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Map And Mode Feedback!


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Poll: Map and Mode Feedback (2038 member(s) have cast votes)

Favorite Large Map?

  1. Voted Alpine Peaks (189 votes [9.28%] - View)

    Percentage of vote: 9.28%

  2. Forest Colony (131 votes [6.43%] - View)

    Percentage of vote: 6.43%

  3. Voted Free Worlds Coliseum (114 votes [5.60%] - View)

    Percentage of vote: 5.60%

  4. Frozen City (97 votes [4.76%] - View)

    Percentage of vote: 4.76%

  5. Voted Grim Plexus (447 votes [21.95%] - View)

    Percentage of vote: 21.95%

  6. Polar Highlands (125 votes [6.14%] - View)

    Percentage of vote: 6.14%

  7. Voted Solaris City (314 votes [15.42%] - View)

    Percentage of vote: 15.42%

  8. Terra Therma (58 votes [2.85%] - View)

    Percentage of vote: 2.85%

  9. Terra Therma Crucible (71 votes [3.49%] - View)

    Percentage of vote: 3.49%

  10. Voted Tourmaline Desert (490 votes [24.07%] - View)

    Percentage of vote: 24.07%

Favorite Medium Map?

  1. Caustic Valley (84 votes [4.13%] - View)

    Percentage of vote: 4.13%

  2. Crimson Strait (127 votes [6.24%] - View)

    Percentage of vote: 6.24%

  3. Emerald Vale (188 votes [9.23%] - View)

    Percentage of vote: 9.23%

  4. Voted HPG Manifold (374 votes [18.37%] - View)

    Percentage of vote: 18.37%

  5. Hellebore Springs (59 votes [2.90%] - View)

    Percentage of vote: 2.90%

  6. Voted Mining Collective (511 votes [25.10%] - View)

    Percentage of vote: 25.10%

  7. Voted River City (189 votes [9.28%] - View)

    Percentage of vote: 9.28%

  8. Voted Rubellite Oasis (323 votes [15.86%] - View)

    Percentage of vote: 15.86%

  9. Voted Viridian Bog (181 votes [8.89%] - View)

    Percentage of vote: 8.89%

Favorite Small Map?

  1. Voted Canyon Network (706 votes [34.68%] - View)

    Percentage of vote: 34.68%

  2. Voted Ceres Metal Scrapyard (149 votes [7.32%] - View)

    Percentage of vote: 7.32%

  3. Voted Forest Colony Classic (84 votes [4.13%] - View)

    Percentage of vote: 4.13%

  4. Voted Forest Colony Classic Snow (53 votes [2.60%] - View)

    Percentage of vote: 2.60%

  5. Frozen City Classic (109 votes [5.35%] - View)

    Percentage of vote: 5.35%

  6. Frozen City Classic Night (240 votes [11.79%] - View)

    Percentage of vote: 11.79%

  7. Hibernal Rift (220 votes [10.81%] - View)

    Percentage of vote: 10.81%

  8. Voted Vitric Station (475 votes [23.33%] - View)

    Percentage of vote: 23.33%

Least Favorite Large Map?

  1. Voted Alpine Peaks (668 votes [32.81%] - View)

    Percentage of vote: 32.81%

  2. Forest Colony (121 votes [5.94%] - View)

    Percentage of vote: 5.94%

  3. Free Worlds Coliseum (177 votes [8.69%] - View)

    Percentage of vote: 8.69%

  4. Voted Frozen City (168 votes [8.25%] - View)

    Percentage of vote: 8.25%

  5. Voted Grim Plexus (67 votes [3.29%] - View)

    Percentage of vote: 3.29%

  6. Polar Highlands (155 votes [7.61%] - View)

    Percentage of vote: 7.61%

  7. Voted Solaris City (342 votes [16.80%] - View)

    Percentage of vote: 16.80%

  8. Terra Therma (135 votes [6.63%] - View)

    Percentage of vote: 6.63%

  9. Voted Terra Therma Crucible (139 votes [6.83%] - View)

    Percentage of vote: 6.83%

  10. Tourmaline Desert (64 votes [3.14%] - View)

    Percentage of vote: 3.14%

Least Favorite Medium Map?

