Prioritize smaller maps over large maps


[VN] Ragnarok  Member 7 Jun 24 at 3:11pm
#1
FULL RP Name(s):
[color=rgba(255, 255, 255, 0.7)]A: FH HECU ENCLAVE O-2 CPT Solomons / FH LVET V-9 PFC David / Juggernaut Besieger Navarro[/color]

[color=rgba(255, 255, 255, 0.7)]Discord Username:[/color]
[color=rgba(255, 255, 255, 0.7)]A: Ragnarok[/color]

[color=rgba(255, 255, 255, 0.7)]Steam ID:[/color]
[color=rgba(255, 255, 255, 0.7)]A: STEAM_0:0:26914125[/color]

[color=rgba(255, 255, 255, 0.7)]Workshop Link: (If applicable)[/color]
[color=rgba(255, 255, 255, 0.7)]A: N/A[/color]

[color=rgba(255, 255, 255, 0.7)]What is your suggestion?[/color]
[color=rgba(255, 255, 255, 0.7)]A: Favour smaller maps like City 13 or City 8 over large maps like Valley or Highlands.[/color]

[color=rgba(255, 255, 255, 0.7)]How would this benefit the server?[/color]
A:

I guess the main reason for this suggestion is the amount of time spent walking on these larger maps, which is often the situation, save a good day when we get a high pop of ~40 people. 

More often than not however, we get >30 pop on the server, and that turns large maps into a walking simulator, where you'll have to run from base to the field, only to be insta killed by a sniper, 
or if you manage to avoid sniper fire, die to a shotgunner at CQC, which then sends you back to walking again, which gets old very fast. 

I feel like one of the reasons why people love City 13 so much is the fact you're always thrown into battle, you're always engaging, killing and dying, it's naturaly more fun.

The problem above is then aggravated by the new active point system, for several reasons:
- Firstly, old unactive points can be a blessing or a curse. If you have that unactive point, you'll have a guaranteed spawn anchor on the map, but often enough you'll begin capturing a point right before
the points rotate, which means that point will not be fully captured (and therefore not spawnable) until it becomes active again. Additionally, it doesn't help to have a spawnable point if the active point is
on the other side of the map, thus forcing you to walk regardless of you spawning in base, or on the unactive captured point. This becomes an even bigger issue if you simply have no captured points, and
you are forced to spawn on base to walk up to the active points. For pushback classes its even worse, cuz you need to walk from base regardless, sometimes resulting on the point being captured, or rotating before they can even get there.

You can circumvent this by having OVAs or Technicians deploying transport, but what happens when there are no OVA or Techs online? What happens if BALLISTAS/HVYs are focusing on killing transport vehicles? People are forced back into walking for minutes just so they can enjoy the game for a short period before being killed, and forced back to walking.

There are maps that would even benefit from being reduced but maintained, like keeping Valley, but reducing it to be just the central urban area, and adjusting the bases accordingly. Urban warfare maps like City 8, City 13 and Valley's center city give opportunities for all class types to have fun, snipers, CQC shotguners, mid range infantry, so on. I guess City 8 suffers from not allowing Techs or Foxtrots to deploy big vehicles, but there are other maps.  An obvious answer would be something that the community has been begging for some time now, which is defn_main. 

It's telling when population immediately rises when City 13 is on, and how the community has been asking for the return of defn_main, yet it causes a lot of contention when maps like Stalker or Pripyat (I know it's no longer on rotation) were on, so called "server killers" since people tend to immediately leave once these maps show up. 

TL;DR
Long maps cause mindless walking, and pop drop.
Smaller maps are engaging, fun, and rise pop.

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CallMeLeroy  Certified Gamemaster VIP 7 Jun 24 at 4:43pm
#3
overall i agree, we just gotta find some good CQC maps +1

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pencil  Member 7 Jun 24 at 7:39pm
#4
+1, too much outreaching clutter on some maps. Takes away from the enjoyment of some of the objectives on them genuinely being fun to fight on.
[DEFN] Aithead  Head Gamemaster VIP 8 Jun 24 at 1:10pm
#5
Is funny to speak of mid-range infantry dying to snipers in sniper areas and shotguns in shotgun range.

Focal points help with this issue though.
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