Remove "classic" Maps
#41
Posted 31 March 2019 - 04:26 AM
What’s needed is, in my view, to (1) allow selection and deselection of game modes again, and (2) to eliminate the map/mode lottery at the beginning of each match. I used to keep all modes and all servers selected and got a lot more matches than those who opted out of assault and conquest matches. It was all random, you never knew what was coming, and it kept you guessing-it kept the game fresh. Now you see the three maps pop up and you know exactly which one is getting picked. The coldest, smallest one, in skirmish mode. Every time. I remember a day where I never got out of the HPS station. I had another day where I ended up doing twelve straight drops in Canyon Network.
#42
Posted 31 March 2019 - 04:41 AM
Thorqemada, on 30 March 2019 - 03:51 PM, said:
Get rid of M+M Voting at all pls!
My experiance so far is pretty mixed. I see classic pretty much as often as other maps...also HPG gets picked to much. Hate that map.
#43
Posted 31 March 2019 - 05:17 AM
Nightlurk, on 30 March 2019 - 02:21 AM, said:
You might as well hand me a dice and make me roll for win/loss and just save me the wasted time.
Why are those maps back in the game anyway? You took them out because they were horrible, and now you added them back in for what!? At least make them optional and not force me to play through them.
And yes this is a rant!
Many of the other maps in rotation are pretty much the same.
Both teams go to the same spot
Both teams rotate
one team wins
50/50 it was team you were on because it wasn't a brilliant strategy of execution of a tactical plan that won that match. It was nearly decided in it's entirety once the match maker was done.
Edited by Lykaon, 31 March 2019 - 05:18 AM.
#44
Posted 31 March 2019 - 05:22 AM
and when you are done returning classic maps, make new maps. anything but snow.
Edited by LordNothing, 31 March 2019 - 05:24 AM.
#45
Posted 31 March 2019 - 07:19 AM
#46
Posted 31 March 2019 - 08:59 AM
Nesutizale, on 31 March 2019 - 07:19 AM, said:
So much this, the power of modding is what made Id Software and later Valve the types of monolithic gaming entities they are now. It's a shame so many publishers seem to misunderstand this.
Edited by RickySpanish, 31 March 2019 - 08:58 AM.
#47
Posted 31 March 2019 - 09:13 AM
This
+123
#48
Posted 31 March 2019 - 09:27 AM
#49
Posted 31 March 2019 - 01:14 PM
All they need to do for them is make those gosh darn trees knockdownable
#50
Posted 31 March 2019 - 10:15 PM
#51
Posted 31 March 2019 - 11:03 PM
Nightlurk, on 30 March 2019 - 02:21 AM, said:
First... Many if not most of the people who vote for these maps know exactly what they are... and that's why we vote for them. Many players were disappointed by the loss of gameplay variety which the removal of these maps- these specific maps- represented. We enjoy the fast, brawly games which the older, smaller maps force. Shortcutting the sniping phase is a feature. It was a disappointment when every single map began with long range trades, moving into medium range trades, and only brawl after the outcome had usually been decided by early peek losses. Going straight into the brawl makes short-ranged builds more relevant again, and introduces true randomness to the matchmaker. Now you really don't know what kind of build will be best for the match you end up in. Previously, that was a problem only brawl builds had. Now everybody has that same problem. It's glorious.
Nightlurk, on 30 March 2019 - 02:21 AM, said:
Welcome to not knowing in advance if your build will be perfect for the map/mode. Congrats. We brawl-lovers have been in that position ever since these maps were removed. Do you like how it feels? Good. Savor it. That's called disappointment. It's the natural counterpoint to getting exactly what you want all the time!
Nightlurk, on 30 March 2019 - 02:21 AM, said:
Because players asked for them to be returned. Because many players never wanted them removed. We asked for new maps, not the outright replacement of the old ones. The only thing wrong with the old maps was that the spawns were messed up- size wasn't an issue. Take any of the new, large maps... and subtract the time spent faffing around positioning before first enemy contact. Is there any difference worth mentioning between one and the other, vis a vis time spent actually fighting? Very bloody little. The only difference is the range at which the first shots are exchanged. On the New maps, that tends to be ERPPC/ERLL/AC2 range. On the "Classic" maps, it tends to be LL/ERML/AC5/AC10 range.
Oh noes! You have to fight more of the enemy team sooner! You might have to actually put your hands on the controls, instead of taking another sip of coffee!
Nightlurk, on 30 March 2019 - 02:21 AM, said:
Misconstruction of motivation. The old maps were removed because they were re-made as new, larger maps. That is not a qualitative judgment on the old maps... and for the umpteenth time, not everyone wanted the old maps removed when the new maps were added.
Nightlurk, on 30 March 2019 - 02:21 AM, said:
For all of the players who are not you, who never wanted them removed in the first place, and who like having a true variety in gameplay rather than just a bunch of samey-samey sniper maps that only devolve into short-range fights after the outcome of the battle has already been decided.
Nightlurk, on 30 March 2019 - 02:21 AM, said:
Do I get the option of excluding Polar, New!Frozen, New!Forest, and New!Therma?