  1. Voted Caustic Valley (511 votes [25.11%] - View)

    Percentage of vote: 25.11%

  2. Crimson Strait (156 votes [7.67%] - View)

    Percentage of vote: 7.67%

  3. Voted Emerald Vale (199 votes [9.78%] - View)

    Percentage of vote: 9.78%

  4. Voted HPG Manifold (166 votes [8.16%] - View)

    Percentage of vote: 8.16%

  5. Voted Hellebore Springs (429 votes [21.08%] - View)

    Percentage of vote: 21.08%

  6. Mining Collective (122 votes [6.00%] - View)

    Percentage of vote: 6.00%

  7. River City (183 votes [8.99%] - View)

    Percentage of vote: 8.99%

  8. Voted Rubellite Oasis (102 votes [5.01%] - View)

    Percentage of vote: 5.01%

  9. Viridian Bog (167 votes [8.21%] - View)

    Percentage of vote: 8.21%

Least Favorite Small Map?

  1. Voted Canyon Network (213 votes [10.46%] - View)

    Percentage of vote: 10.46%

  2. Voted Ceres Metal Scrapyard (408 votes [20.04%] - View)

    Percentage of vote: 20.04%

  3. Forest Colony Classic (402 votes [19.74%] - View)

    Percentage of vote: 19.74%

  4. Forest Colony Classic Snow (137 votes [6.73%] - View)

    Percentage of vote: 6.73%

  5. Voted Frozen City Classic (239 votes [11.74%] - View)

    Percentage of vote: 11.74%

  6. Frozen City Classic Night (66 votes [3.24%] - View)

    Percentage of vote: 3.24%

  7. Voted Hibernal Rift (333 votes [16.36%] - View)

    Percentage of vote: 16.36%

  8. Vitric Station (238 votes [11.69%] - View)

    Percentage of vote: 11.69%

Favorite Gamemode?

  1. Voted Assault (334 votes [16.40%] - View)

    Percentage of vote: 16.40%

  2. Voted Conquest (423 votes [20.78%] - View)

    Percentage of vote: 20.78%

  3. Voted Incursion (155 votes [7.61%] - View)

    Percentage of vote: 7.61%

  4. Voted Skirmish (487 votes [23.92%] - View)

    Percentage of vote: 23.92%

  5. Voted Domination (637 votes [31.29%] - View)

    Percentage of vote: 31.29%

Least Favorite Gamemode?

  1. Voted Assault (149 votes [7.32%] - View)

    Percentage of vote: 7.32%

  2. Voted Conquest (381 votes [18.71%] - View)

    Percentage of vote: 18.71%

  3. Voted Incursion (998 votes [49.02%] - View)

    Percentage of vote: 49.02%

  4. Skirmish (315 votes [15.47%] - View)

    Percentage of vote: 15.47%

  5. Voted Domination (193 votes [9.48%] - View)

    Percentage of vote: 9.48%

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#101 lazyhate101

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Posted 02 August 2023 - 03:10 PM

Classic Caustic Valley when? the old map was huge. always had a blast when I was on that map and I miss playing on it.

Edited by lazyhate101, 02 August 2023 - 03:12 PM.


#102 KursedVixen

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Posted 02 August 2023 - 03:34 PM

View PostLockheed_, on 02 August 2023 - 03:23 PM, said:

Yes and add classic Polar to that. Let people in game vote for what they like to play and don't just take away options.
classic HPG

View PostLockheed_, on 02 August 2023 - 02:34 PM, said:

Last few matches on Alpine we always ended up playing in an unusual way and it was really well received. People were just happy not to play the same old same old locations and IMO only a map the size of Alpine really allows this kind of game play where you suddenly find yourself in a corner of the map that you rarely have been before. Same with Old Polar btw. I don't what what sparked this but in the last weeks of Old Polar people suddenly started to play around other areas of the map and we ended dup fighting around some of the building complexes more towards the fringes of the map. These were some of the most memorable matches I had. That would never have been possible on a small map where you have no room to go somewhere else, like canyon etc. I can't remember having a memorable match on canyon or vitric ever. It's always the same boring shite.
I miss when alpine use to be a war over the mountain if only the cap point on domination were moved out of that circle it'd be great.

