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Need more map vetoes

26 Jun 2017, 10:05 AM
#21
avatar of mediev

Posts: 93

Mind that if the number of vetoes goes high enough you will actually have to play on the vetoed ones - becouse the other player will veto the other half.


Some maps, like Faymonville for instance, will never be vetoed, because they are actually good maps. Other ones are unbalanced to a crazy level, either side-wise, faction-wise, or both(Lost Glider, La Gleize Breakout, Caen...). Adding maybe 3 more vetoes would be enough, just to get rid of the worst ones.
26 Jun 2017, 12:05 PM
#22
avatar of Highfiveeeee

Posts: 1740

jump backJump back to quoted post24 Jun 2017, 11:07 AMnee
I once read somewhere that, after some lengthy explanation, the veto doesn't even work. And I don't mean bugged, I mean that if a certain threshold was achieved (I believe it was like after a period of time and no players found) t deactivates the veto and forces you to play a more suitable game.

If that is true that's probably the reason why Relic isn't going to bother giving more vetos (since hey, it doesn't even work). It certainly won't solve the problem of not enough people playing the game, which presumably was the reason why your map veto gets vetoed (har har) in the first place.

I've no idea if that is true, but it did seem to explain why some players find themselves playing a map that they clearly vetoed. In that case, getting more vetoes wouldn't make the problem worse since you'd be even more likely to find yourself playing Steppes again because everyone else is vetoing something else.

As for new maps, they could really have just done a few easy things like Winter versions of popular maps with relatively little changes like waterways being able to sink tanks, etc. I mean they already do that with like 45% of the maps. Winter version of Ettelbruck with fewer garrison buildings and new pathways? Gameplay alone is drastically changed, and on a layout that everyone would already be familiar with.


I don't like the idea to simply implement winter version for existing summer maps as I need two vetoes in order to ban them (e.g. Semoisky winter sucks and summer aswell). The deactivation of the vetoes is IMO a good way to find games quicker. I prefer playing on a bad map in 5 minutes more than playing on a "good" map after 20 minutes of searching.

To be honest I don't veto at all as I don't like any map really that much. There are maps I enjoy a bit more, but most of the time in the loading screen I think 'well, this map again...'. Also vetoes wil reset if you switch game modes which I often do (1v1 and 2v2).

nee
26 Jun 2017, 22:42 PM
#23
avatar of nee

Posts: 1216



I don't like the idea to simply implement winter version for existing summer maps as I need two vetoes in order to ban them (e.g. Semoisky winter sucks and summer aswell). The deactivation of the vetoes is IMO a good way to find games quicker. I prefer playing on a bad map in 5 minutes more than playing on a "good" map after 20 minutes of searching.

To be honest I don't veto at all as I don't like any map really that much. There are maps I enjoy a bit more, but most of the time in the loading screen I think 'well, this map again...'. Also vetoes wil reset if you switch game modes which I often do (1v1 and 2v2).

Well I was saying in the context of just making better maps in general. Existing maps sucking is a far greater priority; at least making winter versions (potentially, anyways) better maps that could also mean replacing older, problematic maps out of rotation. As much as I haven't played Rostov in a while I wouldn't want to play it again, especially when it's a potential candidate in automatch.

27 Jun 2017, 06:45 AM
#24
avatar of Highfiveeeee

Posts: 1740

The question is... Why are maps like Pripyat Sector (which are really beautiful, sorry Tric!) in the map rotation while they have some obvious 'flaws' that are distracting competitive games, e.g. only having 2VPs, having only one fuel (like the map that started at night), etc?

There are a lot of maps that are really well made and also good-looking that never find their way into the rotation. And also it takes ages to change the rotation, Stalingrad has been in 1v1 for almost a year while it clearly favored allies because it all revolved around close quarter combat.
27 Jun 2017, 10:35 AM
#25
avatar of d0ggY
Senior Caster Badge

Posts: 823 | Subs: 3

can someone finally explain me why eindhoven and ecliptic fields are gonw while düsseldorf and gelsenkirchen are still in?


Miss those 2 FeelsBadMan
28 Jun 2017, 09:07 AM
#26
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 36

can someone finally explain me why eindhoven and ecliptic fields are gonw while düsseldorf and gelsenkirchen are still in?


Whats wrong with düsseldorf? Best map for OKW (Stumtiger or Commandopanther)

Also funny to play with cons ppsh and shocks :)

Tbh: Moskau north side, Pripyat is more cancer than this :)
28 Jun 2017, 09:14 AM
#27
avatar of dreamerdude
Benefactor 392

Posts: 374



Whats wrong with düsseldorf? Best map for OKW (Stumtiger or Commandopanther)

Also funny to play with cons ppsh and shocks :)

Tbh: Moskau north side, Pripyat is more cancer than this :)


düsseldorf is one of those rare maps that benefit all from what i play with it. You got your open areas for rifle infantry and your CC flanks. Only real gripe i have with it is that the vehicles don't really sit well with the map due to pathing.... but pathing is a different beast on it's own...
28 Jun 2017, 09:29 AM
#28
avatar of aerafield

Posts: 3032 | Subs: 3

What's the problem with Gelsenkirchen? :foreveralone:

Soviet Urban Defense doctrine is like auto-win on this map, at least vs OKW :snfPeter:
28 Jun 2017, 11:28 AM
#29
avatar of mediev

Posts: 93

What's the problem with Gelsenkirchen? :foreveralone:

Soviet Urban Defense doctrine is like auto-win on this map, at least vs OKW :snfPeter:


You just answered your own question. You know, some people, maybe even most people, don´t like mismatches in competitive gameplay. Some actually prefer to play a balanced game.
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