No?
Then deal with it.
Nightlurk, on 30 March 2019 - 02:21 AM, said:
Oh Honey Bear, that's barely even a complaint, let alone a rant. Rants have paragraphs.
#52
Posted 01 April 2019 - 12:58 AM
Phoolan Devi, on 30 March 2019 - 02:26 AM, said:
2nd) they were taken out of rotation because they were reworked
3rd) they're back because people were asking for them to come back
4th) I don't know why people would have a problem with those maps.
1) Hell YES, please remove them
2) The "classic maps" were intended for 4 vs 4 combat, not 12 vs 12 - they hail from CLOSED BETA.. the game is much different now..
3) The people that asked for them back, are also the people who cried when they were removed, and the people who don't like any realism in their battlefields, but instead want instant SRM face-hugging action.. As soon as regular people try these maps out, they will be chosen very rarely, mostly for the purposes of trolling, kinda like Solaris city..
4) All of the stated above, plus keep in mind that these maps are simply too small for 12 vs 12, and there is no tactics or anything other than instant face-smashing in this map. Long range is useless, and most games on these maps are decided by which team has more SRMs and MG Piranhas.. its boring, stupid, and simply bad gameplay.
These maps don't belong in game, except for maaaaaaybe in scouting..
#53
Posted 01 April 2019 - 02:43 AM
heck everyone is dead about time you hit turn 3
what kind of racing is this
#54
Posted 01 April 2019 - 03:22 AM
Nightlurk, on 30 March 2019 - 02:37 AM, said:
3) What "people"? I don't recall there being a community referendum... More like they're back because it's cheaper for the devs to just unzip some old files than actually put in the work to make new maps. I wonder if all that pre-order money is being used to fund any other work besides creating more mechs for more pre-orders...
4) These maps are clusterfk-ish. Especially the frozen city one. If you play this in organized clan v clan battles then it's fine, because you're supposed to have proper command and proper tactics, but for random battles where most people are already confused and have no idea what they're doing, and have little to no organization, leadership or tactics, then it's a coin toss. Like I said, might as well give me a dice roll when I click the battle button and save me the waste of time.
The irony of things is that I was finally praising the game for being in a "stable" enjoyable state a few weeks ago. I was saying after all those years, they finally got their **** together and have a balanced game, and then they dropped those maps in... /facepalm
Name me a single map that is NOT clusterfuckish in QP.
Many people have not played the old maps before, so confusion is normal.
#55
Posted 01 April 2019 - 05:27 AM
The classic maps are still better than some of the other maps we have (Alpine, Terra therma).
Classic Forrest is meh, but still passable. Please put a big rock at both ends of the tunnel - I hate it when my team goes in there.
#56
Posted 01 April 2019 - 05:39 AM
#57
Posted 01 April 2019 - 05:43 AM
VonBruinwald, on 30 March 2019 - 04:10 AM, said:
People are voting for them because they're new and the reason they are turning into chaos is because people are still learning them.
They're also much harder to Nascar on while still giving the opportunity to flank, which is a plus.
Personally I think they missed an opportunity. Should have run an event, Classic Maps only and discounts on the original 'mech packs (and mech bays).
Well, to be precise, some people who began to play MwO after those maps were "replaced" by actual ones, are indeed learning them, but old "dinosaurs" like me, who played them before just need to "readjust" & recall those.
It's good that they're back, so PGI:
Don't remove those. Under any circumstance.
#58
Posted 01 April 2019 - 05:51 AM
Vellron2005, on 01 April 2019 - 12:58 AM, said:
4) All of the stated above, plus keep in mind that these maps are simply too small for 12 vs 12, and there is no tactics or anything other than instant face-smashing in this map. Long range is useless, and most games on these maps are decided by which team has more SRMs and MG Piranhas.. its boring, stupid, and simply bad gameplay.
These maps don't belong in game, except for maaaaaaybe in scouting..
3) There is no realism in Battletech, let alone in MWO or the battlefields of either. This isn't a war sim, it's just a shooter. I also reject your claim that "regular" people would not enjoy the classic maps, or Solaris City for that matter. I happen to enjoy both and feel I am a fair representation of a "regular" person. Unless of course your definition of "regular" and "realism" is "there must be LRMs." In which case... yeah, I can see that frustrating you. Though naturally, LRMs are still perfectly usable on Solaris and the classic maps, you just have to get better angles and move closer to the fight.
4) I do not think the data will back up your claim here. Everyone keeps saying how small the maps are, but they seem to be perfectly-sized to me so long as your team is willing to hold down good angles and positions. The fight doesn't depend solely on having the most or the best brawlers, I wouldn't even say the maps totally shut down long range builds. The only build that DOES get utterly hosed by the small maps is ERLL sniping because there's simply no way to establish a large enough no man's land that the low DPS ERLL builds can exploit. Good thing that's not the build you use, yeah? Every other kind of build, provided it can get the position it needs, can at least lay down solid DPS.
#60
Posted 01 April 2019 - 05:58 AM
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