Old polar was Trench warfare with LRMs there was no cover at all...

I played one game of Solaris city where my team stayed where they spawned and let the enemy come to us worked very well I can see it working in Skirmish and assault.


And i can't stress this enough Please, put turrets back in on assault!

Edited by KursedVixen, 02 August 2023 - 03:37 PM.


#103 Tsuruki

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Posted 02 August 2023 - 04:01 PM

It's hard to pick caus I like most of them and the voting system tends to keep me out of the worse ones.

But, Incursions plain suck in quickplay, and I've felt that certain combinations are less fun than others.

I've noticed in ceres graveyard that when you play Domination, it's not unusual that one team gets pushed out of the ring and has to push back, which is a huge upgrade to that gamemode over the usual "Deathmatch in the middle", if it's not a straight upgrade, then it's a nice change from the usual.

On the flipside a bunch of maps are a bit unfun in certain modes, running for points on too large a map is a chore, brawling deathmatch on maps with very particular spawnpoints that dont allow for positioning are iffy.

Imho I'dd like to see a new mode that incentivises exploration of unused parts of maps, this obviously would require some sort of "heatmap" tracking of maps to see how players move and engage in this game in general.

Maybe some sort of supply drop function could be used to generate objectives at insofar little used areas?

#104 Deusduce2

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Posted 02 August 2023 - 04:23 PM

Anyone who voted anything other than "conquest" as their least favorite game mode is a chub.

#105 LordNothing

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Posted 02 August 2023 - 05:20 PM

im mostly in agreement with the top votes here. in most cases i actually voted for the most or second most popular vote. except for least favorite small map, i voted frozen city classic, the 4th most popular, because you cant see **** in that map. but i guess people had all their hate focused on the new map (everybody hates new maps because they feel like newbs again for their lack of map knowledge), hibernal (and the only reason i dont like that one is that its a blatant reskin), and forest was a little meh, but im gonna pick the one that makes you run in thermo because there is no visibility.

similar pattern with modes, i guess everyone hates incursion, i picked skirmish as #1, and was surprised more people liked domination. i guess the notion that everyone just wants to shoot robbits is bupkis, maybe they just want to brawl. latter seems most likely.

i should point out my opinion about modes changes greatly outside of quick play. with a drop deck and an appropriate clock length and cap goal, conquest is the best mode. likewise incursion becomes more interesting and loses its slot as the worst, not the best mind you. domination becomes the worst. because it just takes one lethargic team and one aggressive team and the match may as well been a game of solaris (which sucks if you queued up for fp).

Edited by LordNothing, 02 August 2023 - 05:23 PM.


#106 LordNothing

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Posted 02 August 2023 - 05:26 PM

View Postthe check engine light, on 02 August 2023 - 05:24 PM, said:

Incursion EQ could actually be fun. Beef up the turrets a bit. And replace the Air Control thing with... something else that's actually useful.


incursion isnt bad, its just that when you play it in qp, its skirmish. there is very little reason to play for the bases when you can just kill everyone and end it. its not suited to qp at all. give it a deck and you got to worry about sneaks and actually bother putting in batteries. air control comes into play, you can time it with enemy respawn. in qp, nobodys in the base.

Edited by LordNothing, 02 August 2023 - 05:31 PM.


#107 W4R GOD

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Posted 02 August 2023 - 05:32 PM

Kraz did an awesome job on the new map. Small tweaks and its perfect.

Delete Alpine Peaks, its garbage and always was.

Siege mode, best mode.

