with nothing inbetween. It may favor long range, it may favor brawls, but the end result will ultimately be the same with how they develop maps and how gameplay works.

#34 Alreech

    Member

  • PipPipPipPipPipPipPipPip
  • Little Helper
  • Little Helper
  • 1,649 posts

Posted 05 April 2017 - 09:49 AM

Scouting ? PGI killed that with ECM and Radar Derp. You may tell your team the enemys position via VOIP, but even if you have a clear sight on the Mechs in many cases they don't appear as icons on the Battlegrid.
If you don't know there the enemy is, camping in the base is the best you can do...

IMHO each map needs a attacking side (coming with dropships) and a defending side (spawn on the map).
Assault:
only the defending side has a base, there are 3 possible locations for that base (Alpha, Beta, Gamma) , and the actual position of the base to defend will be randomly determinated at the begining of the match.
Both sides have to move to the base, and both side hat to use scout mechs to find the enemy.

Conquest & Skirmish:
same as now

Domination:
same as now, but without the 4 secondary objectives...

#35 Khobai

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 23,969 posts

Posted 05 April 2017 - 12:42 PM

Quote

Scouting ? PGI killed that with ECM and Radar Derp


I agree ecm shouldnt grant stealth

but I dont see how radar derp killed scouting, for radar derp to work you have to have detected the enemy in the first place

#36 Flak Kannon

    Member

  • PipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 581 posts

Posted 05 April 2017 - 04:04 PM

The best designed map to date in my opinion are Virdian Bog and Canyon Network

They have elevation changes

Bog have a lot of cover. Canyon.. meh.. but not zero cover just not as much.

Both have choke points, and lanes to flank.


I'd love more maps built like Canyon and Bog, but larger, much larger. 'Make scouting great again!'

Please PGI...


Pretty PLEASE.


Enjoi

Edited by Flak Kannon, 05 April 2017 - 04:05 PM.


#37 Mister Blastman

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 8,444 posts
  • LocationIn my Mech (Atlanta, GA)

Posted 05 April 2017 - 04:28 PM

We need maps without chokepoints and random spawn points to avoid deathballs and hideyholing.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users