automatch/ladder map pool

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Re: Announcement about the map rotation on automatch

Postby Morax » 04 Feb 2016, 16:48

I wholeheartedly agree with Zock that making these epic, lengthy posts are a bit too much to keep track of.

To keep pace I will voice my opinion in a clear and concise manner:

1) Pre-TA4Life ladder pool (tons of maps) with most of the maps
2) No bias to map selection based on player rating/preferences - remove map selection feature
3) Every map should get an equal amount of appearances (I stopped ladder when I got blasted rock 6 times in a row)
4) No maps like crazyrush, hardffa, etc; there should not be any weird spawn or resource generation in the map
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Re: Announcement about the map rotation on automatch

Postby Sovietpride » 04 Feb 2016, 19:17

I much prefer the current map pool system.

Mainly because i know exactly whats in it, and im not going to be thrown some cancerous BS like blasted rock or summer duel multiple times.
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Re: Announcement about the map rotation on automatch

Postby codepants » 04 Feb 2016, 19:39

I am still of the opinion that we should somehow split the pool into small maps and large maps. I almost always want to ladder on a small map. Large maps tend to take much longer, are much more sweaty, and are harder to improve/give yourself feedback on. I've found it much more likely to come down to who knows the map, whereas on small maps it's easy to adapt/learn the map even if you don't know it very well. Even if I don't know a small map, I'm much more likely to give it a shot because feedback is much more immediate and it's not going to be an hour long game.

I know not everybody feels the same, of course.
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Re: Announcement about the map rotation on automatch

Postby Ithilis_Quo » 04 Feb 2016, 19:42

my piece of oil to fire:

1. player concilor choose 15 map with voting system on forum ->
2. 10 map with most of point will be in lader for next month
3*. each player may veto 2 maps.
_____ next month____
4. 5 maps from previous pool with most of point from last vote, will automatic move for next vote
5. player concilor will chose new 10 maps that with 5 from previous month will be vote on forum.
2. 10 map with most of point will be in lader for next month...
3*. each player may veto 2 maps..
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Re: Announcement about the map rotation on automatch

Postby Zoram » 04 Feb 2016, 22:34

maybe it's a dumb idea and we don't have enough players for it to work, but what about 3 pools.

1 small maps pool (5*5)
1 medium maps pool (10*10)
1 large maps pool (20*20).

You want a quick small map game, you click "small map matchmaker", etc ...
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Re: Announcement about the map rotation on automatch

Postby Morax » 04 Feb 2016, 22:46

Zoram wrote:maybe it's a dumb idea and we don't have enough players for it to work, but what about 3 pools.

1 small maps pool (5*5)
1 medium maps pool (10*10)
1 large maps pool (20*20).

You want a quick small map game, you click "small map matchmaker", etc ...


Just because a map is small does not necessarily mean it will not take a long time. I've had some 30+ minute matches on 5x5s...

And for 10x10, I see a lot of games take 20 mins or less. 20x20 is just awful for 1v1... It just becomes a tech rush unless you are an absolute beast at gunships and drops. Even then it takes FOREVER for the gunships and inties to fly around...
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Re: Announcement about the map rotation on automatch

Postby Sovietpride » 05 Feb 2016, 01:53

*puts hand up for point of reach
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Re: Announcement about the map rotation on automatch

Postby Gozert » 05 Feb 2016, 02:17

I think current system is fine. Old system with map picking has one destructive problem if the map selection system is precise. That is, if you like seraphim for example, you only pick maps that really work in your favor as seraphim. E.G. White Fire, Point of Reach, Roanoke, EOTS. Now if you are like me, then you might think that is just stupid. And because i'm a realist, i know there will be people who will actually think like this. This proposed system by Zock I think is good. Though I wouldn't put maps in a bracket of "long rotation" or "short rotation," just change 3 maps every 2 weeks would be fine by me.

Also, getting the old system back would require time from some coder moderator or whatever, which they don't have. I'd rather see them fix bugs than comply to whiners. I already think this proposed system allows for much change in the map pool when compared to other games.

anyways, already big thank you to Zock for taking the time and initiative on this debate. Also huge thanks for TA4life and his time and work.
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Re: Announcement about the map rotation on automatch

Postby Sir Prize » 05 Feb 2016, 04:15

Morax wrote:I wholeheartedly agree with Zock that making these epic, lengthy posts are a bit too much to keep track of.

To keep pace I will voice my opinion in a clear and concise manner:

1) Pre-TA4Life ladder pool (tons of maps) with most of the maps
2) No bias to map selection based on player rating/preferences - remove map selection feature
3) Every map should get an equal amount of appearances (I stopped ladder when I got blasted rock 6 times in a row)
4) No maps like crazyrush, hardffa, etc; there should not be any weird spawn or resource generation in the map
Yup - 60 map pool with no preference will definitely not lead to people playing maps they think are bullshit and quitting ladder.
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Re: Announcement about the map rotation on automatch

Postby Mad`Mozart » 05 Feb 2016, 11:21

Here's a better solution for you all.
Instead of shaking the air with all your brilliant ideas, chip in some bucks to pay whoever will code new ladder.

Or also can host some charity tourney with some features to choose from for the winner, where prize money go to coder person instead.
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