#108 MitchellAvellar

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Posted 02 August 2023 - 06:24 PM

Thank you for taking the poll. I'd just like to say too thank you for all the work on the new maps. Mostly, they seem great. I agree also with one of the other posters who said that he likes how on Canyon the fight doesn't always devolve in to a rotation around a central point, so anything you can do to make other maps work that way would be great. My only and chief complaint is that the structures added to Free Worlds Colosseum are too much. I mean, even I, a LRM proponent, thought something needed to be done to reduce their effectiveness there, but it was way overkill. It went from being my first choice every time to my last, even behind Solaris City. Just take like half of those giant tower structures back out and it should be a fun map again.

#109 ESC 907

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Posted 02 August 2023 - 06:44 PM

I am still hoping to see a more linear map. Cannot have Nascar if the op4 is straight ahead and the team is more-or-less funneled into each other. Like the teams are meeting at the floor of a large canyon, with only the occasional outcropping of rock for cover. And maybe there can be ledges or tunnels up high in the cliff-faces for smaller/jump-capable 'Mechs?

#110 Xetelian

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Posted 02 August 2023 - 06:55 PM

Crimson Strait and River City need do overs.

To me the most important parts of a map:
Cover
High ground
Choke Points
Conquest shape (Crimson Strait is an example bad)
Assault Shape (again Crimson Strait is bad while Mining Colony is good)
Line of Sight
Get rid of incursion
Visibility

Then the size, I do NOT want to walk for 2 minutes before establishing cover

Then the very least of my worries is how pretty it looks. I lived in the golden eye era, it was ugly.

Pay an influencer outside the MWO community to do a sponsored add.

GG

#111 ChibiMecha

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Posted 02 August 2023 - 07:32 PM

In general, i think brawlers need something for the new maps.

Most of the time seeing a lot of long range or sniper builds and people are just nascaring but even further away than before; an example from the newest map the scrapyards, the water paths are long narrow halls with steep mountains on either side that make it so people need to either be a sniper or have jump jets; assault mechs that cant fly and/or are close range suffer a lot here.

As a preferred brawler myself, i understand it does need a balance so that close range doesn't get too strong, but currently brawling is a lot more rare; most of my friends who used to play MWO left because of how overpowering long range can be lately. Might need to do something to help the close range builds; going back to scrapyards: one option could be to make more lower hills, ramps, or paths, so slower assaults and close range builds aren't trapped in the narrow halls in the water for snipers to pick off so easily.

#112 Lajur Kas

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Posted 02 August 2023 - 07:43 PM

It would be interesting to see these votes filtered through Tier ratings. Domination Mode is just Skirmish with a training wheel. Maybe split some map mode combos toward toward Tier4/5 and Tier 1/2.

#113 F i s s i o n

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Posted 02 August 2023 - 07:47 PM

There's been talk and promises made (since at least January to my knowledge) regarding increasing the dom circle time with faction play and other drop deck variants from 1.5 mins to 2.5-3 mins - this allows more opportunity for come backs and making it back in the circle without the game ending too early, while you can still win based on the timer if it's a close game. Please make this happen in the next patch

Edited by F i s s i o n, 02 August 2023 - 07:52 PM.


#114 Loudkitty

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Posted 02 August 2023 - 07:48 PM

I love events with infinite jjs, infinite heat, or infinite ammo. <3 Weird

#115 13Tradesman

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Posted 02 August 2023 - 08:05 PM

I think Alpine peaks gets a bad rap, depending on the game mode it can vary quite a bit... but ultimately I do see the issues: bad choke points, bad spawn points (these can be rearranged...map is huge), absolute high ground positions, unbalanced sides, and limited cover from sniping/LRMing. Most of these issues can be resolved with a bit of TLC.

Hibernal rift also needs TLC... especially on domination...so the ring around the rosie can end...very fixable...would like to see more bridges...would NOT go for the polar highlands solution.

Hellebore springs...TLC again...not enough areas for pass through on parts of the map...if you fall there is no easy way to get back up quickly...could use mech lifts or elevators maybe...parts of the map see little if any use sometimes too, partly because of spawns, but also lack of objectives in those areas....always after spawn you go up the winding ridge to the center...never down in the valley to move across the map...unless you are in a fast light mech with jump jets...but that's certainly not me.

Grim Plexus needs a complete do-over: changes in spawns, added cover across map, more usage and accessibility of bismuth towers... those are currently too close together, too steep...limiting usage to mechs with decent jump jets/campers...I want to see more options for climbing), Terra Therma feels like a lost cause...no matter how you change it, it seems it will remain bad...same with caustic valley.

River City gets a big thumbs down for too many sniper/camper spots that favor advanced zoom...absolutely HATE how easy it is for snipers to take pot shots at players crossing the river. Haze and lighting also obscures vision for those trying to hit back snipers. Lots of potential with changes to spawn locations, added cover for river crossing, more structural "bridges" or crossings going across the map.

Edited by 13Tradesman, 02 August 2023 - 08:13 PM.


#116 TubbyToast

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Posted 02 August 2023 - 09:09 PM

View Post13Tradesman, on 02 August 2023 - 08:05 PM, said:


River City gets a big thumbs down for too many sniper/camper spots that favor advanced zoom...absolutely HATE how easy it is for snipers to take pot shots at players crossing the river. Haze and lighting also obscures vision for those trying to hit back snipers. Lots of potential with changes to spawn locations, added cover for river crossing, more structural "bridges" or crossings going across the map.
make the river deeper so mechs would vanish inside the water and enemeys must also stay underwater to receive a signal.

#117 TW-Luna

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Posted 02 August 2023 - 09:52 PM

Thinking on it some, and making an assumption here, I assume the devs have heatmaps of player movement across the different maps. It's really a maybe, maybe not thing.

But after the poll is finished, would love to see a post talking about if they're happy with current player usage of the maps. As many posts have pointed out, a number of maps (and we only get one vote for best/worst) have issues where the fight takes place in the same spot, every time, almost no matter what the game mode is. Crimson Strait, Forest Colony (new), Grim Plexus, HPG Manifold, and River City come to mind in terms of maps where the fights are always concentrated in I would say the same 20% of the map.

#118 Thorqemada

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Posted 02 August 2023 - 09:54 PM

I did not vote, i am not in the pool anymore, but seeing Tourmaline being voted well for makes me happy, it is one of the maps i had the most fun on! Posted Image

Seeing Domination on the other hand a favourite gamemode - ugh.... Posted Image


Stay well everyone!



PS: Players will hate something regardless so it is not a bad strategy to give them something to hate on thus the other content must not suffer player displeasure for the sake of showing player displeasure!

Edited by Thorqemada, 03 August 2023 - 01:54 AM.


#119 A Nephew of Kerensky

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Posted 02 August 2023 - 11:15 PM

I really enjoy Vitric, but I believe it should be considered at least a Medium sized map.

#120 McGosy

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Posted 02 August 2023 - 11:58 PM

View PostF i s s i o n, on 02 August 2023 - 07:47 PM, said:

There's been talk and promises made (since at least January to my knowledge) regarding increasing the dom circle time with faction play and other drop deck variants from 1.5 mins to 2.5-3 mins - this allows more opportunity for come backs and making it back in the circle without the game ending too early, while you can still win based on the timer if it's a close game. Please make this happen in the next patch


Indeed Domination mode is a problem for Event Queue Drop Deck matches and Faction Play. The Drop Deck situation itself forces teams to not loose overview and map control, for not getting stomped in their dropzone areas. Currently teams in Faction Play have 90 seconds to get there after a wave mechs is gone. There is a lot matches people asking teammates to step OUT of the circle to not end the match after 6 minutes, cause waiting times are long there and ppl want to kill more mechs and play the game instead of winning in couple minutes for a 20-25min waiting to get in lobby for FP. Domination mode in Faction Play is a big "bumper". Give it way more time, or remove it, or remove it for a centered beacon to get radar or lill artillery asisstance for ur team would be more enjoyable to play.(not the tom pls)

-Domination circle on Caustic-minimap is too hard to read, pls change domination circle color or the map color for the minimap to make the circle visible there

Edited by McGosy, 03 August 2023 - 12:02 AM.






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